Khobai, on 23 June 2015 - 03:43 AM, said:
Except you can aim where your shots go in MWO.
TT had random hit locations.
So you actually kill mechs way faster than in TT. Despite the double armor.
True, you can aim where your shots go... But not many people here, despite the claims, can hit the exact spot they're aiming for every single time, or even 70% of the time. And hitting things in TT is not hard, but hitting where you want to is... Kind of like MWO.
Mechs in TT get one and two-shotted more often than they do in MWO, and when it happens in MWO it's either:
A. Headshot.
B. Rear Armor hits.
C. Ammo crits.
Suffice to say, MWO Mechs are considerably more resilient than the 'Doubled Armor' suggests. Being able to 'aim' is not a deciding factor.
Now nobody is talking about doubling ammo... Except for Missiles, which curiously enough didn't get the same 50% increase other weapons did. AC2s are not going from 75/ton to 150/ton, AC20s are not getting 14/ton. It's to move ammo from that 50% to a full 100% over the base value, which means doubled ammo, not 'doubling ammo'.
AC2: 100/ton
AC5/Ultra: 40/ton
AC10: 20/ton
AC20: 10/ton
SRM: 200/ton
LRM: 240/ton
Etc. It essentially saves 1 ton per 3 tons spent on ammo. Most MWO ammo builds would save 1, maybe 2 tons. Boating builds like ACs or SRM/LRM would average around 3 while excessive builds on Assaults could push the 4-5 ton mark. Not quite enough to free up space+tonnage to create monstrous, rolling death Mechs.
Weapons in TT typically carried 1-2 tons because those weapons had distinct characteristics that made them ideal versus Energy weapons in situations. We dont really have that in MWO as most every weapon is basically a slightly different way of killing your target.
It increases battle longevity by a small amount, refines some of the ammo-consuming builds, encourages a little more diversity and has virtually no effect on TTK... And should have been done when Armor was doubled.