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Top Dog: +12.5% Armor (Full Body) And +12.5% Structure (Full Body)...means What, Exactly? (Any Friendly Dev Input Would Be Much Appreciated)


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#1 Bishop Steiner

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Posted 08 July 2015 - 04:35 PM

Is it front oriented and based off total armor, like previous armor quirks?
Does it literally boost Armor Pts in any location by 12.5%, so the more armor, the bigger boost?
Previous boosts have shown Pts, not percents?

Maybe (probably) I missed it, but that quirk seems a little confusingly described to me?

Just what can I expect for armor (I figure the Structure is static and thus, pretty straightforward)?

Edited by Bishop Steiner, 08 July 2015 - 04:44 PM.


#2 Gas Guzzler

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Posted 08 July 2015 - 04:37 PM

View PostBishop Steiner, on 08 July 2015 - 04:35 PM, said:

Is it front oriented and based off total armor, like previous armor quirks?
Does it literally boost Armor Pts in any location by 12.5%, so the more armor, the bigger boost?
Previous boosts have shown Pts, not percents?

Maybe (probably) I missed it, but that quirk seems a little confusingly described to me?

Just what can I expect for armor (I figure the Structure is static and thus, pretty straightforward)?


I took it to mean that every single component (front and rear) just gets a 12.5% bonus to how every much armor is there. 10 rear CT armor? 1.25 bonus armor

#3 LORD ORION

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Posted 08 July 2015 - 04:42 PM

I interpret it as having the internal hit points of a 70 tonner, and full armor has the same absorbtion as a 70 tonner.

#4 Bishop Steiner

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Posted 08 July 2015 - 04:43 PM

View PostGas Guzzler, on 08 July 2015 - 04:37 PM, said:


I took it to mean that every single component (front and rear) just gets a 12.5% bonus to how every much armor is there. 10 rear CT armor? 1.25 bonus armor

View PostLORD ORION, on 08 July 2015 - 04:42 PM, said:

I interpret it as having the internal hit points of a 70 tonner, and full armor has the same absorbtion as a 70 tonner.

yeah, thing is before I spend money on something sure would like more than an interpretation. Any intrepid people decipher the game files? Any Devs with concrete answers?

#5 Deathlike

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Posted 08 July 2015 - 04:57 PM

Usually torso quirks for armor are ONLY front armor, and will stay that way until they introduce a differentiation in that quirk.


Instead of giving a fixed number, it's just a % of the base internal armor/value of that mech+build. In the case for front torso armor, it'll probably scale.

Edited by Deathlike, 08 July 2015 - 04:57 PM.


#6 B L O O D W I T C H

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Posted 08 July 2015 - 05:06 PM

NOOO Bishop! You're doing it wrong!
You are supposed to:

Posted Image

#7 Bishop Steiner

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Posted 08 July 2015 - 06:23 PM

View PostDeathlike, on 08 July 2015 - 04:57 PM, said:

Usually torso quirks for armor are ONLY front armor, and will stay that way until they introduce a differentiation in that quirk.


Instead of giving a fixed number, it's just a % of the base internal armor/value of that mech+build. In the case for front torso armor, it'll probably scale.

Still sounds like...a guess.

#8 Mcgral18

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Posted 08 July 2015 - 06:37 PM

View PostBishop Steiner, on 08 July 2015 - 04:43 PM, said:

yeah, thing is before I spend money on something sure would like more than an interpretation. Any intrepid people decipher the game files? Any Devs with concrete answers?


Quirks are just a .MDF file you can open with a Notepad

In this case:
    <Quirk name="internalresist_all_multiplier" value="0.125" />
    <Quirk name="armorresist_all_multiplier" value="0.125" />


Since it's not a flat +armour, I'll assume it does differentiate from front and rear (multiplying them separately). Otherwise, armour is x*1.125 on whatever location, same for structure.

#9 Bishop Steiner

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Posted 08 July 2015 - 07:16 PM

View PostMcgral18, on 08 July 2015 - 06:37 PM, said:


Quirks are just a .MDF file you can open with a Notepad

In this case:
	<Quirk name="internalresist_all_multiplier" value="0.125" />
	<Quirk name="armorresist_all_multiplier" value="0.125" />


Since it's not a flat +armour, I'll assume it does differentiate from front and rear (multiplying them separately). Otherwise, armour is x*1.125 on whatever location, same for structure.

Now that looks more like the info I was seeking. That is.....interesting and pretty significant.

#10 Xetelian

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Posted 08 July 2015 - 07:19 PM

When will they get around to giving armor quirks to the rest of the IS mechs.

#11 Mcgral18

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Posted 08 July 2015 - 07:30 PM

View PostBishop Steiner, on 08 July 2015 - 07:16 PM, said:

Now that looks more like the info I was seeking. That is.....interesting and pretty significant.


Not that significant.


STs are less durable than the other Thuds (~12 VS 15), but it does gain in every other location. Head has 37HP, as opposed to 33.

CT would be the biggest change, assuming 5 rear armour, gains a full 15 HP, while not insignificant, isn't game changing.

#12 Bishop Steiner

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Posted 08 July 2015 - 08:22 PM

View PostMcgral18, on 08 July 2015 - 07:30 PM, said:


Not that significant.


STs are less durable than the other Thuds (~12 VS 15), but it does gain in every other location. Head has 37HP, as opposed to 33.

CT would be the biggest change, assuming 5 rear armour, gains a full 15 HP, while not insignificant, isn't game changing.

significant in what it implies is easily doable, with this quirk. For instance this same setup on an Atlas? Just tune it and go. Also back armor for free is never bad

#13 bad arcade kitty

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Posted 08 July 2015 - 09:37 PM

View PostMcgral18, on 08 July 2015 - 06:37 PM, said:


Quirks are just a .MDF file you can open with a Notepad

In this case:
	<Quirk name="internalresist_all_multiplier" value="0.125" />
	<Quirk name="armorresist_all_multiplier" value="0.125" />


Since it's not a flat +armour, I'll assume it does differentiate from front and rear (multiplying them separately). Otherwise, armour is x*1.125 on whatever location, same for structure.


out of curiosity... what happens if you change it in the notepad? for instance to 1000% (:
i hope they have an integrity protection of some kind if quirks are calculated on the client side

#14 Mcgral18

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Posted 08 July 2015 - 09:42 PM

View Postbad arcade kitty, on 08 July 2015 - 09:37 PM, said:


out of curiosity... what happens if you change it in the notepad? for instance to 1000% (:
i hope they have an integrity protection of some kind if quirks are calculated on the client side


In the past, you used to be able to change things for the Testing Grounds, or at least I heard you could. I never got the chance to experience it.


I've not tried, but I heard they've since fixed it. Either repairing the file at launch, or using server authority and ignoring your client?

#15 Revenge UK

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Posted 09 July 2015 - 12:28 AM

This mech currently has some strange hitbox detection, not sure if it is to do with the quirks ... has a habbit of being hit in the front with a PPC but your rear armour takes the hit all along it ... shots from the side avoid the arms and go straight to torso (tested this in private match) Tried one other variant and this does not do the same?

Anyone else noticed this?

#16 Joseph Mallan

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Posted 09 July 2015 - 01:30 AM

These quirks are getting silly. 65 ton mechs are meant to have X armor and structure MAX. Turning Them from Heavies to Assault class chassis is just... lame.

#17 Corrado

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Posted 09 July 2015 - 03:04 AM

nah that thunderbolt will be "rebalanced" once we have bought em enough :)

#18 Speedy Plysitkos

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Posted 09 July 2015 - 03:12 AM

View PostCorrado, on 09 July 2015 - 03:04 AM, said:

nah that thunderbolt will be &quot;rebalanced&quot; once we have bought em enough :)


i think PGI should come with something new. The OLD thing, with nerf new toys, after they became cbills availaible, is clear for all, nobody will jump on that train again.

#19 Water Bear

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Posted 09 July 2015 - 03:23 AM

View PostBishop Steiner, on 08 July 2015 - 07:16 PM, said:

Now that looks more like the info I was seeking. That is.....interesting and pretty significant.


If you interpret "resist all" to mean that it reduces all incoming damage by 12.5%, then you get behavior indistinguishable from what people have been guessing.

What you should really do is have someone who owns TD load a 1 vs 1 (however that's done) and test it out. Another option is spamming dev Twitter feeds.

#20 Bishop Steiner

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Posted 09 July 2015 - 03:51 AM

View PostJoseph Mallan, on 09 July 2015 - 01:30 AM, said:

These quirks are getting silly. 65 ton mechs are meant to have X armor and structure MAX. Turning Them from Heavies to Assault class chassis is just... lame.

They are about as Btech authentic as Pinpoint Convergence alphas we have in this game. So, I guess you want total random hit assignments? You point the reticle, if the Server says you hit the mech, then it RNGs where?

Otherwise?





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