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Additional Armor As Equipment


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#1 Antares102

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Posted 27 July 2015 - 12:20 PM

Probably not really lore and stuff but what about the option
to fit additonal armor to your mech as equipment.

For instance for every 1 ton and 1 slot you get half the hit points you normally get with "basic" armor (i.e. 16 for STD). This armor can then be distributed across your mech with certain limits.
So you wont be able to apply all 16 points to the CT.

#2 Throat Punch

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Posted 27 July 2015 - 12:22 PM

The internal structure of the mech can only support X amount of weight. Thats why you can't just slap on more armor in a location.

#3 Paigan

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Posted 27 July 2015 - 12:22 PM

Posted Image

#4 Narcissistic Martyr

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Posted 27 July 2015 - 12:23 PM

Oh that's a thing...

#5 Throat Punch

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Posted 27 July 2015 - 12:32 PM

View PostNarcissistic Martyr, on 27 July 2015 - 12:23 PM, said:



Yeah but it's a 3070 Comstar thing and requires additional structure to use :P

#6 Narcissistic Martyr

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Posted 27 July 2015 - 12:40 PM

View PostMors Draco, on 27 July 2015 - 12:32 PM, said:


Yeah but it's a 3070 Comstar thing and requires additional structure to use :P


Yeah but it's a simple enough sort of idea that I could see PGI just saying, SCREW THE RULES (I have money) and going for it.

#7 ProfessorD

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Posted 27 July 2015 - 12:48 PM

This is an excellent idea. We can go one better, though, and accomplish a bigger balance goal: Make modular armor IS only. Forget the timeline or whatever other tabletop rules modular armor has and make it a new feature that better differentiates IS and Clan mechs.

#8 The Mechromancer

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Posted 27 July 2015 - 01:00 PM

soooo, if you drop engine size, or weapon tonnage... you should be albe to sport more armor because the chassis could carry it

View PostMors Draco, on 27 July 2015 - 12:22 PM, said:

The internal structure of the mech can only support X amount of weight. Thats why you can't just slap on more armor in a location.


#9 Speedy Plysitkos

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Posted 27 July 2015 - 01:12 PM

i m for it, but people will scream lore , and other.

#10 MikeBend

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Posted 27 July 2015 - 01:18 PM

View PostMors Draco, on 27 July 2015 - 12:22 PM, said:

The internal structure of the mech can only support X amount of weight. Thats why you can't just slap on more armor in a location.


So you are saying, that if i put an SHS in place of that additional ton of armour, the chassis suddenly carry less weight?

Good idea, OP. Probably wont ever make it in game, though.

#11 Narcissistic Martyr

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Posted 27 July 2015 - 01:57 PM

View PostProfessorD, on 27 July 2015 - 12:48 PM, said:

This is an excellent idea. We can go one better, though, and accomplish a bigger balance goal: Make modular armor IS only. Forget the timeline or whatever other tabletop rules modular armor has and make it a new feature that better differentiates IS and Clan mechs.


Hmmm... that'd help with the fact that clan mechs on average require more damage to put down (IS XL instadeath on ST loss plus hitbox issues on a lot of older mechs is the primary culprate ) and put out more damage on average. Plus a lot of the existing IS quirks are armor/structure related. Maybe to balance it a bit, so long as you have modular armor left speed tweak is deactivated or something.

#12 Xetelian

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Posted 27 July 2015 - 02:00 PM

Double armor again and double ammo to go along with it.

TTK will go up which in my opinion is a good thing.

People with 70 damage alphas that fire 5-6 times before a shut down kills really really fast.

#13 TheArisen

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Posted 27 July 2015 - 02:24 PM

Modular armor, armored components & while we're at it let's get different armor types in game.

#14 Matthew Ace

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Posted 27 July 2015 - 04:13 PM

View PostTitannium, on 27 July 2015 - 01:12 PM, said:

i m for it, but people will scream lore , and other.


Modular armor is lore.

#15 TheArisen

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Posted 27 July 2015 - 04:34 PM

View PostMatthew Ace, on 27 July 2015 - 04:13 PM, said:


Modular armor is lore.


I'm pretty sure he meant timeline with "lore" He's right, ppl are all concerned with a timeline that hardly affects anything except preventing us from getting the good stuff.

#16 Throat Punch

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Posted 27 July 2015 - 05:20 PM

View PostTheArisen, on 27 July 2015 - 04:34 PM, said:

I'm pretty sure he meant timeline with "lore" He's right, ppl are all concerned with a timeline that hardly affects anything except preventing us from getting the good stuff.


Yes, lets dump a metric crapton of overpowered and experimental weapons from across all time periods of the lore into the game because PGI has such a stellar reputation for balancing the current weapons...

#17 xXBagheeraXx

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Posted 27 July 2015 - 05:28 PM

There is some type of armor you can add on for a movement penalty. I forget what its called.

#18 MikeBend

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Posted 27 July 2015 - 09:49 PM

View PostXetelian, on 27 July 2015 - 02:00 PM, said:

Double armor again and double ammo to go along with it.

TTK will go up which in my opinion is a good thing.

People with 70 damage alphas that fire 5-6 times before a shut down kills really really fast.


Dont forget that some people still run around in Spider 5K, for example. Doubling armor is no way to deal with high alfas.

#19 Vahnn

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Posted 27 July 2015 - 11:40 PM

View PostMors Draco, on 27 July 2015 - 12:22 PM, said:

The internal structure of the mech can only support X amount of weight. Thats why you can't just slap on more armor in a location.


Which is heavier? One ton of feathers or one ton of bricks?

#20 RockmachinE

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Posted 28 July 2015 - 01:08 AM

I think that's a great idea, doubt that PGI would implement it though, they seem to have a hard time with anything that changes balance.

Edited by Louis Brofist, 28 July 2015 - 01:08 AM.






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