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Torso Structure Hp Distribution
Started by aniviron, Sep 11 2015 05:36 PM
9 replies to this topic
#1
Posted 11 September 2015 - 05:36 PM
I'd be interested to hear the rationale behind the Mad Dog torso omnipod structure distribution. Generally speaking, the idea behind the quirks is to help mechs in areas where they are deficient. The MDD gets +7 to all side torso omnipod structures (except the MDD-C, which has no hardpoints and gets +28; a nice touch, but given the MDD's huge reliance on torso hardpoints, not terribly useful). It does, however, get +20 to CT structure across all variants.
The MDD however is known for having a CT that is very difficult to hit- it has Stalker-like hitboxes where the sides are easy to blow out and a CT that will pretty much never go down until the sides are gone. Given that this is the case, why do the sides get such a small HP increase, and why does the CT get so much?
The MDD however is known for having a CT that is very difficult to hit- it has Stalker-like hitboxes where the sides are easy to blow out and a CT that will pretty much never go down until the sides are gone. Given that this is the case, why do the sides get such a small HP increase, and why does the CT get so much?
#2
Posted 12 September 2015 - 09:46 AM
Yea torsos need more hp, ct isnt problem
#3
Posted 15 September 2015 - 07:07 AM
So there is an interesting thing about having CT buffs.
With such large torso's even after torso destruction, having giant CT buffs allows you to "dead side" better. Meaning, Once one torso is blown off, you can "dead side" the mech and have that damage halved through the "damage transfer reduction." Allowing you to CT tank much better and protect the venerable side torso's that can outright kill the mad dogs.
Takes a bit more skill to pull off, but it still keeps the mad dog as a squishy target, while still giving it still some level of durability buffs.
With such large torso's even after torso destruction, having giant CT buffs allows you to "dead side" better. Meaning, Once one torso is blown off, you can "dead side" the mech and have that damage halved through the "damage transfer reduction." Allowing you to CT tank much better and protect the venerable side torso's that can outright kill the mad dogs.
Takes a bit more skill to pull off, but it still keeps the mad dog as a squishy target, while still giving it still some level of durability buffs.
#4
Posted 15 September 2015 - 07:09 AM
I just find it hilarious that the C torsos have ballistic quirks lol.
#5
Posted 15 September 2015 - 07:44 AM
Kira_Onime, on 15 September 2015 - 07:09 AM, said:
I just find it hilarious that the C torsos have ballistic quirks lol.
The logic was, I guess, that the MDD-C only uses ballistic weapons stock, so they wanted to throw you a bone in case you decided to not use side-torso missiles like everybody else.
#6
Posted 15 September 2015 - 07:48 AM
FupDup, on 15 September 2015 - 07:44 AM, said:
The logic was, I guess, that the MDD-C only uses ballistic weapons stock, so they wanted to throw you a bone in case you decided to not use side-torso missiles like everybody else.
But the ballistic arms only have armor quirks and the ballistic quirks on the torsos are only 5% cooldown on each .
Definitively gona drop a potential 6 missile rack total for 10% cooldown......
#7
Posted 15 September 2015 - 07:50 AM
Kira_Onime, on 15 September 2015 - 07:48 AM, said:
But the ballistic arms only have armor quirks and the ballistic quirks on the torsos are only 5% cooldown on each .
Definitively gona drop a potential 6 missile rack total for 10% cooldown......
Well, I would have preferred the ballistic buffs to be way bigger so that there was some actual tradeoff involved.
Should be at least 10% per ST, and maybe put an extra 5-7.5% on each arm? That gives a total of 30-35% ballistic cooldown, at the huge sacrifice of having only 2 ballistic hardpoints on a mech that lacks the tonnage for proper dual-Goose.
#8
Posted 15 September 2015 - 08:13 AM
FupDup, on 15 September 2015 - 07:50 AM, said:
Well, I would have preferred the ballistic buffs to be way bigger so that there was some actual tradeoff involved.
Should be at least 10% per ST, and maybe put an extra 5-7.5% on each arm? That gives a total of 30-35% ballistic cooldown, at the huge sacrifice of having only 2 ballistic hardpoints on a mech that lacks the tonnage for proper dual-Goose.
Should be at least 10% per ST, and maybe put an extra 5-7.5% on each arm? That gives a total of 30-35% ballistic cooldown, at the huge sacrifice of having only 2 ballistic hardpoints on a mech that lacks the tonnage for proper dual-Goose.
I'd much rather have structure quirks on the torsos are the ballistic quirks on the arms.
#9
Posted 15 September 2015 - 12:38 PM
What am I missing here?
The screen shots listed for the stock configs don't give any ballistic quirks in any location for the C? It just appears to be the armor quirks, and some mobility quirks.
The screen shots listed for the stock configs don't give any ballistic quirks in any location for the C? It just appears to be the armor quirks, and some mobility quirks.
#10
Posted 16 September 2015 - 06:14 AM
That is because the entire balancing pass is about structure, sensors and mobility. Other quirks are considered in the next balancing pass.
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