Shower Thoughts - Drop Armor Limits
#1
Posted 19 December 2015 - 04:43 AM
Granted, higher speed means more tonnage expended, but it's still a disadvantage, and slower mechs sometimes have inconvenient extra tonnage. Example is the Vindicator - 2 of the variants have low engine caps, and don't really have the hardpoints to mount more weaponry.
This got me thinking - how do you make up for that difference in survivability? So........what if mechs did not have ceilings on armor? What if you could take as much armor as you have tonnage for? Heretical, I know, but how would this affect the game?
Granted, quirks do something like this. But this takes it further.
#2
Posted 19 December 2015 - 06:04 AM
Edited by El Bandito, 19 December 2015 - 06:04 AM.
#3
Posted 19 December 2015 - 06:21 AM
Why put as much armor as you can have the weight for it, when you've got the ability to put most of your armor to the parts where it gets hit the most, & strip the components that hardly get scratched of it?
In other words: PUT ALL THE ARMOR ON THE (CENTER) TORSO!!!!!!
#4
Posted 19 December 2015 - 06:30 AM
#5
Posted 19 December 2015 - 07:27 AM
#6
Posted 19 December 2015 - 08:03 AM
If a variant is low on stock armor and has inflated hardpoints, and another variant is low on hardpoints but has much heavier stock armor, our current system means that the one with lower stock armor is flat-out better. This new system would mean that you could still increase the armor protection of the high hardpoint count variant, but it the one with heavier stock armor will have higher maximums.
This gives those under-performing variants that have fewer guns and lower engine ratings a purpose by making them the tanky variants.
#7
Posted 19 December 2015 - 08:12 AM
Levi Porphyrogenitus, on 19 December 2015 - 08:03 AM, said:
If a variant is low on stock armor and has inflated hardpoints, and another variant is low on hardpoints but has much heavier stock armor, our current system means that the one with lower stock armor is flat-out better. This new system would mean that you could still increase the armor protection of the high hardpoint count variant, but it the one with heavier stock armor will have higher maximums.
This gives those under-performing variants that have fewer guns and lower engine ratings a purpose by making them the tanky variants.
Definitely like the idea, but it would have to scale with mech tonnage (3 tons of armor is a lot more on a locust than on an atlas).
Seems somewhat unlikely though, as PGI is veeery hesitant to make changes that invalidate current builds.
#8
Posted 19 December 2015 - 08:24 AM
#9
Posted 19 December 2015 - 08:26 AM
AEgg, on 19 December 2015 - 08:12 AM, said:
Definitely like the idea, but it would have to scale with mech tonnage (3 tons of armor is a lot more on a locust than on an atlas).
Seems somewhat unlikely though, as PGI is veeery hesitant to make changes that invalidate current builds.
It's more that they're hesitant to make changes that make _stock_ builds impossible. This idea does not do that. The stock loadouts remain unaffected. It's only when you start modifying your mech this idea comes into play. For example, the Thunderbolt has always been known as a tough ******* of a mech with more armor than mechs quite a bit heavier than it, and significantly more armor than other mechs its weight. This would mean the Thunderbolt would retain that characteristic, which has always been a defining feature of the design since it was created, relative to those same mechs. It would be one more thing to give mechs a personality of their own rather than all mechs of the same weight having the same armor limit.A Thunderbolt would always be able to pack on more armor than, say, a MAD-3R for example, because armor is what a Thunderbolt does, even if it's 10 tons lighter than the Marauder.
#10
Posted 19 December 2015 - 08:40 AM
El Bandito, on 19 December 2015 - 06:04 AM, said:
Then you rebalance what is needed, what you're saying is not an argument against the suggestion, merely an indication there needs to be further changes to allow it to be fully applicable, as with all changes.
STD engines and XL engines could easily be made more different and avoid the whole issue you bring up.
This is why everyone suggesting anything need to include a disclaimer where they specifically point out that it is a mechanic conceptual suggestion, not a perfect solution to be immediately implemented, as some people will always cherry pick something they think doesn't work and dismiss the whole idea outright as if it was then justified to do so.
Argue the concept suggested, don't look for quite trivial excuses to dismiss the idea, in a balanced game freely applying weight of defensive properties instead of offensive properties is certainly a reasonable concept to allow, and very much desirable for more interesting gameplay.
#11
Posted 19 December 2015 - 08:42 AM
I want to see layers of armor making all the bots' look obese, and for them to waddle when they walk.
#13
Posted 19 December 2015 - 09:02 AM
SOL Ranger, on 19 December 2015 - 08:40 AM, said:
On other games, maybe, but this is Battletech. All mechs must have set maximum amount of armor--19 tons of armor in the case of 100 ton mechs, for example. It is a fundamental BT concept, just like an engine requiring 10 heatsinks to function. Instead of bringing yet another balancing issue, why not make it so that certain fringe mechs OP mentioned get buffs?
Edited by El Bandito, 19 December 2015 - 09:06 AM.
#14
Posted 19 December 2015 - 09:16 AM
El Bandito, on 19 December 2015 - 09:02 AM, said:
On other games, maybe, but this is Battletech. All mechs must have set maximum amount of armor--19 tons of armor in the case of 100 ton mechs, for example. It is a fundamental BT concept, just like an engine requiring 10 heatsinks to function. Instead of bringing yet another balancing issue, why not make it so that certain fringe mechs OP mentioned get buffs?
Woah that is a far too smart reason why we shouldn't allow an atlas to equip 90 tons of armor on the chassis
#15
Posted 19 December 2015 - 09:23 AM
#16
Posted 19 December 2015 - 10:03 AM
El Bandito, on 19 December 2015 - 09:02 AM, said:
On other games, maybe, but this is Battletech. All mechs must have set maximum amount of armor--19 tons of armor in the case of 100 ton mechs, for example. It is a fundamental BT concept, just like an engine requiring 10 heatsinks to function. Instead of bringing yet another balancing issue, why not make it so that certain fringe mechs OP mentioned get buffs?
I'll concede that BT lore and rules escape my knowledge and you do indeed have a point in claiming lore, but notably I've seen those kinds of rules altered in other ways in MWO so I don't think they're as rigid and written in stone as they may seem when it comes to fixing game balance.
I would argue that underpowered fringe mechs that require buffs as stated are those with lacking hardpoints, they could then allocate armour instead of weapons and instantly become overall balanced at least in some kind of loadout, then they could be adjusted with minor additional buffs for their inherent inflexibility, something that is much easier to achieve.
A system like this would also reduce the current silly low TTK issue by giving players the option to reduce armaments for armour, a compromise solution of the best kind.
I'll leave the question of whether this is applicable for MWO or not for the developers, I think sometimes one should bend some rules to get a more flexible system in place.
#17
Posted 19 December 2015 - 10:42 AM
I agree that armor limits based on the original mech's values, with hand-tweaked values for every mech instead of a flat multiplier so that we don't end up with mechs that are still walking paper mache even when customized to the max coughjagermechcough. With respect to this proposal, I also think it is a good idea to have FF armor increase the total armor that can be fit onto a mech that exceeds the more limited maximums, this gives it a brand new niche that it should have had. Do you choose ES because it allows you to squeeze in another heatsink, or do you pick FF for greater armor than would normally be possible?
Whether it is wise to then allow it to exceed a mech's absolute natural armor limits based on tonnage, I don't know.
Edited by Xhaleon, 19 December 2015 - 10:43 AM.
#18
Posted 19 December 2015 - 12:12 PM
That way you have to have both the weight AND the space available. It would help in balancing, as the extra space that a XL engine take up might prevent you from mounting it.
Edited by Quaamik, 19 December 2015 - 12:14 PM.
#19
Posted 19 December 2015 - 02:00 PM
AEgg, on 19 December 2015 - 08:12 AM, said:
Definitely like the idea, but it would have to scale with mech tonnage (3 tons of armor is a lot more on a locust than on an atlas).
Seems somewhat unlikely though, as PGI is veeery hesitant to make changes that invalidate current builds.
I believe it would work better on a distributed point/tonnage system on a per mech basis (each tonnage rating) to make sure that no mechs in any class suffer from a horrendously low stock armor. If we remember correctly, not many mechs have full armor and there's even some that have a ridiculously low stock amount that were meant as fire support and kept away from the center of a fight.
#20
Posted 19 December 2015 - 03:38 PM
Would be a great tactical alternative, if you could make a worthwhile choice between FF and Endo other than just weight.
Right now, for anything heavier than lights, using Ferro is mostly pointless compared to Endo-Steel, because it only offers weight savings, where Endo offers more weight savings, there is no benefit to choosing FF over Endo.
It does become a balance issue with clans somewhat, because all the top tier clan mechs have both Endo & Ferro and doesn't hurt crit slots like it does for IS mechs.
Clans can still max build for firepower and cooling with almost no issue keeping cool with enough DHS since they retain more than enough crit slots with both upgrades.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users