Pjwned, on 29 February 2016 - 09:20 AM, said:
A turn lasting 10 seconds in Tabletop is strictly fluff, it never affected how the game plays and it's not comparable in the least to MWO.
I guess logic is hard...for you.
That's exactly how it works now.
Wrong, the reason for doubling armor was the ability to aim shots where you want to, just like you say earlier in your post.
No actually it DOES NOT need to reflect that. You're comparing combat between a turn-based board game and a real-time video game and that makes no sense whatsoever.
How do you even accomplish that without screwing up balance horribly?
There's literally no reason to have "10 second turns" as a basis for damage output in MWO.
"Wrong, the reason for doubling armor was the ability to aim shots where you want to, just like you say earlier in your post."
LOL. You seem to have a one track mind and interpret comments according to the way you prefer to think about them.
A video game allows for pinpoint aiming ... true.
PGI increased the DPS of weapons from table top by a factor of 3 to 5 ... also true.
PGI doubled the armor on mechs.
Let's see ... by doubling the armor PGI then increases the time to kill by a factor of 2. Agree?
If they had left the damage numbers of weapons at the table top DPS values then EVERY WEAPON would do 3 to 5 times less damage/s. Agree?
They would have done less alpha damage.
Increasing the armor by a factor of two simply compensates for the weapon dps increase by reducing the factor to 1.5 to 2.5 increase in dps compared to the TT numbers. Increasing armor uniformly was done due to the faster time to kill resulting from more effective weapons.
If they had wanted to address the imbalance due to aiming then they would have increased the armor/structure on vulnerable areas like CT/legs and ST in some cases ... which is what they have been doing with quirks on IS mechs due to the high alpha clan builds.
The doubling of armor was solely related to the fact that they increased the dps of all weapons by normalizing the weapons based on their damage done rather than their dps values. Further weapon balance issues resulted from the fact that they made up a bunch of numbers for the cooldown/duration/rate of fire that had no relation to anything at all from what I can tell.
If they had left weapon dps at TT values they would not have needed to double armor. Pinpoint aiming issues would have been addressed through quirks since pinpoint aiming means folks aim for vulnerable targets and that is not addressed by a blanket increase in armor.
P.S. Battletech was balanced using a certain amount of damage and heat from each weapon on each mech in a certain time (in this case one game turn). The actual length of that game turn is irrelevant. However, MWO starts off using TT values for weapon damage and mech armor but it is played in a real time environment. What this means is that to get a balance uses table top as a starting point then each of the weapons needs to be scaled to do damage proportional to their table top values in the common time scale of MWO. Whether one chooses 1 second, 5 seconds, 10 seconds or 30 seconds depends on how you want the game to feel.
If you have to blow up 50 armor and your weapons output is 50 damage/s then you will take 1 second of continuous fire to get through the armor. If you do 5dps it takes 10 seconds. You want a game that feels like the stompy robots can take a hit but that you can get through the weaker armored areas quite quickly ... which is probably where the 10s value comes from.
Anyway, the whole point is really moot since MWO balance is probably the best it has ever been (though it has taken 3 years and there is still work to do) so discussing what they could have done instead that might have been better is pretty much a waste of time
Edited by Mawai, 01 March 2016 - 02:48 PM.