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Armour Allocations In game (MechWarrior 2 Ref)


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#1 vettie

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Posted 14 July 2012 - 09:31 AM

I do have a question that I have never really understood how it works. EDIT (never played TT version)

In MW2 mech labs (say mercs for example) when adding or changing criticals I got that just fine, but I never was sure about the armour section.

So say an ARM of (any) mech has listed 6 / 2. from that I guessed 6 was amount of armour allowed and 2 was internal structure, That part I understood (unless my guess was wrong). Under that (or beside it, cant remember exactly how the vid version was) there would be numbers like 4 / 2 which to me meant how much armour was ACTUALLY there, 4 points plus 2 internal.

Now, if I wanted to put FULL armour in that location (and I had tonnage avail or criticals avail whatever), I would click the '4' or the upper carrot button and the number would change to '5'. But if I clicked again, then number would change from '5' to '6' button the '2' would change to '1'. It appeared as if my armour allocation was now 6 / 1. I never understood why the "internal" (if that is what the 2nd number is) would lower as the 1st number increased.

Or am I just wrong on my understanding of he armour allocation? I suspect we may see something similar in MWO and I want to understand the way it works

Edited by vettie, 14 July 2012 - 09:32 AM.


#2 Fahr

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Posted 14 July 2012 - 09:45 AM

that sounds like you are talking about the allocation of armour on the torso in particular.

in TT, the max armor on a location is 2 times the internal structure, the Internals are determined by your Tonnage, but in the case of the torso locations (LT, RT, CT) you have to split the armor between the front and rear areas, so if you have a maximum of 7 points of armor on the LT, you have to split it between front torso and rear torso, hence the 4/2, 5/2, 6/1, until you maxed out at 7 total, it could go anywhere, but once you hit the 7 total, if you wanted more in the front, you have to lose the back armor.

that only applies to Torso sections though, arms and legs just have a total armor.

hope that helps.

#3 Moriarte

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Posted 14 July 2012 - 09:49 AM

Vettie I think you are refering to the torso location(s).

Arms legs and head have only one total armor value, torso location(s) have a front and rear that together cannot exceed the total value for that location but may be split as you see fit.

So a center torso with maximum 42 armor might look like : 30/12 or 21/21


*doh Fahr beat me to it, first post than coffee sigh*

Edited by Moriarte, 14 July 2012 - 09:50 AM.


#4 vettie

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Posted 14 July 2012 - 09:58 AM

View PostFahr, on 14 July 2012 - 09:45 AM, said:

that sounds like you are talking about the allocation of armour on the torso in particular.

in TT, the max armor on a location is 2 times the internal structure, the Internals are determined by your Tonnage, but in the case of the torso locations (LT, RT, CT) you have to split the armor between the front and rear areas, so if you have a maximum of 7 points of armor on the LT, you have to split it between front torso and rear torso, hence the 4/2, 5/2, 6/1, until you maxed out at 7 total, it could go anywhere, but once you hit the 7 total, if you wanted more in the front, you have to lose the back armor.

that only applies to Torso sections though, arms and legs just have a total armor.

hope that helps.


Thank you for the response. The part I underlined in your quote helps HEAPS!

I was using a hypothetical allocation. Like the Arm (many mechs have main guns in the Arm) and the arms seem to get blown off (rather easily). In order to protect it more than just defensive twists or movements, I want to armour it to the max.

And now that I think back, I think I understand what you are saying about the Torso area having 2 numbers. So theoretically, you could take a torso section (in my example) to 7 / 0 and have NO armour in the rear (guessing the 2nd number is the rear allocation)? Maybe not so smart, but it possibly could be done?

Yes this does help, I will go back and look at the Old MW2 games and check that out, because I think that the MechLab in MWO will be similar. but I could be way off. MW4Mercs was easy to adjust armour. I played that so long I got spoiled, LOL

Thanx again for the reply





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