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Reflective And Reactive Armor To Increase Ttk?


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#21 Tarl Cabot

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Posted 08 June 2016 - 07:23 PM

Not really. Bonus against certain weapons, weak vs others. Why go into battle with a possible weakness against some weapons instead of staying with standard or ferro with its mild weight savings.

PGI has already added structural bonuses to various mechs. PGI may as well as triple the structural/armor pts instead of the current double settings + structural bonuses first.

Edited by Tarl Cabot, 08 June 2016 - 07:25 PM.


#22 Idealsuspect

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Posted 08 June 2016 - 07:56 PM

For increase TTK one simple thing... link aim-cross with cockpit shake when mech move...

You will see this game will become tha best esport in tha world for real ( not for trolling or give pointless hope like PGI does ) and in same time you will see 50% of people insta leave coze not COD friendly enought.

Well less bads pilots to carry where can i sign ?

Edited by Idealsuspect, 08 June 2016 - 08:04 PM.


#23 Strum Wealh

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Posted 09 June 2016 - 05:26 AM

PGI is apparently still using the BattleTech timeline to determine the availability of 'Mechs, weapons, and equipment; if it doesn't exist in the BattleTech universe as of approximately 3053, it's highly unlikely that it will appear in MWO anytime soon (if ever).

That being said, a lot of the advanced armors come into being later in the canon timeline: The armor types that were developed prior to the game's start point are:
  • Ferro-Fibrous Armor - reintroduced to the IS by the Draconis Combine in 3040 (the Clans never lost the FF tech from 2571)
  • Hardened Armor - developed by the Federated Commonwealth in 3045-3047 (Clan Ghost Bear starts R&D in 3057, and the Clan version goes into production until 3061)
  • Primitive Armor - the original BattleMech armor used on the Mackie in 2439; essentially modern (non-Chobham) tank armor
  • Standard Armor - developed by the Terran Hegemony in 2470; maintained by IS and Clans since
Then there're the Commercial- and Industrial-grade armors.

The properties for BattleMech armors, from BattleTech (with "points per ton" doubled to show MWO values):
  • Standard Armor: 32 pts/ton, 0 criticals consumed, 0% damage reduction
  • IS FF Armor: ~36 pts/ton, 14 criticals consumed, 0% damage reduction against all weapons
  • Clan FF Armor: ~39 pts/ton, 7 criticals consumed, 0% damage reduction against all weapons
  • Hardened Armor (introduced in 3047 for IS & 3061 for Clans): 16 pts/ton, 0 criticals consumed, 50% damage reduction against all weapons
  • IS Laser-Reflective Armor (introduced in 3058): 32 pts/ton, 10 criticals consumed, 50% damage reduction against energy weapons only (0% damage reduction against ballistic, missile, and artillery weapons)
  • Clan Laser-Reflective Armor (introduced in 3061): 32 pts/ton, 5 criticals consumed, 50% damage reduction against energy weapons only (0% damage reduction against ballistic, missile, and artillery weapons)
  • Stealth Armor (introduced in 3063, IS only): 32 pts/ton, consumes 2 critical slots in each arm, leg, and side-torso, 0% damage reduction against all weapons, gains stealth properties from ECM Suite
  • IS Reactive Armor (introduced in 3063): 32 pts/ton, 14 criticals consumed, 50% damage reduction against missile & artillery weapons only (0% damage reduction against energy and ballistic weapons)
  • Clan Reactive Armor (introduced in 3065): 32 pts/ton, 7 criticals consumed, 50% damage reduction against missile & artillery weapons only (0% damage reduction against energy and ballistic weapons)
  • Light FF Armor (introduced in 3067, IS only): ~34 pts/ton, 7 criticals consumed, 0% damage resistance against all weapons
  • Heavy FF Armor (introduced in 3069, IS only): ~40 pts/ton, 21 criticals consumed, 0% damage resistance against all weapons
  • Ferro-Lamellor (FL) Armor (introduced in 3070, Clans only): 28 pts/ton, 12 criticals consumed, 20% damage resistance against all weapons
  • Modular Armor (introduced in 3072 for IS & 3074 for Clans): +10 pts/ton, 1 critical consumed per location (except Head), 0% damage reduction
Personally, I would like to see PGI introduce Hardened Armor for the IS (Traditionally, Hardened Armor also came with a mobility penalty (reflected in TT as "'Mechs that mount Hardened Armor have their Running MP reduced by 1"), and is substantially (~50%) more expensive than Standard Armor. I could see the MWO versions of these aspects being implemented as an overall reduction to both running speed and both torso and arm speed, while maintaining the price difference.), and grant FF armor for both the IS & the Clans a small universal damage resistance (e.g. "10% damage resistance against all weapons") to further differentiate it from Standard Armor without stepping on the toes of the future armor types.

#24 Mechteric

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Posted 09 June 2016 - 05:33 AM

I don't think it would help TTK anyway, especially since you can't even choose loadout per the map. It would only make sense if we could do that since you'd expect more ballistics on hot maps, and more lasers on cool maps and could take the appropriate armor. Since we don't have that, I doubt it would do you much good since there's usually a good mix of each in most battles.


A proper heat system is about the best way they can make TTK in the game better.

Edited by CapperDeluxe, 09 June 2016 - 05:34 AM.






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