RampancyTW, on 12 July 2016 - 06:10 AM, said:
I don't really get the rear-armor stripping. I play mostly short-ranged builds though, so that's probably a pretty big part of it.
In the thick of a brawl, if you're twisting worth your salt, you'll be exposing your back to your target's buddies. And a smart buddy is going to plant an alpha in that delicious exposed torso of yours. With 10-12 back armor on an assault, you might be able to spread most of it with your twisting. With 2-4? You're looking at a lot of potential crits on your guns and any ammo bins.
I'll admit, that's heavier than I put on all but my most sluggish assaults, but if that is what you find works best for you, I'm certainly not going to tell you to change it. Which is my issue with a goodly number of posts here. If skill level, playstyle, individual reflexes, hardware, etc weren't all actual factors that can critically change the game play experience from one player to the next, I would embrace the "one size fits all" philosophy.
But all those variables ARE real, and somethings, like lag, hardware, reflexes might quite simply not be able to be overcome, no matter how "gitgud" one wishes to try to git. Even if I wanted to be an Ubercomp (which is way too much work for a game these days, sorry) no amount of tactical awareness changes the fact I'm a (son to be) 41 year old guy with a crippled right hand and a potato laptop usually playing at a massive 20 FPS. So what a twitchy 20 year old with a 10 ping and bleeding edge system might be able to react to, and what I can react to, will always be two different things.
But apparently those points are lost on the raging UberComp mind.
meteorol, on 12 July 2016 - 06:15 AM, said:
Ammo crits are a myth. The chance is so comically low it can always be ignored (when it comes to placing ammo or armor, or using a case, which is just wasted weight)
getting your big gun critted, is not.