Grus, on 14 July 2017 - 07:47 AM, said:
so it's ok to tweak the entire game and mess up endgame content?
if your Talking about FP Tonnage limits those Limits Change,
partially because of Tech, partially because Faction Population,
Grus, on 14 July 2017 - 07:51 AM, said:
In your OP you stated nothing about rebalancing tonnage, and I have seen or heard nothing that PGI will be rebalancing tonnage post patch.
it can be assumed as the Map will be reset to 3062ish, with Civil War(MWO Date 3067)
it would make sense to reset the Tonnage limits, as its more or less a Fresh Start for FP,
Grus, on 14 July 2017 - 08:00 AM, said:
I'm looking at this as a compound to exsisting IS advantages. I.e. proliferation of structure quirks out the a** and a higher HP pool to begin with. Now add skill tree and then add your armor buff... all things considered that's a HUGE health advantage over clan mechs and to further add to the equation more tonnage available, better brawling heat efficiency, and equivalent mobility.
ive Changes abit of the Topic with some Input and feedback from @Pjwned,
Pjwned, on 13 July 2017 - 04:04 PM, said:
The problem is that when you're talking about keeping the weight savings and then also giving double that amount in free armor, you're effectively saving more weight than endo.
=Things=
Now to be fair, you're not always going to get a lot of benefit from that extra free armor because it's spread out all over the mech, including on legs or even arms that are unimportant (either because they don't get get hit or it doesn't matter much if they're destroyed), but that's still quite a bit of benefit there just for 1 upgrade.
I still think it would be better to just raise the armor cap and not give any free armor, because extra survivability like that is pretty valuable and it could also get a little out of hand when combined with armor hardening in the skill tree, but if ferro had to be buffed like that then it could just give only as much free armor as it saves in weight--so that in the example above it would effectively save 3.3 tons--and that would be not as crazy good; I still don't like that though.
and have since Changes my Topic abit from Free Tonnage, to increased Tonnage Cap,
Andi Nagasia, on 13 July 2017 - 02:50 PM, said:
=Ferro Extra Armor Concept=
this Idea give Ferro a Bonus that not only does it reduce Armor Weight,
it would also increase the Maximum Armor to the Ferro Equipped Mech can Equip,
(this is an increase to a Mechs Max Armor, to be Balanced by Armors Weight)
IS-Ferro reduced Armor Weight by 12%, & takes up 14Crits,
it also Increases the Mechs Max Armor by 24% to make up for its Crit requirement,
(an 80Ton Assault(100CT Armor) could Equip +24CT Armor(36Armor=1Ton)
IS-LightFerro reduced Armor Weight by 6%, & takes up 7Crits,
it also Increases the Mechs Max Armor by 12% to make up for its Crit requirement,
(an 80Ton Assault(100CT Armor) could Equip +12CT Armor(34Armor=1Ton)
Clan-Ferro reduced Armor Weight by 20%, & takes up 7Crits,
it also Increases the Mechs Max Armor by 10% to make up for its Crit requirement,
(an 80Ton Assault(100CT Armor) could Equip +10CT Armor(38Armor=1Ton)
=Note=
80Ton Assault Mech Example is only an Example, and not Locked to the mechs CT,
Ferro Max Armor Increase would be Global and added to all Locations on the Mech,
this would mean Taking Ferro would allow you to Equip More Armor but at a Cost of Weight,
this would help to balance this, as it removes the benefit for Ferro being for Just Weight Savings,
(an AS7 MaxArmor +Ferro will save 2Tons, but will Spend 4Tons to get to its new Max Armor)
this moves Ferro for a worse Weight Savings tool vs Endo,
to its own Upgrade Taken for the Purpose of making a Mech More Tanky,
Edited by Andi Nagasia, 14 July 2017 - 11:19 AM.