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What If Armor Values Were Proportional To Volume?


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#21 justcallme A S H

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Posted 14 March 2018 - 01:35 AM

View PostSpheroid, on 13 March 2018 - 08:17 AM, said:

I don’t see the point. Armor perfectly scales with weight.


Untiiillll.... You talk about Skill Tree.

The gains for any mech over 75T pale in comparison on a % basis to those below.

The nodes should be worth more. It would actually help fix a lot of the Assault issues since mobilty, if mobilty is not going to be fixed (given it's gone this long, it seems unlikely).

Edited by justcallme A S H, 14 March 2018 - 01:36 AM.


#22 Electron Junkie

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Posted 14 March 2018 - 05:56 AM

Armor by surface area would make more sense to be honest.

The best way to have done armor would have been like virtual world where the Mechs were made up of 20+ parts each with there own armor value making it possible to lop off a limb and the elbow/knee ect.... But those groin shots, lol, instant death as it took out both legs.

#23 Khobai

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Posted 14 March 2018 - 11:30 AM

no the best way is to scale the mechs properly

if medium mechs were scaled properly they could distribute damage more evenly across their hitboxes because of their smaller overall size and superior agility. for example the crab.

that would make up for having less armor

a medium should never be the same size as a heavy with 30% less armor. thats fail.


giving certain IS mediums a +5% max speed quirk would help too. Because mediums have to spend the most proportional tonnage on engines of any weight class. its not really fair that a medium has to spend a higher percentage of its tonnage on its engine than a heavy does. a +5% max speed bonus would help absorb the cost of using LFE for IS mediums.

Edited by Khobai, 14 March 2018 - 11:44 AM.






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