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Jenner Arms Internal Structure

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#1 Tiamat of the Sea

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Posted 23 September 2018 - 05:39 PM

So, fiddling around in the ingame store and working off of some sheets from the tabletop.

This is relevant because current base levels of structure and maximum armor are numerically double that of the tabletop game, which is supposed to be the uniform non-quirked baseline.

However, I notice something odd- the Jenner's arms have 7 structure, with a maximum of 14 armor. Since they are unquirked, they should have 12 structure and 24 armor.

Doing a bit of digging-

Raven arms are 12/24. Panther arms are 12 internal structure with appropriately boosted max armor to account for base armor added by quirks. Firestarter arms all have +12 structure and are 24/24. Cougar arms, same.

Now, to be honest, I don't actually recall whether there was a patch note to the effect of reducing both the armor and structure on Jenners at any point, but it seems odd that there's no quirk note for this at all.

Presuming nobody finds such a patch note, this warrants a fix. Presuming somebody does, it seems inappropriate to not have an ingame note to the effect that this variation exists.

#2 Tarl Cabot

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Posted 23 September 2018 - 05:46 PM

From May 2018 patch. So instead of providing armor quirks , which could be changed at the drop of a dart, PGI moved base internal structure/armor points around.

https://mwomercs.com...69-15-may-2018/

Structure / Max - Armor Redistribution:

Quote

The following 'Mechs have had some of their Arm Structure and Max Armor Points re-distributed from their Arm Locations into their Torso locations:

Jenner
Jenner IIC
Cicada
Jagermech
Stalker

All 'Mechs in a player's inventory affected by this change will have their armor re-set to the stock values.



PLEASE CHECK YOUR 'MECHS BEFORE YOU DROP!

In the event that the stock values would render the 'Mech over tonnage, the 'Mech would be flagged as an invalid build. Both of these can be manually re-adjusted in the 'Mechlab.



Structure / Max Armor Redistribution Design Notes:

All 'Mechwarrior games have attempted to honor as many of the core mechanics found in the very descriptive Battletech Universe as possible. But sometimes these mechanics do not translate well into the First Person Simulation setting. Among those mechanics are the core structure/armor distribution rules and how that relates to the 'Mech art. In Battletech, there is never a distinction between individual body locations and the art that represents them. Within those game environments, the chance to hit an arm location is always equal, regardless of how the art depicts the 'Mechs. And as such you are just as likely to hit the arms on a Jenner as you are the arms of a Mandrill. This is something that simply does not translate one-to-one into a 3D Shooter environment. As such, many 'Mechs depicted in the Battletech universe as having very short and stubby arms often, as a result, see overall larger torso geometry, as well as having hit locations with a pool of health much greater then they need to before they often find their torso's being destroyed within the context of MechWarrior Online. So while a Jenner in the Table Top game may see 28% of hits go to arm locations, while 47% go to torsos, In our game, this could be skewed as only 20% of hits go to the arms, and 55% of hits go to the torsos when accounting for the physical shots against the 'Mech model's art.

We want to see an improvement to this to assist those 'Mechs that often do see their art come with very stubby appendages that often leads to more prominent torso locations while staying true to the overall structure and armor distributions depicted within the Battletech Lore. In the 'Mechs above, we are shifting a number of their base arm structure points from the arms and into torso locations and with it, their total available "Max armor." For this initial roll-out, we are only going to alter five 'Mechs across all weight classes that have seen smaller arms result in larger torso locations. Each of them has had their structure and armor re-distributed in a way that best compliments the needs of the physical 'Mech geometry while maintaining the same overall health pool. We will be monitoring this change closely and will consider other 'Mechs getting a similar treatment to them in a future patch depending on the impact of this change on the targeted chassis'.

Edited by Tarl Cabot, 23 September 2018 - 05:49 PM.


#3 Tiamat of the Sea

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Posted 23 September 2018 - 06:39 PM

View PostTarl Cabot, on 23 September 2018 - 05:46 PM, said:

From May 2018 patch. So instead of providing armor quirks , which could be changed at the drop of a dart, PGI moved base internal structure/armor points around.


Thanks, Tarl. Should be noted in-game somewhere, then.

#4 Teenage Mutant Ninja Urbie

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Posted 24 September 2018 - 12:53 PM

View PostQuickdraw Crobat, on 23 September 2018 - 06:39 PM, said:


Thanks, Tarl. Should be noted in-game somewhere, then.


nah.. would be way too easy. also we might scratch our heads more often as to 'why';
not like the jenner was overshadowing anything, and the jägers.. outside of solaris I don't see em -at all-
*ranting on as he looks for his mwo-medication* ;)

#5 Dyvim Slorm

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Posted 26 September 2018 - 10:37 AM

Actually the "in-game" notification was the fact that all those mechs had their armor values reset so you'd have noticed very quickly in a battle that something was goofy with your armour.

#6 Tiamat of the Sea

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Posted 28 September 2018 - 08:24 AM

View PostDyvim Slorm, on 26 September 2018 - 10:37 AM, said:

Actually the "in-game" notification was the fact that all those mechs had their armor values reset so you'd have noticed very quickly in a battle that something was goofy with your armour.


I mean an extant note, Dyvim. You know, so people who forget or who joined the game after then or didn't purchase a Jenner or Jager until after the change can be actually told.





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