Reactive And Reflective Armor
#1
Posted 28 November 2018 - 08:38 AM
Tired of peekaboo Laservomit mechs such as the Hellbringer, Wolfhound, and energy anything?
watch their damage get reduced by half!
HBR 2 HLL/3HML 62 = 31
WLF 5MPL 30 = 15
WHK 4ERPPC 40+20spread=20+10spread
Tired of Missile and Ballistic Boats that deal tremendous amounts of damage?
Reactive Armor is your friend!
SNV 4LRM20 = 80=40
AWS 4LRM15 = 60=30
MCII 2Uac10&2Uac5 = 60/30 = 30/15
MaraIIC 2LBX20&4SRM6 = 88 = 44
2Hgauss anything = 50=25
While these armors come with very good uses they come with drawbacks.
Increased damage from the opposite side of the weapon spectrum and high critical slots.
This means if you have 12 man ERLL BattleMasters with all Reflective armor they will out trade a 12 Man of 6ERLL stalker with standard armor but they will be demolished by AC2 Night Gyrs.
It also means that if you are faced with 7MPL/2HGauss Annihilator while you have Reactive armor, you will take increased damage from the backup energy weapons.
7mplx6=42+50% = 63 damage
2HLL/3HML=62+50%=93
#2
Posted 28 November 2018 - 08:44 AM
#3
Posted 28 November 2018 - 08:56 AM
#5
Posted 28 November 2018 - 10:44 AM
If you're in a mech that only has lasers like a crab, you drop, enemies are all reflective armor, you're just screwed. And the crab isn't even top tier.
Then it wouldn't stop the actually strong builds like Gauss Vomit.
Edited by Snowbluff, 28 November 2018 - 10:45 AM.
#6
Posted 28 November 2018 - 10:56 AM
#7
Posted 28 November 2018 - 11:01 AM
#8
Posted 28 November 2018 - 11:06 AM
#10
Posted 28 November 2018 - 11:38 AM
Heavy Ferro-Fibrous Armor (3069): 21 slots for 24% higher armor capacity
Laser reflective armor (3080): energy weapons 50% damage, double damage from melee and collision
Reactive armor (3081): missile weapons and arty/air strikes 50% damage (not ballistic as indicated in first post)
Hardened armor (3090): affects everything 50% damage, reduced mech agility, 4 times the armor weight per point to equip
Ballistic-Reinforced Armor (>3131): affects ballistic, missiles, and strikes 50% damage
There's no 'counters' to any of these armors in MWO. Using ballistics against laser reflective armor does not do any additional damage, also melee and armor piercing ammo do not exist in game.
See the problem? Availability date. Major timeline advancement required.
Edited by Nightbird, 28 November 2018 - 11:45 AM.
#11
Posted 28 November 2018 - 11:41 AM
In Elite:Dangerous, it's possible to outfit your ship hull with reactive or reflective armour, however in practice people always go for the armour type that best balances their resistances, because your opponent will test your defences for weak points and exploit them.
#12
Posted 28 November 2018 - 11:58 AM
#13
Posted 28 November 2018 - 12:51 PM
#14
Posted 28 November 2018 - 03:35 PM
Nightbird, on 28 November 2018 - 11:38 AM, said:
Heavy Ferro-Fibrous Armor (3069): 21 slots for 24% higher armor capacity
Laser reflective armor (3080): energy weapons 50% damage, double damage from melee and collision
Reactive armor (3081): missile weapons and arty/air strikes 50% damage (not ballistic as indicated in first post)
Hardened armor (3090): affects everything 50% damage, reduced mech agility, 4 times the armor weight per point to equip
Ballistic-Reinforced Armor (>3131): affects ballistic, missiles, and strikes 50% damage
There's no 'counters' to any of these armors in MWO. Using ballistics against laser reflective armor does not do any additional damage, also melee and armor piercing ammo do not exist in game.
See the problem? Availability date. Major timeline advancement required.
Of those, the Heavy FF looks interesting, and the rest will make things a bit silly. 50% damage reduction is massive, especially if it were introduced without a counter, as the Tabletop rules you mention. It just makes all the matchups and duels so dependant on builds used, rather than the skill in using it.
#15
Posted 28 November 2018 - 06:07 PM
Nightbird, on 28 November 2018 - 11:38 AM, said:
Heavy Ferro-Fibrous Armor (3069): 21 slots for 24% higher armor capacity
Laser reflective armor (3080): energy weapons 50% damage, double damage from melee and collision
Reactive armor (3081): missile weapons and arty/air strikes 50% damage (not ballistic as indicated in first post)
Hardened armor (3090): affects everything 50% damage, reduced mech agility, 4 times the armor weight per point to equip
Ballistic-Reinforced Armor (>3131): affects ballistic, missiles, and strikes 50% damage
There's no 'counters' to any of these armors in MWO. Using ballistics against laser reflective armor does not do any additional damage, also melee and armor piercing ammo do not exist in game.
See the problem? Availability date. Major timeline advancement required.
That's the problem of MWO. Every F2P game I have ever seen never bothered with timelines.
All these armors are great if added in the game, and even from a business perspective, attractive as they offer more monetization opportunities. Some stats tuning would be needed based on play experience.
A similar system is now in place with Battle of Titans, which although the game lacking energy weapons and therefore energy armor as of now, has armor specific to APDS and HEAT. The former is AP optimized armor and the latter is missile optimized armor. Armor is further separated into Heavy, Medium and Light, in addition to Stealth. Heavy gets the biggest HP gain but decreases mech speed, acceleration and jump height, while Light has minimal HP gain but increases mech speed, acceleration and jump height. I like the idea of armor affecting mech movement overall.
Edited by Anjian, 28 November 2018 - 06:07 PM.
#16
Posted 28 November 2018 - 06:09 PM
#17
Posted 28 November 2018 - 06:13 PM
Nightbird, on 28 November 2018 - 11:38 AM, said:
There's actually another counter available in the form of Re-Engineered Lasers. Unfortunately their damage/ton and other ratios suck balls as compensation for their ability to ignore armor bonuses. And of course it's 3130 tech so that's waaaaaaaaaaaaaaaaay out there.
As for melee, MWO can kinda sorta emulate that with increased collision and falling damage. Like, amplify it at least 3-4 times more than the default.
Edited by FupDup, 28 November 2018 - 06:13 PM.
#18
Posted 28 November 2018 - 06:48 PM
Nightbird, on 28 November 2018 - 11:38 AM, said:
Heavy Ferro-Fibrous Armor (3069): 21 slots for 24% higher armor capacity
Laser reflective armor (3080): energy weapons 50% damage, double damage from melee and collision
Reactive armor (3081): missile weapons and arty/air strikes 50% damage (not ballistic as indicated in first post)
Hardened armor (3090): affects everything 50% damage, reduced mech agility, 4 times the armor weight per point to equip
Ballistic-Reinforced Armor (>3131): affects ballistic, missiles, and strikes 50% damage
There's no 'counters' to any of these armors in MWO. Using ballistics against laser reflective armor does not do any additional damage, also melee and armor piercing ammo do not exist in game.
See the problem? Availability date. Major timeline advancement required.
You missed a couple good ones.
Anti-Penetrative Ablation Armor which designed to protect vs armor penetrators and tandem charge warheads (both of which are not in game) 3114
Ferro-Lamellor Armor (clan only) reduces all damage taken by 20%, and immune to Armor penetrating weapons. Table top rules has the armor reducing damage by 1 point for every 5 points, and hits that would do 1 damage does 0 damage. The armor gives 14 points of armor for every ton. 3070
Fire-Resistant Armor negates all heat damage from enemy weapons (I don't have the rules for this) 3123
Heat-Dissipating Armor improved version of the Fire-Resistant Armor, 50% reduction. (10 points of armor per ton and takes 6 critical slots) 3123
Modular Armor fits over any armor type and provides 1 ton of extra armor above what the mech normally allows, though at less Armor points then stanard armor. 3070
Impact resistant armor reduces physical attack damage by 33% does not apply to ballistic damage. Less effective against Armor penetrators/Higher Chance of Armor Penetration. 14 points for every 1 ton of armor. 3103
Void Signature System/Mimetic Armor(Mech version) not much on it then it takes 7 crit slots and the armor can actually be crit, and if any of the 7 crits in any of 7 different hit locations the system goes down. (Requires an active ECM as well) 3070 WoB & affiliates only and extremely rare.
#19
Posted 28 November 2018 - 07:30 PM
Nightbird, on 28 November 2018 - 11:38 AM, said:
Heavy Ferro-Fibrous Armor (3069): 21 slots for 24% higher armor capacity
Laser reflective armor (3080): energy weapons 50% damage, double damage from melee and collision
Reactive armor (3081): missile weapons and arty/air strikes 50% damage (not ballistic as indicated in first post)
Hardened armor (3090): affects everything 50% damage, reduced mech agility, 4 times the armor weight per point to equip
Ballistic-Reinforced Armor (>3131): affects ballistic, missiles, and strikes 50% damage
There's no 'counters' to any of these armors in MWO. Using ballistics against laser reflective armor does not do any additional damage, also melee and armor piercing ammo do not exist in game.
See the problem? Availability date. Major timeline advancement required.
Something else to consider is that most of the specialized armor types have bulk, give less protection per ton (points/ton), or both.
For reference, standard armor is 16 points per ton.
Tac Ops
Reflective: 16/ton, 10 slots IS, 5 slots Clan
Reactive: 16/ton, 14 slots IS, 7 slots Clan
Modular: 10/ton, 1 slot/ton, may not be head mounted
Ferro-Lam: 14/ton, 12 slots, Clan only
Hardened: 8/ton, no slots, each point of armor eats two points of damage (normally), can't be used by omnis
Interstellar Ops/FM:3145
Ablative: 12/ton, 6 slots, IS only
Heat-Dissipating: 10/ton, 6 slots, Both IS and Clan
Impact-Resist: 14/ton, 10 slots, IS only
Ballistic-Reinf: 12/ton, 10 slots, IS only
Edited by Lugin, 28 November 2018 - 07:33 PM.
#20
Posted 28 November 2018 - 07:35 PM
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