First concept being, make armor/structure boosts from skill trees flat across the board.
In theory, lighter weight classes getting more out of the tree makes some sense since they have less overall armor.
However, this would be like a assault getting more out of the mobility tree than a light mech.
Assault's especially have problems when it comes to being focused down extremely easily by enemies when in a team format they should be the ones taking damage. This results in assault pilots more often than not being afraid to take damage since they don't have the speed to avoid it, and despite having a large amount of tonnage for armor they can still lose a side torso in one wrong peek.
So, make armor hardening 2.6% across the board, and skeletal density 4.3% across the board.
If i stick an atlas and an urbie next to each other, your going for the atlas. Not just because the atlas is a bigger threat, but because its also easier to kill.
Next concept, lets talk about back armor. People in MwO strip back armor down to the bare minimums of surviving one or two backshots to get more front armor. Sometimes they don't run any back armor at all just to squeeze a bit more out of their front.
They are forced to do this due to overall low survivability, where having a bit more rear armor isn't much of a choice because your sacrificing frontal armor to do so.
So, remove all back armor, add it to the frontal armor pools.
Set non adjustable (but increase-able with skills) armor values to the rear armor of each weight bracket in a form similar to this....
Rear Armor
20: 5
25: 5
30: 7
35: 7
40: 8
45: 8
50: 8
55: 8
60: 8
65: 8
70: 9
75: 9
80: 10
85:10
90: 12
95: 12
100: 12
These are not exact values I'm suggesting, just some numbers thrown out to give reference.
To put both concepts together into perspective. With both changes, we would see an across the board survive-ability increase, even on lighter mechs that are less effected.
For a piranha-1 skilled with full survival under both changes compared to current values it would look like this....(Im going to use mechdb auto max armor values for rear for current) pir autos to 2, atlas autos to 6.
Current VS Suggested changes
Current
CT: Front: 28 Rear:3 Structure:17
RT:Front: 23 Rear:3 Structure:14
LT:Front: 23 Rear:3 Structure:14
Suggested
CT:Front: 31 Rear: 6 Structure: 17
RT: Front: 26 Rear: 6 Structure 14
LT: Front: 26 Rear: 6 Structure 14
Now well do the same for an Atlas-D
Current VS Suggested changes
Current
CT: Front: 161 Rear:8 Structure:78
RT:Front: 119 Rear:8 Structure:53
LT:Front: 119 Rear:8 Structure:53
Suggested
CT:Front: 192 Rear:16 Structure: 88
RT: Front: 144 Rear: 16 Structure: 60
LT: Front: 144 Rear: 16 Structure: 60
All in all we do three things by doing this....increase TTK without large re-balances.
Remove possibilities of newbies or less experienced equipping too much rear armor
and open avenues for rear armor quirks for things like the awesome, which is known for its rear armor.
If you increase a users ability to take a hit, they'll be more willing to take that hit.
Edited by MechTech Dragoon, 14 April 2019 - 07:23 AM.