Anomalocaris, on 28 April 2020 - 09:58 AM, said:
I don't mind an armor increase in general, across the board. All the bitching about TTK is a little much IMO over the years, but if people really think its an issue, doubling armor (and doubling ammo counts as well) would be an easy start. That said, I don't support varying it by tier or mech class.
Here's why. Assuming you don't change damage numbers for weapons, doubling armor on _most_ lights (excluding urbie, WLF, etc.) doesn't do much to prevent you from getting ganked by a big pinpoint weapon. A typical 30-ton or less light might get 25-30 armor per side torso. With 50+ pt alpha's out there, even doubling that doesn't help you all that much. Yes you'll be able to shrug off an ATM barrage better, and laser splash will take longer to whittle you down. But when you compare that to the impact of doubling an annie's armor.....now we're talking about adding another 100 pts of armor to the side torso. That's an additional 2 more pinpoint alphas that it will take to open it up. You have to look at the relationship of damage values to absolute armor values. Assaults would already benefit more. No need to tilt it even further in their favor.
Lights should feel like lights.. they should scout at the start of the match, get a read on the enemy positioning/loadouts.. maybe hit at range or squirrel or engage other lights.. until enemy mechs are hurt or open.. they should NOT be charging into a fresh enemy, putting in their damage and running away barely touched. This should only be done by the ultra-elite of the game that have great situational awareness and perfect timing.
Edited by DAEDALOS513, 28 April 2020 - 10:10 AM.