Lorcan Lladd, on 10 November 2012 - 08:08 AM, said:
Not exactly - armor values were not simply doubled across the board, but rather scaled.
To put it into rough numbers: a stock Jenner has 62 points of armor in tabletop, whereas in MechWarrior Online it might be equipped with 300; a stock Atlas has 305 points of armor in tabletop, and 600 in MechWarrior Online.
This is right and wrong at the same time. Yes, In TT a Stock jenner might only have 62 points of armor, but that is not the Max armor a jenner can hold. As per mech creation rules, each weight class has a max armor points they can hold, which translates to a tonnage. Off hand i don't know what the max is for 35 ton, but my guess would be the same as MWO. Max armor has never been tied to a mech itself, only its weight.
Now on the subject of lights being unkillable. They are only unkillable if you don't know how to aim. As a jenner pilot myself, I find killing Light mechs very easy, using just about any mech. Now sure, if I load up a mech with ballistic or SRM's I will have a hard time hitting fast moving mechs, even fast hunchys might give ya trouble. Lasers on the other hand eat fast mechs alive, Streaks also do nicely. Once you learn how fast mechs behave they are easy to predict, track, and lead even with lag as a factor.
Plus, for the OP. Its very wrong to call the devs "sloppy" for their net code. Sure it might not be the best, but at the same time everything is being done server side. That means there will be more lag the faster things go in the game. Since its having to make more trips back and forth. Now the good side to that is, it makes the game stupidly hard to impossible to hack. Though OP, if you think their net code is bad, then that must mean you can do better right? So get to cracking and fix that net code for them, as they are hiring a network programmer right now.
Edited by Kousagi, 10 November 2012 - 09:33 AM.