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Now I Understand Why Triple Armor Values And Dhs1.4


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#21 Mechwarrior Buddah

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Posted 20 January 2013 - 10:40 PM

View PostThirdstar, on 20 January 2013 - 10:35 PM, said:


After the discussion quota is complete, a thread must be locked because too much discussion can overload the tubes the interwebz runs on. You wouldn't want to deal with backed up interwebz tubes, believe me. **** everywhere.


or bawked up ones either
or squawked ones... theyre starting to look more and more correct. Im being corrupted by Green birds!

#22 MustrumRidcully

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Posted 20 January 2013 - 11:46 PM

View PostBerryChunks, on 20 January 2013 - 09:01 PM, said:

First, the armor values are double. Secondly, Convergance is a terrible explanation for it.

What better way to encourage MORE boating than depreciating the value of weapons in relation to armor?

Convergence and mouse aiming is one reason why this game needs more armor. With mouse aiming and convergence, you can hit extremely precisely at chosen locations. You may still manage to miss, but not as extreme as the table top rules would expect. It also can explain why they think missiles need to get a damage buff - they don't benefit from convergence or mouse aiming like this.

MW:O would basically play like Clan Mechwarriors with Large Pulse Lasers and Targeting Computers.

There may be another reason - weapons can put out 2 to 20 times the canonical damage over time. Of course combat is faster if you make weapons fire more often. Unfortunately they also create 2 to 20 times the canonical heat, which leads to all kinds of imbalances. TT: PPC with 10 heat sinks: 17 tons for 10 damage without heat buildup. AC/10 with heat sinks and ammo: 17 Tons for 10 damage without heat buildup. Double the rate of fire for both, and you get 20 damage for 27 tons or 20 damage for 20 tons. Borked. The dev's failure to acknowledge this is... failurish.

#23 Nutlink

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Posted 21 January 2013 - 03:49 PM

View PostThirdstar, on 20 January 2013 - 10:07 PM, said:


Okay, i'll ask. How does it do that? Genuine question.

Poorly worded on my part. I meant that weapons damage could be upped without significant drawback. For example, you could make the AC20 tear the limb off of any light mech with a single shot, but it's accuracy would be degraded unless your standing still (bad idea, especially at close range) and any follow up shots with lasers and such would be all but impossible to accurately hit with.

#24 Frostiken

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Posted 21 January 2013 - 03:53 PM

On the other hand, armor values are so high that it's really not a big deal to just run through fire. 99% of the combat in this game takes place at knife-fighting ranges even if both sides have long-ranged weapons. If combat starts at long range, it will quickly get reduced to close ranges. Once you're in those close ranges, nobody can flee, so it's just damagedumping into a target you can barely see beneath all the particle effects.





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