Quick preface, canonically there are 16 points of armor in a ton; in this game that was multiplied by 5 (corresponding to a similar increase to most weapons' damage) to become 80 points of armor per ton. That scale difference is already taken into account in all the below analysis.
In the streamer beta prior to April 20th, 'Mechs total maximum armor was much higher than canonically possible, largely because front and back torso armor didn't have a shared total, and the back armor maximum was quite high.
In the final version we've seen after April 20th, 'Mechs total maximum armor was reduced for back armor to become one half of the corresponding front armor; however, front and back torso armor still don't have a shared total, so if you max out both the front and back then you'll have 50% more armor in that section than the canonical limit would allow. If you even just max out the front, you'd be required to have zero armor on the back if you were following the canonical limits.
For example, take a Thunderbolt:
To play devil's advocate, raising your armor to these levels does mean that you are allocating additional tonnage, so you will have less available for weaponry and other equipment. So there's nothing "free" here. This could be described as simply providing more strategic options to choose extra armor at the cost of firepower.
For those inclined to restrict themselves to canonically valid levels of armor, simply make sure that the sum of your front and back for each torso section is no higher than the game's max front armor for that section.
In the streamer beta prior to April 20th, 'Mechs total maximum armor was much higher than canonically possible, largely because front and back torso armor didn't have a shared total, and the back armor maximum was quite high.
In the final version we've seen after April 20th, 'Mechs total maximum armor was reduced for back armor to become one half of the corresponding front armor; however, front and back torso armor still don't have a shared total, so if you max out both the front and back then you'll have 50% more armor in that section than the canonical limit would allow. If you even just max out the front, you'd be required to have zero armor on the back if you were following the canonical limits.
For example, take a Thunderbolt:
- Canonically, it should have a maximum of 211 armor (13.1875 tons), which translates to 1055 armor in this game's scale.
- Prior to April 20th, this game had a maximum of 1395 armor (17.4375 tons). The extra 340 armor was all torso back armor, since the front armor kept the original total max of front and back armor, so all the maximum back armor is in excess of the canonical limit.
- After April 20th, this game now has a maximum of 1310 armor (16.375 tons). The reduction was all in torso back armor, bringing it to 50% of the front armor total. Thus the combined total of front and back torso armor is now exactly 50% higher than canon.
To play devil's advocate, raising your armor to these levels does mean that you are allocating additional tonnage, so you will have less available for weaponry and other equipment. So there's nothing "free" here. This could be described as simply providing more strategic options to choose extra armor at the cost of firepower.
For those inclined to restrict themselves to canonically valid levels of armor, simply make sure that the sum of your front and back for each torso section is no higher than the game's max front armor for that section.
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