Max torso armor is inflated by 50% relative to canonical limits

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HonorKnight

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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:
  • 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.
This means that if you customize a 'Mech and put its center torso and/or side torso armor to max, you're going to have up to 50% more torso armor than a stock loadout could ever have. By extension, this means that you'll have an arguably unfair armor advantage over comparable AI 'Mechs which are incapable of reaching these levels of armor since they only use stock loadouts.

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.

c2TXMVG.png
 
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Panpiper

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The mechanics of the game were also changed so as to permit a battle to be resolved in most cases inside half an hour. If someone decides to sacrifice a bit of offense to gain in the defense, I don't think this is a hugely imbalancing thing, especially given that the designers have had ample people, including players doing PvP, to test this new balance. I am fine with this potential increase in defense.
 
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Havamal

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Joanna

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Nonetheless, good info. As have many others, I have been carefully planning out my upgrades and replacement mech strategy. I noticed in the streams that front and back armor were not 'tied' and that armor was increased by 5 over TT values. This increase of armor above non-cannon limits might alter a few of my builds, but I could never see a valid reason to use 50% back armor, nevermind 100%. Perhaps this increase of armor is to help offset the fact there are quite a few more 'to hit' modifiers in TT and thus it seems a lot easier to land shots in this game (at least watching the streamers).
 

CrimsonSDWS

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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:
  • 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.
This means that if you customize a 'Mech and put its center torso and/or side torso armor to max, you're going to have up to 50% more torso armor than a stock loadout could ever have. By extension, this means that you'll have an arguably unfair armor advantage over comparable AI 'Mechs which are incapable of reaching these levels of armor since they only use stock loadouts.

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.

G0sBN38.png

Amazing work as always HonorKnight!
 

Zugs

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interesting for sure. Wonder if this effects both PVP and PVE? Also until we all get the game do a play through its hard to say anything about the choices they made and why. Everything I've seen on the streams has left me feeling really great about the game!
 

Havamal

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CuCulainn

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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:
  • 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.
This means that if you customize a 'Mech and put its center torso and/or side torso armor to max, you're going to have up to 50% more torso armor than a stock loadout could ever have. By extension, this means that you'll have an arguably unfair armor advantage over comparable AI 'Mechs which are incapable of reaching these levels of armor since they only use stock loadouts.

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.

G0sBN38.png

Well the DEVs have said they were going to makes some changes. and JW explicitly stated that there were issues he thought were badly handled in the original. and last but not least. rear armour attacks are vastly easier in this format than in TT. as the reactive torso twist is not in play

For those that do not recall just before an attacking player fired the defender could declare a one facinf torso twist to sheild his back (or to clear a shot to come). And sice the rear armour was expose on one hex side only. It took a minimum of two mechs working together. (or the targets consent) to get back armour. This wouldn't work in this format So we need an option for better rear armour