You're missing the point.
It has nothing to do with increasing rear armor past 120 points. What it does have to do with is the fact that, for example, I have 80 points of armor for my center torso. In the old world, I'd have to decide how to allocate those armor points. But the hard and fast rule would be that my front and rear center torsos could not have more than a total of 80 points.
In the current scenario, it's possible to have 80 points on my front as well as 80 points on my rear.
That's what I'm having a, minor, issue with.
I was just trying to be clear it seemed as though some people hadn't understood what I'd said the first time. They were just going off what the OP said.
Anyways, I've always found that though Battletech has been rather strong across the board with its balancing choices, its got a few weak points. One of those for me has always been how heavily it leaned on armor caps to balance the chassis. With customs you rarely if ever didn't want to max out your armor.
I never thought there shouldn't be armor caps, don't get me wrong, but I've always felt that the game could have left balancing that a little more to tonnage opportunity costs, let armor start to get you diminishing returns.
After having played with the beta, I personally feel as though HBS has eliminated this weakpoint by decoupling the front and back armor caps.
And from an immersion standpoint, I don't even feel like anything was lost: after all, armor points are an abstraction on how many plates/layers the mechs facings can mount, and to me it never made sense that the rear facings plate count would be affected by the front's.
From a diversity/customization standpoint I'm happy with the extra diversity, and I actually find it immersive that no main line mass produced mech has the max possible armor. Max armor feels like it should be an unoptimized niche custom mech thing.
This is true. And perhaps the addition of damage reduction in HBS Battletech has altered the dynamic. Changing it from "rear armor is(can) be thinner" to "rear armor is(can) be as thick as front but you're now by-passing all the damage reduction that's in place".
If that's the case, I kind of wish they had just added more to-hit penalties and removed the damage reduction all together.
Granted, this little hitch isn't going to keep me from playing and enjoying the game. It's just one more of those "little things" . . .
I don't think your going to see max back armor (even up to the 120 cap) very often. It's not worth it to go much past stock back armor. It's going to be more about the opportunity to drop a heatsink and pad out your front numbers without dropping your stock rear armor.
I disagree but that's the nature of things.
Stock Mechs will only remain so for as long as the Merc Commander has to pinch pennies. And they won't remain stock in PvP at all. Not unless that is the mode selected. And this is pretty much were I see this becoming in an issue.
You don't have to be a cunning merc with a big pocketbook (PS: I haven't heard that term used in a long, long time.

) you just have to bop on over to the mechlab and make the magic happen.
Do I think it will become a big issue? Probably not. But as I said before, it's just one of those little things that make me scratch my head and go "why"?
I can understand that. That's how I felt with being able to retreat and have the mechs i lost in the battle shipped back to me by the enemy. Ultimately I conceded to use some self-imposed house rules, and now I feel better about the whole thing.
It probably wouldn't be hard to do the same here.
Also when I was talking about stock mechs, I meant that the AI is going to be using mostly all stock mechs, so its still going to feel special in SP. And MP isn't going to be a competitive system at launch anyway.
