There's no such thing as "too much armor" - once you get into internals, repair times and costs go way up.
That kind of implies that you think mechs should always have max armor, which I don't really think you're trying to say.
There's no such thing as "too much armor" - once you get into internals, repair times and costs go way up.
Please see my previous post in this thread; there's just no situation where I'd think "nah, that's too much armour, better take some off" - but that does not imply that 'Mechs should always have max armour, they should have as much armour as they can given the load-out one wants to achieve.That kind of implies that you think mechs should always have max armor, which I don't really think you're trying to say.
they should have as much armour as they can given the load-out one wants to achieve.
Okay, let me try to explain: I have never in my 30+ years playing BattleTech looked at a 'Mech and said: "This 'Mech has too much armour".But "the load-out one wants to achieve" is dependent on "the amount of armor protection one wants to achieve." Everything is related, requiring a cost/benefit analysis of how much damage you want outgoing versus how much protection you want for incoming damage. It's like saying you can never have too expensive a car for what you can afford (or a wizard is never late, nor is he early, he arrives precisely when he means to) . It's circular logic
You forgot about all the armor on the Thunderbolt which allows it to withstand a LOT of punishment to use all those long range weapons, keep whittling them down as they close in medium range, and still be standing when they close to brawling distance while they're swiss cheese by the time they get into your face.For the same reason the Thunderbolt is also a favourite; LRM-15 out to max range, LRM-15+LL when you get closer than that, and if you are brave enough to get into close range, there's a trio of MLs and a SRM-2 to dissuade you of your idea of glory. The ultra-close range dual MGs are just there to add insult to injury if you get into knife-fighting range - or in this game to add some crit-seeking to a 65-ton melee attack
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Okay, let me try to explain: I have never in my 30+ years playing BattleTech looked at a 'Mech and said: "This 'Mech has too much armour".
What I have thought, on numerous occasions, is "this 'Mech could use another [weapon/equipment], I might have to remove some armour to make that fit". And yes, I have stripped 'Mechs bare or almost-bare of armour in order to fit something silly like AC/20s on light 'Mechs.
But "if I remove some armour I can fit another ML" isn't the same thing as "this 'Mech has too much armour" - having too much armour just isn't a thing in my world; you strap on as much armour as can fit, and that's not too much. It might be too little, but that's the trade-off of doing heavy customisation - you can never achieve the perfect 'Mech.
Then I guess we'd be in agreement if I said that Cohh's mechs don't have enough weapons on them.
Yeah, I think Cohh needs to add some additional firepower to his Griffin. I get what he was trying to do (cool running jump sniper), but I'd rather do that with his Panther, and instead weaponized the Griffin a bit more.
I just see "Cohh needs more weapons" and "Cohh has too much armor" as equivalent statements.
Overall, I think Armor is life and I too would run with quite a bit of armor...on the front. That being said, Cohh seems to like to armor up the rear of the mech as well. I think he could afford to remove a lot of that rear arc armor (especially in a mech that he intends on staying back and jump sniping). It's ultimately his call though, and he has been doing pretty sell so far, so at least for now it is working for him as is.