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a little spiel on armour
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jymset
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PostPosted: 03-Oct-2008 04:01    Post subject: a little spiel on armour Reply to topic Reply with quote

Armour is a relative thing. Strong armour is always a good thing.

As for bad things, there is weak armour and then there is bad armour placement.

The former is where relativity plays a role. On a ‘Mech that is not designed to be used in a stand-up fight, low armour is nowhere near as detrimental. If the weight saved on armour is invested in mobility, then that choice is perfectly justified. On the other hand, if the weight is used to mount more guns, then the choice is only understandable if an attempt to retain at least useful amounts of armour is made. There is probably an absolute minimum of armour for each given weight class (the Firemoth and Hellbringer are both way beyond it – and it is more of a problem for the latter because it should theoretically carry its weigh in a stand-up fight).

Bad armour placement, on the other hand, is always bad. Even something as awesome as, well, the Awesome, could improve in that area. 19 CTR armour vs 30 on the front? Puh-lease! Now, once again, the role of a ‘Mech plays a vital role – simply by supplying a weighted grade as to the importance of armour to the design in the first place. What do I mean with that rather convoluted sentence? Well, a design that is used to scout or to fight infantry or to fulfil any of a myriad of other supporting roles should use medium-sized weapons as a measuring stick. For Clan units that means the medium lasers – 7 points of damage. Units that are designed first and foremost for inter-‘Mech action *need* to be able to live through bigger weapons. Unfortunately, in Clan space that means 15 points for lighter designs and 20 for heavier ones.

A further differentiation is to take into account not only the amount of damage that one could sustain without taking internal damage, but also the amount of damage until total destruction ensues.

Of course, armour strength and placement are interrelated. I would like to summarise the above by simply calling it: smart allocation of armour.


Originally posted as part of my first MotW article on CBT. Being my inaugural articles and facing several other strengths (in terms of content) and weaknesses (in terms of form) this aspect was kind of lost. Yet I feel this thought - which can serve as an important qualifier when discussing 'Mech chassis - merits some discussion, for which this board is much better suited! Wink
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CO_17thRecon
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PostPosted: 03-Oct-2008 11:02    Post subject: a little spiel on armour Reply to topic Reply with quote

Armor is an interesting thing. In general, I try to max it out, or get close though, because the fact is, I'm a merc. Every machine is a large financial investment. The less repairs I have to make, and the fewer replacements I need to buy/scrounge up is money for other purposes, like supplies, salary, and upgrades.

The most important places to put armor are Head, Center Torso/Legs, Side Torsos/Arms and Rear Torsos. In order of importance, ties included. A design without a full 9 pts of head armor is just asking to be capped. Not saying Phoenix Hawks and Riflemans don't have their place in 3025, far from it. But any upgrade you make to them ought to correct this deficiency.

Next up is Center Torso and Legs. These are important because they allow you to try and run away if things go bad. Unless you're backed into a corner, you can always withdraw and try again. The ability to withdraw at will is one of the best things about being on the offense.

Next is Side Torsos and Arrms. You don't want your torso to have less armor than your arms, most likely, but other than that, feel free to treat these the same. Exceptions made of course. The Cicada, for instance, doesn't care about it's arms at all, really. But these locations house your weaponry, and should be armored with the importance that you feel the weaponry on the design deserves.

Last is Rear Torso. This is...hard to quantify. You don't want to put much here, in general, but there are reasons to beef it up. Some reasons include...

1) 'Mechs designed to rush in without regard to the enemy, like the Berserker and No-Dachi.

2) 'Mechs designed to ignore flankers, and concentrate on further away opponents while the lance mates try and take care of the offender, like the Awesome.

3) 'Mechs that should never really be giving opponents anything approaching a decent shot into their back, like the Assassin and Ostscout.

I tend to find that the 75% front armor ratio programmed into Heavy Metal Pro by default is a pretty good auto-allocate. However, large assault 'Mechs usually require a bit of tweaking, because after a certain point, extra armor on the rear is just wasted.

As for armor amounts desired, that depends. I prefer as much as possible, but for some designs, I will relent. The Chameleon for instance. Light armor, but how are you going to catch it? I guess if I had to make a hard and fast rule, nothing below 60% coverage, and a 'Mech with armor that low needs to justify it somehow. Most 'line' machines I use need armor coverage of 85-100% armor.

My thoughts anyway. And despite my above comment about why the Awesome's armor is allocated the way it is, I do think it could stand to be tweaked. Ideally, your screening forces don't allow a flanker to get close to begin with, making the idea behind reason 2 kinda flawed.
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PostPosted: 03-Oct-2008 19:44    Post subject: a little spiel on armour Reply to topic Reply with quote

wrote:
My thoughts anyway. And despite my above comment about why the Awesome's armor is allocated the way it is, I do think it could stand to be tweaked. Ideally, your screening forces don't allow a flanker to get close to begin with, making the idea behind reason 2 kinda flawed.


Except that battle is fluid and sometimes "shit happens". Not that I don't agre with you. I ALWAYS move 4 points minimum from CTR to CT. Usually 7 points.
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