NBShoot_me, on July 01 2013 - 08:19 PM, said:
AsianJoyKiller, on July 01 2013 - 04:19 PM, said:
The repair system is actually a great point. Why bother sticking armor on something when you have a swarm of nano-whatevers to endlessly fix you up in a flurry of handwavium_
Why have any armor_ Well, probably to keep the pilot alive, who's probably sitting neck deep in ammunition anyway. To keep the ammo from being hit from a stray bullet or missile. Maybe also to keep the arms and legs of the mech from falling off after another mech sneezes near it... though A and B class mechs again don't even have enough for that... .. and it'd be a bit more interesting if you could actually destroy the repair drone on a "healing" mech… even though I’m sure that’d make light mechs a little more oppressive.
I really wish armor played a more important role in this game. Have armor soak up damage until it's exhausted, but instead of hitting the muffin erm.. repair button to repair your armor, require the mech to return to base to replace damaged armor. If the pesky floating health-o-matic drone has to stay as it is, have it only heal the "you're not dead until it reaches zero" health pool without doing anything as far as fixing your armor reserve goes. Maybe even have a cool-down period on the repair bay/lifter for armor refits so pilots can’t RTB every time their armor get’s reduced by 1%.
I think that will have to wait for a different game. Component destruction and the complete loss of armor plating (a la Reactive Armor in BF3) would be really cool, and especially cool to have in a game with mechs as mobile as Hawken mechs...Sadly the Adhesive team does not want to move in this direction.
I personally would love to have more risk/reward than is presently in the game. The A-Class lugs around seriously powerful weapons, but guess what, they literally have NO armor...if they even look at a live grenade the wrong way, they should get their face blown off.
Conversely, the heavies should be at risk of getting flanked, and there should be more risk/reward to deploying into turret-mode. Meaning that they can block 99% of the damage from kinetic rounds using their riot shields, but they will find themselves completely exposed to any easy hat-trick from the rear if they get flanked.
Presently, since armor is arbitrary and aim and firing discipline ends with being able to place a hitscan-round into any available portion of an enemy mech, there's little else that can be implemented without wrecking the balance of the game.
Snipers can't be snipers, marksmen cannot be marksmen, explosives cannot be powerful, missiles cannot be too powerful, volumes of fire cannot be suppressive, etc etc etc...all because of a simplistic damage-model and lack of depth related to combat. Everything has to be nerfed because aim is not that important and thus takes a backseat.
We're right back at the old days of Quake-Arena and Tribes1 where one simply needs to connect their shots, regardless of location.