Went with the 'revised' armour values from this thread until recently. In the games I ran, armour was relatively useless. Realistic as it may be, I still prefer the Classic and Mega feel. So I went back and looked at my old MT. Lo and behold the armour values pretty much matched up between MT and Mongoose. I also looked at the old MGT playtest file and they are the same as well. Weapon damage was also lower in the playtest. So I got thinking... If its using the same values, why not use the same system?
What I devised is basically the same as MT. A weapon's base penetration value is its number of dice. For most small arms that's a 3. If the pen number is at least twice the armour value, full damage. if more than half but no more than equal, half damage. More than equal, effect damage only, unless the armour is enclosed. I decided to make gauss and energy weapons "high penetration", basicaly doubling their penetration values.
Gauss Rifle was pen 8 and a PGMP-12 was 20. This was thought up before CSC came out btw...
So far this is working. When you are hit it is mostly an all-or-nothing affair, with a thin line for those taking half damage. I, as always, have allowed armour stacking within reason. That 1 point from a Jacket(Jack) can make a difference, also those longcoats look cool over your cloth jumpsuit. Also Subdermal is now something worth buying.
I have incorporated CSC into this as well, replacing the previous house rule on doubling pen values above. I still keep my rule on energy weapons being AP. There's a good reason why those lasers and such are illegal at Law 1. Gauss weapons are nasty with their normal shots giving AP and sabots giving Super AP. The ignored points are simply subtracted from the armour value. To a Gauss Rifle, Improved Cloth(AV=5) is treated like Jack(AV=1). Oh yeah, full damage. That's going to hurt...
I've considered combining the MT and T20 systems just a bit. Instead of Full, half or effect damage. Drop a dice for each point the armour soaks, after any AP effects are dealt with. In the above example, the 1 point left from the Cloth would absorb 1 dice, reducing it to 3d6+effect. It's still going to hurt. Makes the armour even more effective. We'll see...