Edited by FrupertApricot, 04 March 2013 - 01:39 AM.
More Crit Effects!
#1
Posted 04 March 2013 - 01:37 AM
#2
Posted 04 March 2013 - 02:11 AM
#3
Posted 04 March 2013 - 02:15 AM
For example there might be a smaller secondary explosion after you crit a system/item/weapon with a distinct sound to let you know something is disabled. This to get feedback without showing big "CRITICAL HIT!" and numbers on the screen.
Small visual hints like that, you might not even notice them every time, but they make you feel like you accomplishing something.
#4
Posted 04 March 2013 - 02:22 AM
Edited by SgtMagor, 04 March 2013 - 02:29 AM.
#5
Posted 04 March 2013 - 02:57 AM
If you made critical hits about pinpoint accuracy, hitting small specific regions of the mech to cause these critical hits, it might be more appealing.
But that would require really good netcode. (in fairness, it's been getting much better)
#6
Posted 04 March 2013 - 03:06 AM
- Leg Actuator criticals:
- Hip Actuator: -30% movement speed
- Upper/Lower Leg Actuator: -10% movement speed
- Hip Actuator: -30% movement speed
- Arm Actuator criticals:
- Shoulder actuator: -30% target reticle movement
- Upper Arm Actuator: Y-axis target reticle movement restricted to torso(?)
- Lower Arm Actuator: X-axis target reticle movement restricted to torso(?)
- Hand Actuator: (?)
- Shoulder actuator: -30% target reticle movement
- Engine criticals:
- 1st crit: +5 units heat constantly applied (doesn't dissipate)
- 2nd crit: +10 units heat constantly applied (doesn't dissipate)
- 3rd crit: Engine destroyed. 'Mech out of commission.
- 1st crit: +5 units heat constantly applied (doesn't dissipate)
- Gyro criticals:
- 1st crit: amount of "impulse" required to knock the 'mech down from weapons or physical ramming reduced by 50%
- 2nd crit: Gyro destroyed. 'Mech out of commission.
- 1st crit: amount of "impulse" required to knock the 'mech down from weapons or physical ramming reduced by 50%
- Sensor criticals:
- 1st crit: HUD "flickers", target info, missile lock takes longer, no advanced vision modes (thermal, nightvision)
- 2nd crit: Sensors destroyed. No HUD. No missile locks.
- 1st crit: HUD "flickers", target info, missile lock takes longer, no advanced vision modes (thermal, nightvision)
- Cockpit critical:
- instakill
- Life Support critical:
- pilot view starts "blacking out" or "blurred vision" starting at 50% heat level and increasing with intensity up to completely blacked out/blurred at 100% heat level
- Heat effects:
- Heat scale 17%: -10kph max speed
- Heat scale 27%: -10% target reticle speed
- Heat scale 34%: -20kph max speed
- Heat scale 43%: -20% target reticle speed
- Heat scale 50%: -30kph max speed
- Heat scale 57%: -30% target reticle speed
- Heat scale 67%: -40kph max speed
- Heat scale 80%: -40% target reticle speed
- Heat scale 83%: -50kph max speed
- Heat scale 17%: -10kph max speed
Edited by DirePhoenix, 04 March 2013 - 03:22 AM.
#7
Posted 04 March 2013 - 03:06 AM
FrupertApricot, on 04 March 2013 - 01:37 AM, said:
This should be implementable. The mechs already have critical slots for gyros, various limb components, etc. I would enjoy it if, for example, loosing a component critical to a limb's function impairs that limb's abilities. An illustration of this is to look at how the YLW has it's AC/20 limb not really able to turn right or left independently of the torso. This correlates with missing a limb component in order to fit that AC/20. So, correspondingly, if that component were destroyed on a regular mech, I'd like to see that limb lose whatever capability that specific component had, such as fusing an arm in a position, reducing torso twist, reducing walking turning speed, etc.
#8
Posted 04 March 2013 - 03:45 AM
#9
Posted 04 March 2013 - 04:52 AM
DirePhoenix, on 04 March 2013 - 03:06 AM, said:
- Leg Actuator criticals:
- Hip Actuator: -30% movement speed
- Upper/Lower Leg Actuator: -10% movement speed
- Hip Actuator: -30% movement speed
- Arm Actuator criticals:
- Shoulder actuator: -30% target reticle movement
- Upper Arm Actuator: Y-axis target reticle movement restricted to torso(?)
- Lower Arm Actuator: X-axis target reticle movement restricted to torso(?)
- Hand Actuator: (?)
- Shoulder actuator: -30% target reticle movement
- Engine criticals:
- 1st crit: +5 units heat constantly applied (doesn't dissipate)
- 2nd crit: +10 units heat constantly applied (doesn't dissipate)
- 3rd crit: Engine destroyed. 'Mech out of commission.
- 1st crit: +5 units heat constantly applied (doesn't dissipate)
- Gyro criticals:
- 1st crit: amount of "impulse" required to knock the 'mech down from weapons or physical ramming reduced by 50%
- 2nd crit: Gyro destroyed. 'Mech out of commission.
- 1st crit: amount of "impulse" required to knock the 'mech down from weapons or physical ramming reduced by 50%
- Sensor criticals:
- 1st crit: HUD "flickers", target info, missile lock takes longer, no advanced vision modes (thermal, nightvision)
- 2nd crit: Sensors destroyed. No HUD. No missile locks.
- 1st crit: HUD "flickers", target info, missile lock takes longer, no advanced vision modes (thermal, nightvision)
- Cockpit critical:
- instakill
- Life Support critical:
- pilot view starts "blacking out" or "blurred vision" starting at 50% heat level and increasing with intensity up to completely blacked out/blurred at 100% heat level
- Heat effects:
- Heat scale 17%: -10kph max speed
- Heat scale 27%: -10% target reticle speed
- Heat scale 34%: -20kph max speed
- Heat scale 43%: -20% target reticle speed
- Heat scale 50%: -30kph max speed
- Heat scale 57%: -30% target reticle speed
- Heat scale 67%: -40kph max speed
- Heat scale 80%: -40% target reticle speed
- Heat scale 83%: -50kph max speed
- Heat scale 17%: -10kph max speed
Is this for real?
Because if this is what is missing and is going to be added..... SPLOOSH!
#10
Posted 04 March 2013 - 05:03 AM
DirePhoenix, on 04 March 2013 - 03:06 AM, said:
- Leg Actuator criticals:
- Hip Actuator: -30% movement speed
- Upper/Lower Leg Actuator: -10% movement speed
- Hip Actuator: -30% movement speed
- Arm Actuator criticals:
- Shoulder actuator: -30% target reticle movement
- Upper Arm Actuator: Y-axis target reticle movement restricted to torso(?)
- Lower Arm Actuator: X-axis target reticle movement restricted to torso(?)
- Hand Actuator: (?)
- Shoulder actuator: -30% target reticle movement
- Engine criticals:
- 1st crit: +5 units heat constantly applied (doesn't dissipate)
- 2nd crit: +10 units heat constantly applied (doesn't dissipate)
- 3rd crit: Engine destroyed. 'Mech out of commission.
- 1st crit: +5 units heat constantly applied (doesn't dissipate)
- Gyro criticals:
- 1st crit: amount of "impulse" required to knock the 'mech down from weapons or physical ramming reduced by 50%
- 2nd crit: Gyro destroyed. 'Mech out of commission.
- 1st crit: amount of "impulse" required to knock the 'mech down from weapons or physical ramming reduced by 50%
- Sensor criticals:
- 1st crit: HUD "flickers", target info, missile lock takes longer, no advanced vision modes (thermal, nightvision)
- 2nd crit: Sensors destroyed. No HUD. No missile locks.
- 1st crit: HUD "flickers", target info, missile lock takes longer, no advanced vision modes (thermal, nightvision)
- Cockpit critical:
- instakill
- Life Support critical:
- pilot view starts "blacking out" or "blurred vision" starting at 50% heat level and increasing with intensity up to completely blacked out/blurred at 100% heat level
- Heat effects:
- Heat scale 17%: -10kph max speed
- Heat scale 27%: -10% target reticle speed
- Heat scale 34%: -20kph max speed
- Heat scale 43%: -20% target reticle speed
- Heat scale 50%: -30kph max speed
- Heat scale 57%: -30% target reticle speed
- Heat scale 67%: -40kph max speed
- Heat scale 80%: -40% target reticle speed
- Heat scale 83%: -50kph max speed
- Heat scale 17%: -10kph max speed
I really like those. The heat penalty looks a bit too harsh though I think
#11
Posted 04 March 2013 - 05:06 AM
I'd like to see the crits having a chance to do other stuff as well instead of always destroying a component, damaging the internal structure could have some pretty funky effects.
Aka:
All weapons in area disabled temporarily (5 seconds?)
Limp affect (Legs)
Arm de-sync (Arms/side torso)
E.t.c.
#12
Posted 04 March 2013 - 05:20 AM
#13
Posted 04 March 2013 - 05:54 AM
DirePhoenix, on 04 March 2013 - 03:06 AM, said:
- Engine criticals:
- 1st crit: +5 units heat constantly applied (doesn't dissipate)
- 2nd crit: +10 units heat constantly applied (doesn't dissipate)
- 3rd crit: Engine destroyed. 'Mech out of commission.
- 1st crit: +5 units heat constantly applied (doesn't dissipate)
For those that haven't played TT, this is the reason for the 10 heatsink minimum rule.
#14
Posted 04 March 2013 - 06:01 AM
DirePhoenix, on 04 March 2013 - 03:06 AM, said:
- Leg Actuator criticals:
- Hip Actuator: -30% movement speed
- Upper/Lower Leg Actuator: -10% movement speed
- Hip Actuator: -30% movement speed
- Arm Actuator criticals:
- Shoulder actuator: -30% target reticle movement
- Upper Arm Actuator: Y-axis target reticle movement restricted to torso(?)
- Lower Arm Actuator: X-axis target reticle movement restricted to torso(?)
- Hand Actuator: (?)
- Shoulder actuator: -30% target reticle movement
- Engine criticals:
- 1st crit: +5 units heat constantly applied (doesn't dissipate)
- 2nd crit: +10 units heat constantly applied (doesn't dissipate)
- 3rd crit: Engine destroyed. 'Mech out of commission.
- 1st crit: +5 units heat constantly applied (doesn't dissipate)
- Gyro criticals:
- 1st crit: amount of "impulse" required to knock the 'mech down from weapons or physical ramming reduced by 50%
- 2nd crit: Gyro destroyed. 'Mech out of commission.
- 1st crit: amount of "impulse" required to knock the 'mech down from weapons or physical ramming reduced by 50%
- Sensor criticals:
- 1st crit: HUD "flickers", target info, missile lock takes longer, no advanced vision modes (thermal, nightvision)
- 2nd crit: Sensors destroyed. No HUD. No missile locks.
- 1st crit: HUD "flickers", target info, missile lock takes longer, no advanced vision modes (thermal, nightvision)
- Cockpit critical:
- instakill
- Life Support critical:
- pilot view starts "blacking out" or "blurred vision" starting at 50% heat level and increasing with intensity up to completely blacked out/blurred at 100% heat level
- Heat effects:
- Heat scale 17%: -10kph max speed
- Heat scale 27%: -10% target reticle speed
- Heat scale 34%: -20kph max speed
- Heat scale 43%: -20% target reticle speed
- Heat scale 50%: -30kph max speed
- Heat scale 57%: -30% target reticle speed
- Heat scale 67%: -40kph max speed
- Heat scale 80%: -40% target reticle speed
- Heat scale 83%: -50kph max speed
- Heat scale 17%: -10kph max speed
this would be nice... except for heat effects
#15
Posted 04 March 2013 - 08:10 AM
Johnny Morgan, on 04 March 2013 - 04:52 AM, said:
Is this for real?
Because if this is what is missing and is going to be added..... SPLOOSH!
This is just what I've come up with, based on the TT and translated conversions for MWO.
El Penguin, on 04 March 2013 - 05:03 AM, said:
I really like those. The heat penalty looks a bit too harsh though I think
The heat penalties only apply as long as you maintain that heat level. If you don't continuously run hot it shouldn't be an issue. If you spike hot, what you would expect is a short slow-down, and then return to normal speed as soon as you cool off. This should accomplish several things: slow combat down, minimize the effectiveness of boating, and force people to manage their heat better since they can better tell when they're running too hot. Another benefit is that avoiding these additional heat effects means they also risk shut down and ammo explosions less.
#16
Posted 04 March 2013 - 08:46 AM
DirePhoenix, on 04 March 2013 - 03:06 AM, said:
- Leg Actuator criticals:
- Hip Actuator: -30% movement speed
- Upper/Lower Leg Actuator: -10% movement speed
- Hip Actuator: -30% movement speed
- Arm Actuator criticals:
- Shoulder actuator: -30% target reticle movement
- Upper Arm Actuator: Y-axis target reticle movement restricted to torso(?)
- Lower Arm Actuator: X-axis target reticle movement restricted to torso(?)
- Hand Actuator: (?)
- Shoulder actuator: -30% target reticle movement
- Engine criticals:
- 1st crit: +5 units heat constantly applied (doesn't dissipate)
- 2nd crit: +10 units heat constantly applied (doesn't dissipate)
- 3rd crit: Engine destroyed. 'Mech out of commission.
- 1st crit: +5 units heat constantly applied (doesn't dissipate)
- Gyro criticals:
- 1st crit: amount of "impulse" required to knock the 'mech down from weapons or physical ramming reduced by 50%
- 2nd crit: Gyro destroyed. 'Mech out of commission.
- 1st crit: amount of "impulse" required to knock the 'mech down from weapons or physical ramming reduced by 50%
- Sensor criticals:
- 1st crit: HUD "flickers", target info, missile lock takes longer, no advanced vision modes (thermal, nightvision)
- 2nd crit: Sensors destroyed. No HUD. No missile locks.
- 1st crit: HUD "flickers", target info, missile lock takes longer, no advanced vision modes (thermal, nightvision)
- Cockpit critical:
- instakill
- Life Support critical:
- pilot view starts "blacking out" or "blurred vision" starting at 50% heat level and increasing with intensity up to completely blacked out/blurred at 100% heat level
- Heat effects:
- Heat scale 17%: -10kph max speed
- Heat scale 27%: -10% target reticle speed
- Heat scale 34%: -20kph max speed
- Heat scale 43%: -20% target reticle speed
- Heat scale 50%: -30kph max speed
- Heat scale 57%: -30% target reticle speed
- Heat scale 67%: -40kph max speed
- Heat scale 80%: -40% target reticle speed
- Heat scale 83%: -50kph max speed
- Heat scale 17%: -10kph max speed
Those of you who say the heat penalties are too harsh...these are actually weak compared to what I have seen shown around the forums. Personally, I think those scales need to be condensed a bit. Heat penalties should not start until around 40% or so.
And regards to the Shoulder Actuators, really, they need to remove weapon convergence for each individual weapon. Then allow the arms to converge on the Arm crosshair (thus converging the weapons on the arms, but only relatively). If the Shoulder Actuator is damaged, the arms just point straight ahead, but torward the Arm crosshair (thus firing really wide left/right of the Arm crosshair).
Shoulder Actuator - Converge Arms to Arm crosshair
Upper/Low Actuator - Y/X (respectively) axis deviation from Torso crosshair allowed in Arm crosshair
Hand Actuator - Allows for hand related uses (picking up objects for missions, melee in the future, ect.)
Here is a thread (mine) over the subject: Reduction of Pin-Point Alphas and Emphasis on Arms
But, everything else listed here seems pretty spot on.
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