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More Crit Effects!


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#1 FrupertApricot

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Posted 04 March 2013 - 01:37 AM

IS there a plan or talk about implementing more critical effects? Engine kills, sensors, actuators, etc.? I like the feeling of your machine coming apart at the seams as you go down. I feel like the main thing that sets mechwarrior apart from other series is the INCREMENTAL damage to your mech

Edited by FrupertApricot, 04 March 2013 - 01:39 AM.


#2 ShadowDarter

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Posted 04 March 2013 - 02:11 AM

i like this idea, no idea on how it could be done but i think in time it should be looked at...

#3 Booran

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Posted 04 March 2013 - 02:15 AM

I'd like a more visual clue when you score a critcal hit, like ammo cooking off.
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 SgtMagor

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Posted 04 March 2013 - 02:22 AM

should be able to eject from the mech and survive the wreck, now the opposing team has to find your meat bag, and stomp or shoot you to get a kill. you know on that note what about salvage, I want a chance to score me a founders mech heh!. whoever scores the kill gets the mech, the assist kill can score equip and components from mech. .

Edited by SgtMagor, 04 March 2013 - 02:29 AM.


#5 Protection

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Posted 04 March 2013 - 02:57 AM

There's a lot of people who wouldn't want any more additional random chance devices in the game.

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 DirePhoenix

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Posted 04 March 2013 - 03:06 AM

Missing Crit effects:
  • Leg Actuator criticals:
    • Hip Actuator: -30% movement speed
    • Upper/Lower Leg Actuator: -10% 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: (?)
  • 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.
  • 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.
  • 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.
  • 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

Edited by DirePhoenix, 04 March 2013 - 03:22 AM.


#7 MacKoga

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Posted 04 March 2013 - 03:06 AM

View PostFrupertApricot, on 04 March 2013 - 01:37 AM, said:

...sensors, actuators, etc.? I like the feeling of your machine coming apart at the seams as you go down....


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 FrupertApricot

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Posted 04 March 2013 - 03:45 AM

Or hell an actuator hit = jammign weapon at its current angle forcing you to use the CTRL view mode to land odd shots lol. Also losing a leg shoudl do a knockdown (can get back up but slow) jus tto make it more impactful!

#9 Johnny Morgan

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Posted 04 March 2013 - 04:52 AM

View PostDirePhoenix, on 04 March 2013 - 03:06 AM, said:

Missing Crit effects:
  • Leg Actuator criticals:
    • Hip Actuator: -30% movement speed
    • Upper/Lower Leg Actuator: -10% 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: (?)
  • 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.
  • 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.
  • 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.
  • 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


Is this for real?

Because if this is what is missing and is going to be added..... SPLOOSH!

#10 El Penguin

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Posted 04 March 2013 - 05:03 AM

View PostDirePhoenix, on 04 March 2013 - 03:06 AM, said:

Missing Crit effects:
  • Leg Actuator criticals:
    • Hip Actuator: -30% movement speed
    • Upper/Lower Leg Actuator: -10% 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: (?)
  • 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.
  • 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.
  • 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.
  • 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


I really like those. The heat penalty looks a bit too harsh though I think

#11 Drenzul

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Posted 04 March 2013 - 05:06 AM

Indeed and more just component damage.

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 GySgtMurphy

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Posted 04 March 2013 - 05:20 AM

I have noticed that there is sometimes a delay between, for example, my Large Pulse Laser on my AWS-9M, firing the kill shot on, say, a Stalker by critting a side torso and the death of the mech. I think that this might have something to do with ammo cooking off.

#13 Star Colonel Mustard Kerensky

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Posted 04 March 2013 - 05:54 AM

View PostDirePhoenix, 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.


For those that haven't played TT, this is the reason for the 10 heatsink minimum rule.

#14 sC4r

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Posted 04 March 2013 - 06:01 AM

View PostDirePhoenix, on 04 March 2013 - 03:06 AM, said:

Missing Crit effects:
  • Leg Actuator criticals:
    • Hip Actuator: -30% movement speed
    • Upper/Lower Leg Actuator: -10% 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: (?)
  • 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.
  • 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.
  • 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.
  • 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


this would be nice... except for heat effects :D

#15 DirePhoenix

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Posted 04 March 2013 - 08:10 AM

View PostJohnny 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.

View PostEl 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 Zyllos

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Posted 04 March 2013 - 08:46 AM

View PostDirePhoenix, on 04 March 2013 - 03:06 AM, said:

Missing Crit effects:
  • Leg Actuator criticals:
    • Hip Actuator: -30% movement speed
    • Upper/Lower Leg Actuator: -10% 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: (?)
  • 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.
  • 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.
  • 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.
  • 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


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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