Internal structure values?
#1
Posted 31 October 2012 - 05:10 AM
In BattleTech, it's normally half the maximum amount of armor points in a location. But in MWO it seems to be considerably more than this. IE, hitting a Raven with 5 medium pulse lasers in the leg twice should chew the leg clean off, but that doesn't happen.
Anyone have answers on this one?
#2
Posted 31 October 2012 - 08:33 AM
#3
Posted 31 October 2012 - 08:48 AM
A Atlas CT can hold 124 armor, I usually run with 104 in the front. That means to core my atlas from the front you need to do 166 damage to my front CT to kill me. (though I actually think you need to do 1 point over to actually kill the mech, we have all seen mechs with completely black CTs still running around).
A Ravens leg at max can have 32 armor and 16 IS, meaning at max armor it takes 48 dmg to leg one.
#4
Posted 01 November 2012 - 06:22 AM
3rdworld, on 31 October 2012 - 08:48 AM, said:
That's what my math said should be the case, but 5 MPL is 30 damage (with a direct hit, not sweeping across the location, the target was standing still), so hitting twice should be 60 and the leg should come off. But I've had that not happen.
I've also shot an Awesome in the head for close to 40 damage before without killing it, too.
Could there be some kind of damage reduction multiplier on certain locations? Or is the netcode just buggy enough that even when I see weapons hit, they don't actually hit?
#5
Posted 01 November 2012 - 06:48 AM
#6
Posted 01 November 2012 - 06:50 AM
CaveMan, on 01 November 2012 - 06:22 AM, said:
That's what my math said should be the case, but 5 MPL is 30 damage (with a direct hit, not sweeping across the location, the target was standing still), so hitting twice should be 60 and the leg should come off. But I've had that not happen.
I've also shot an Awesome in the head for close to 40 damage before without killing it, too.
Could there be some kind of damage reduction multiplier on certain locations? Or is the netcode just buggy enough that even when I see weapons hit, they don't actually hit?
Netcode. I have shot a powered down mech right in the CT with a AC/20 and not had anything register. The code is just buggy right now.
#7
Posted 01 November 2012 - 10:05 AM
Edited by Prosperity Park, 01 November 2012 - 10:06 AM.
#8
Posted 22 January 2013 - 08:55 AM
Prosperity Park, on 01 November 2012 - 10:05 AM, said:
It seems this is still a topic with no known answer. I presume the stats can't be found in the itemstats.xml or similar files...
EDIT: There is a post by Bryan Ekman in the archive that seems to suggest it's twice internal and double armour. But it's from May, it could be obsolete. But I would now erring on assuming both values have been doubled.
Edited by MustrumRidcully, 22 January 2013 - 09:05 AM.
#9
Posted 22 January 2013 - 09:12 AM
So we're looking at at a value that is pretty close to the armor value itself, since assuming 18 head armor we have to do around 36 damage to blow out a cockpit. Now whether this varies from part to part as has been suggested would take some testing, but it doesn't feel like internals = max armor is way off. keep in mind people have ammo and crap in their arms/torsos sometimes, so it might seem like there are less internals whereas really its just some ammo cooking off.
One thing to support this feeling is that I have tested what happens to ammo in the arm when the connect torso is blown off. The arm ammo will magically transfer through the now destroyed torso to the CT, unless there was CASE. So because people with more than 4T ammo will have to put some on the arms, this accounts for more damage than you'd think in certain ammo heavy builds that can't empty it in time.
#10
Posted 15 July 2013 - 03:55 PM
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