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Question About Crits / Weapons Being Damaged


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#1 jeffsw6

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Posted 13 April 2013 - 05:59 AM

I am not familiar with TT rules, so please bear with me.

If I understand correctly, a critical hit on a mech section would result in damage to whatever that crit hits, decided by a die roll to determine which armament or equipment will lose hitpoints?

For example, a crit to an arm that has a LL, a DHS, and some empty slots could cause either the DHS or LL to lose HP but the empty slots just result in a re-roll so one of those items will lose some HP; right?

My question is, should you put heat sinks on more exposed sections, like arms; instead of less-exposed torsos, in order to reduce the chance that a weapon on that arm will take damage?

Does it work like that in MWO? What about dynamic structure slots and dynamic armor slots?

Thanks

#2 Syllogy

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Posted 13 April 2013 - 06:22 AM

Yeah, that's one way to do it.

#3 Mongoose Trueborn

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Posted 13 April 2013 - 07:18 AM

You are getting it. The gauss is the best example for this. You want to fill in ALL the slots wherever you put your gauss with gauss ammo and/or case. Gauss ammo is non explosive and it will potentially soak up some crit damage saving your gauss.

#4 Syllogy

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Posted 13 April 2013 - 08:16 AM

CASE won't prevent damage from a Gauss explosion (confirmed by Devs), so Gauss Ammo is the best thing to fill it up with (10 health, 1 crit slot, does not ever explode)

#5 Stoicblitzer

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Posted 13 April 2013 - 08:20 AM

CASE prevents the damage from transferring to your CT.





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