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


Question About Crits / Weapons Being Damaged
Started by jeffsw6, Apr 13 2013 05:59 AM
4 replies to this topic
#1
Posted 13 April 2013 - 05:59 AM
#2
Posted 13 April 2013 - 06:22 AM
Yeah, that's one way to do it.
#3
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
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
Posted 13 April 2013 - 08:20 AM
CASE prevents the damage from transferring to your CT.
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