

Pgi, Buff Engine Hitpoints
#21
Posted 13 April 2013 - 05:06 PM
#22
Posted 13 April 2013 - 05:08 PM
Purplefluffybunny, on 13 April 2013 - 05:06 PM, said:
We have no idea how the health of the engines will play into how easy they are to kill as we have yet to experience it. Crits to engines do not matter currently.
#23
Posted 13 April 2013 - 05:13 PM
#24
Posted 13 April 2013 - 05:18 PM
Accalia, on 13 April 2013 - 04:40 PM, said:
Actually, my friend started a match the other day without an engine. It launched and he went straight back to the mechlab, leaving a d'con slot on my team.
#25
Posted 13 April 2013 - 05:25 PM
AnubiteGroove, on 13 April 2013 - 05:18 PM, said:
You haven't been able to do that since Closed Beta.
Now they check if your loadout is valid (Heatsink number, engine, total tonnage, etc...) before your mech can ready/launch.
Edited by One Medic Army, 13 April 2013 - 05:26 PM.
#26
Posted 13 April 2013 - 05:26 PM
#28
Posted 13 April 2013 - 06:32 PM
/thread
#29
Posted 13 April 2013 - 06:41 PM
#30
Posted 13 April 2013 - 07:10 PM
Lukoi, on 13 April 2013 - 06:41 PM, said:
Technically, there was a dev comment somewhere that 15 was the health number they were tossing about for engines. Outside that it is currently irrelevant - engines don't take damage of their own and crits don't score on them.
An XL is destroyed when a side torso is blown because there are 3 slots taken by the engine in that location. Basically a holdover from TT rules. Note that clan XL engines only have 2 slots in each side torso, and if they follow the same form won't be fully destroyed from a single side torso destruction.
#31
Posted 13 April 2013 - 07:13 PM
Lukoi, on 13 April 2013 - 06:41 PM, said:
Well, technically the engine is a component, and it can be damaged destroyed.
However:
Damaging/destroying a mechs engine via damage to internal components (crit damage) has no effect. A mech is only rendered inoperative through the following methods
- Destruction of both legs
- Destruction of Center torso internals
- Destruction of the cockpit
- Destruction of either side torso (XL engine only)
It was pretty clear back when R&R was in that engines as a component were actually being damaged and destroyed, but it never made the mech function any differently, just jacked up your repair bills.
Edited by One Medic Army, 13 April 2013 - 07:14 PM.
#32
Posted 13 April 2013 - 07:25 PM
#33
Posted 13 April 2013 - 09:00 PM
Vermaxx, on 13 April 2013 - 07:25 PM, said:
PGI, ignore everything said in all caps. Keep the critical damage system as-is, and expand it to include gyro, engine, sensors, actuators, etc., all with their own hit point totals and effects when they are damaged or destroyed, thus making for far deeper gameplay and a much richer experience.
#34
Posted 13 April 2013 - 09:04 PM
Vermaxx, on 13 April 2013 - 07:25 PM, said:
Just as an aside, in TT all it took was "one" crit to make a Gauss Rifle go up like a roman candle, so not sure how that would solve "fragile" gauss rifles.
#35
Posted 13 April 2013 - 09:38 PM
Vermaxx, on 13 April 2013 - 07:25 PM, said:
Levi Porphyrogenitus, on 13 April 2013 - 09:00 PM, said:
PGI, ignore everything said in all caps. Keep the critical damage system as-is, and expand it to include gyro, engine, sensors, actuators, etc., all with their own hit point totals and effects when they are damaged or destroyed, thus making for far deeper gameplay and a much richer experience.
Interestingly, these plans are not entirely mutually exclusive.
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