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Pgi, Buff Engine Hitpoints


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#21 Purplefluffybunny

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Posted 13 April 2013 - 05:06 PM

I think I agree with you OP. That said I think what you say is truer of XL engines.

#22 Noth

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Posted 13 April 2013 - 05:08 PM

View PostPurplefluffybunny, on 13 April 2013 - 05:06 PM, said:

I think I agree with you OP. That said I think what you say is truer of XL engines.


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 One Medic Army

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Posted 13 April 2013 - 05:13 PM

If engines could actually be destroyed by crits (rather than having their locations destroyed) then MGs and their crit-seeking might actually be viable.

#24 AnubiteGroove

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Posted 13 April 2013 - 05:18 PM

View PostAccalia, on 13 April 2013 - 04:40 PM, said:

Actually, an XL engine proves you wrong on all counts there. Since any part of the XL engine gets destroyed you are considered dead. So when a critical hit occurs on the engine, dead mech since you know, the engine powers your mech and you can't start a match with a mech that has no engine.


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 One Medic Army

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Posted 13 April 2013 - 05:25 PM

View PostAnubiteGroove, on 13 April 2013 - 05:18 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.

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 OneEyed Jack

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Posted 13 April 2013 - 05:26 PM

If they've even assigned HP to engines, I'm sure the number will be re-evaluated before they become pertinent. Another option would simply be for each crit slot of the engine to have it's own HP, as that would keep it more in line with the 3-crits-to-kill rule, while adjusting it to MWO.

#27 Sug

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Posted 13 April 2013 - 06:24 PM

View PostMaverick01, on 13 April 2013 - 04:29 PM, said:

Engines in MWO currently have 15 hitpoints, which is extremely fragile.


5 times the hp of TT engine : /

#28 Leetskeet

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Posted 13 April 2013 - 06:32 PM

engines can't actually be crit

/thread

#29 Lukoi Banacek

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Posted 13 April 2013 - 06:41 PM

Where is OP getting that the engines have 15hp and that engine destruction is in game? I believe it is as others have said, torso loss(es) that matter atm.

#30 Bagheera

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Posted 13 April 2013 - 07:10 PM

View PostLukoi, on 13 April 2013 - 06:41 PM, said:

Where is OP getting that the engines have 15hp and that engine destruction is in game? I believe it is as others have said, torso loss(es) that matter atm.


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 One Medic Army

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Posted 13 April 2013 - 07:13 PM

View PostLukoi, on 13 April 2013 - 06:41 PM, said:

Where is OP getting that the engines have 15hp and that engine destruction is in game? I believe it is as others have said, torso loss(es) that matter atm.

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)
Citting out someone's engine currently has no effect.

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 Vermaxx

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Posted 13 April 2013 - 07:25 PM

PGI, IGNORE EVERYTHING IN THIS THREAD. REMOVE THE CRIT SYSTEM ENTIRELY, AND LOWER ENGINES TO THREE CRITS LIKE IT SHOULD FRAKKING BE. NO MORE "FRAGILE" GAUSS, NO MORE HITPOINTS AT ALL. ONE CRIT PER COMPONENT TO DISABLE, TWO TO PERMANENTLY DESTROY, THREE TO BLOW AN ENGINE.

#33 Levi Porphyrogenitus

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Posted 13 April 2013 - 09:00 PM

View PostVermaxx, on 13 April 2013 - 07:25 PM, said:

PGI, IGNORE EVERYTHING IN THIS THREAD. REMOVE THE CRIT SYSTEM ENTIRELY, AND LOWER ENGINES TO THREE CRITS LIKE IT SHOULD FRAKKING BE. NO MORE "FRAGILE" GAUSS, NO MORE HITPOINTS AT ALL. ONE CRIT PER COMPONENT TO DISABLE, TWO TO PERMANENTLY DESTROY, THREE TO BLOW AN ENGINE.


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 Squigles

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Posted 13 April 2013 - 09:04 PM

View PostVermaxx, on 13 April 2013 - 07:25 PM, said:

PGI, IGNORE EVERYTHING IN THIS THREAD. REMOVE THE CRIT SYSTEM ENTIRELY, AND LOWER ENGINES TO THREE CRITS LIKE IT SHOULD FRAKKING BE. NO MORE "FRAGILE" GAUSS, NO MORE HITPOINTS AT ALL. ONE CRIT PER COMPONENT TO DISABLE, TWO TO PERMANENTLY DESTROY, THREE TO BLOW AN ENGINE.


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 Bagheera

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Posted 13 April 2013 - 09:38 PM

View PostVermaxx, on 13 April 2013 - 07:25 PM, said:

PGI, IGNORE EVERYTHING IN THIS THREAD. REMOVE THE CRIT SYSTEM ENTIRELY, AND LOWER ENGINES TO THREE CRITS LIKE IT SHOULD FRAKKING BE. NO MORE "FRAGILE" GAUSS, NO MORE HITPOINTS AT ALL. ONE CRIT PER COMPONENT TO DISABLE, TWO TO PERMANENTLY DESTROY, THREE TO BLOW AN ENGINE.


View PostLevi 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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