Engine Help
#1
Posted 06 August 2013 - 05:48 AM
#2
Posted 06 August 2013 - 05:52 AM
with standard engines you die if you lose CT
#3
Posted 06 August 2013 - 05:54 AM
Edited by Tankerwolf, 06 August 2013 - 05:57 AM.
#4
Posted 06 August 2013 - 05:58 AM
#5
Posted 06 August 2013 - 06:02 AM
#6
Posted 06 August 2013 - 06:04 AM
#7
Posted 06 August 2013 - 06:07 AM
This is what causes you to die:
Standard engine will be destroyed if the part below is destroyed :
- Center Torso.
XL engine will be destroyed if ANY of the parts below is destroyed :
- Center Torso.
- Left Torso.
- Right Torso.
In short there is only one way to die with a standard engine but three with an xl.
This is not taking into account that you can die from being double legged. (having both your legs or your head destroyed will kill you no matter what engine you are using.)
Hope this helps.
If not or if you have more questions then feel free to ask away again.
Edit: added head as course of death - cheers Ewigan for reminding me xD
Edited by 0okami, 06 August 2013 - 06:29 AM.
#8
Posted 06 August 2013 - 06:24 AM
#10
Posted 06 August 2013 - 06:40 AM
Edited by Skydrive, 06 August 2013 - 06:41 AM.
#11
Posted 06 August 2013 - 06:41 AM
The basic difference in a Standard Engine and an Extra Light/Large engine is that the XL bleeds into (becomes a part of) your side torsos. You lose your left or right shoulder and you die. With a standard, you can lose both the left and right shoulders and still be alive.
In exchange for being easier to kill, the engine is lighter, which means you can use that weight to put in a more powerful engine to go faster or use that weight to put in larger weapons or ammo or additional heatsinks or even more armor if you haven't already maxed it.
Basically: Standard engine = safer. XL engine = carry more stuff!
#12
Posted 06 August 2013 - 06:46 AM
Skydrive, on 06 August 2013 - 06:40 AM, said:
Engine crits result in re-rolls (FRand script) at the moment, same with blank crits and those used by structure or armor upgrades.
It was that or every engine hit affects the engine-installed extra heatsinks, but I do not believe that is the case otherwise I'd lose them a lot faster than I really do. I've never lost a heatsink in the engine, nor have I ever lost a heatsink mounted superfluous to the engine except when damaged in the center torso (implying the two slots used to describe the 'extra' space to put in heatsinks are the only two that can be crit-damaged).
If you're curious, look for a screen within your cockpit that displays heatsinks. They look like isometric boxes with slits and the screen is yellowish orange. Notice the numbers and tiny text? These indicate the location and number of heatsinks. The number in the engine will never below 10. Never. This means the engine's built-in heatsinks can't be hurt at the moment. If you do not know how to look around your cockpit, the default key is Left CTRL + moving the mouse. Zoom with Z.
Once engine crits are enabled, though, machine guns will become the most overpowered weapon in the game's history. (Engine health is 15. AC/20 health is 18. 6 small lasers and 2 MGs destroy an AC/20 instantly when the armor is gone. Since MGs do crit damage of up to 3 point something per bullet [2% chance per bullet to reach that high damage so it's not common although Stjope had something which suggested it's 2% higher chance per bullet than the old system, which makes it around uh, 6 or 7% chance if true but I can't recall the actual numbers and search isn't working], just imagine what that will do to your engine!)
Edit: Added way to check if engine heatsinks get damaged for those looking to test. Added Stjope's MG comment.
Edited by Koniving, 06 August 2013 - 07:00 AM.
#13
Posted 06 August 2013 - 07:00 AM
Koniving, on 06 August 2013 - 06:46 AM, said:
Koniving, I don't think engine crits result in rerolls - it would cause a CT crit to keep rerolling in an infinite loop in most cases (when there's nothing else installed in CT).
#14
Posted 06 August 2013 - 07:02 AM
IceSerpent, on 06 August 2013 - 07:00 AM, said:
I'm quite certain there's a termination in there somewhere in case if nothing is there. I do know that only the "Extra" heatsinks in the engine get destroyed, never the up to 10 core heatsinks. In my post above I added a way you can check next time you start taking CT crit damage, though.
Edited by Koniving, 06 August 2013 - 07:03 AM.
#15
Posted 06 August 2013 - 07:26 AM
Koniving, on 06 August 2013 - 07:02 AM, said:
I think engine crit destroys an "extra" heatsink if there is one, and does nothing at all (no reroll) otherwise. Although, come to think of it, it's possible that engine crits are indeed rerolled and termination point is on gyro crit. It doesn't really make sense to do it this way, but I wouldn't put it past PGI.
#16
Posted 06 August 2013 - 07:30 AM
But even in an XL 300 Dragon where all the ammo is right arm, with almost nothing in the left and right torsos, I've never lost an "extra" engine heatsink without losing my CT armor first.
#17
Posted 06 August 2013 - 07:32 AM
"A % of critical damage done to the internals of a component will be applied directly to the inner structure of that component."
I wish they made it more clear...
#18
Posted 06 August 2013 - 07:32 AM
#19
Posted 06 August 2013 - 07:52 AM
Koniving, on 06 August 2013 - 07:30 AM, said:
But even in an XL 300 Dragon where all the ammo is right arm, with almost nothing in the left and right torsos, I've never lost an "extra" engine heatsink without losing my CT armor first.
I don't think I've ever lost an XL engine heatsink to a side torso crit either. Maybe it simply counts those "extra" heatsinks as additional heatsinks in CT for critting purposes (i.e. having an "extra" SHS in the engine and normal SHS in CT is treated the same)...just guessing here.
#20
Posted 06 August 2013 - 12:35 PM
I do know I'm quite disappointed that the classic closed beta "Move to this location. Flank left at this location. Defend this location," comm chatter has been removed in favor of "Beep" and "Blip." But that's a good question that I ask myself now: Why wasn't "Warning: Targeted," turned into "Beep-Beep-Beep!" or "Arrroooga!?" o.O;
-------------
It's possible, Sky. I believe I read at one point that engine crits, endo, and ferro just result in re-rolls as do blank slots. However there hasn't been a statement on that regard since last year so I could be falsely remembering it.
I do know that
For instance damage to a leg without armor but not destroyed would cause the mech to 'drag' or yaw slowly to one side, requiring repetitious course corrections. Damage to an arm without destroying it would result in the arm failing to fire at the "o" and instead firing off target (this could well have been an early version of the Hunchback Fire North bug, but it only affected one arm or the other never both arms and was very, very far off target which makes this unlikely).
It mostly got reported as a bug -- though there was a Betty (vid) it was not available without specific user.cfg codes, Betty had no way of telling us of the damage, and thus no one would know if an actuator got damaged. Furthermore with many issues, the coders who were going to put an actuator and engine status screen into the mech still have never gotten around to it.
I miss closed beta. The game was beautiful. The asphalt cracked when mechs fell. The Streak was a skill-based weapon requiring you to be farther than 90 meters, and to carefully time your shot as to not lose or miss your target. The Awesome and Dragon had reputations as bulldozers, the Raven 4X was the best Raven (no other Raven could knock down an Atlas, let alone Drop Kick an Assault! WOOT!), ah... fond memories. Boating was about impossible, as most had standard engines and single heatsinks, so hardly anyone had more than 40 capacity to shutdown. Now you can have up to 88.56 capacity (Victor, 27 DHS + all unlocks) with 76 or so being average (20 to 22 DHS, unlocks) before shutdown.
(Edit: May-era. The actuator thing was removed with the first patch of June).
Edited by Koniving, 06 August 2013 - 12:38 PM.
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