Critical Damage Waaaaaaaaa
#21
Posted 11 October 2013 - 05:47 AM
#22
Posted 11 October 2013 - 06:31 AM
#23
Posted 11 October 2013 - 07:46 AM
Captain Stiffy, on 11 October 2013 - 04:00 AM, said:
Thanks. What I'm really after is a clear and concise explanation of this. I want to make a suggestions thread totally bitching up about how this mechanic works but I need to fully understand it first.
Your mech pilot couldn't take the heat and was killed
#24
Posted 11 October 2013 - 07:58 AM
Dracol, on 11 October 2013 - 05:47 AM, said:
It's comes when a hit is a certain percentage of the armor in the section. I can't recall what the percentage is.
#25
Posted 11 October 2013 - 08:17 AM
#26
Posted 11 October 2013 - 09:43 AM
#28
Posted 11 October 2013 - 09:53 AM
They want (Armor + Internal HP) < 20% critical warning goes off for kill shot components (head, center torso, right/left torso if XL equipped, 1 leg blown off)
I think because you were shot in the back and the back shares hitpoints with the front, there is a bug there.
Should be easy fix.
Should be in live 2-3 weeks.
Ty.
#30
Posted 11 October 2013 - 09:57 AM
#31
Posted 11 October 2013 - 09:57 AM
Wispsy, on 11 October 2013 - 02:08 AM, said:
Just checking, was the spider under 90m as you hit him?
I had two alphas with a 3D mounting twin PPC's and an AC10 not register on a stationary Atlas even though they appeared to hit dead center in the CT. The solitary AC10 round I fired after did register. So yes, hit registration still needs work and all mech types are affected, although it is more obvious on faster mechs.
#32
Posted 11 October 2013 - 10:24 AM
Edited by Vodrin Thales, 11 October 2013 - 10:26 AM.
#33
Posted 11 October 2013 - 10:56 AM
Good job Dizzy
Edited by stjobe, 11 October 2013 - 10:56 AM.
#34
Posted 11 October 2013 - 11:54 AM
VIPER2207, on 11 October 2013 - 02:20 AM, said:
no.... between 100 and 120 meters... i know the effective range
lol I had some knob in a 4ppc stalker once spend the entire match complaining after I killed him very quickly. He was doing his alpha/overheat cycle again and again while i was maybe 30m away in my jenner. I just danced back and forth watching him, got bored, and side torso'd him. I was trying to strip his mech, but he was running an XL in a stalker :facepalm:
#36
Posted 11 October 2013 - 02:00 PM
#40
Posted 12 October 2013 - 03:42 AM
Thomas Dziegielewski, on 11 October 2013 - 09:53 AM, said:
They want (Armor + Internal HP) < 20% critical warning goes off for kill shot components (head, center torso, right/left torso if XL equipped, 1 leg blown off)
I think because you were shot in the back and the back shares hitpoints with the front, there is a bug there.
Should be easy fix.
Should be in live 2-3 weeks.
Ty.
20% of total health of a section is way too low, some of us actually like having a warning before something gets through our armor, implementing that change would make the warning appear only if you're one or two hits from death on most mechs, especially if it appears on a rear torso hit as you'd usually be dead before you ever saw the warning.
Triggering the warning on a higher health percentage for more fragile mechs and sections would give players in lighter mechs more time to respond.
I'm not sure how it currently calculates the percentage for front and rear torso but it should just add armor from the specific hit location to the section's internals for the maximum and actual points, ignoring whatever is left on the opposite side so front and rear can have different percentages.
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