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Critical Damage Waaaaaaaaa


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#21 Dracol

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Posted 11 October 2013 - 05:47 AM

I theorize the warning happens when there is less then 1pt of armor left. If you say had 10pts rct and got hit by a ppc, there'd be o armor but internals haven't taken any damage. With lasers able to do less then 1 full pt of damage, the rct armor may fall less then 1pt, triggering the warning, but since its above 0pts, the rag doll continues to show red armor.

#22 Mehlan

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Posted 11 October 2013 - 06:31 AM

it's possible it, like some of the others system, is bugged... could be something out of whack that's tied to hsr etc.

#23 Nryrony

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Posted 11 October 2013 - 07:46 AM

View PostCaptain 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 Bilbo

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Posted 11 October 2013 - 07:58 AM

View PostDracol, on 11 October 2013 - 05:47 AM, said:

I theorize the warning happens when there is less then 1pt of armor left. If you say had 10pts rct and got hit by a ppc, there'd be o armor but internals haven't taken any damage. With lasers able to do less then 1 full pt of damage, the rct armor may fall less then 1pt, triggering the warning, but since its above 0pts, the rag doll continues to show red armor.


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 MeiSooHaityu

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Posted 11 October 2013 - 08:17 AM

I just assumed the critical damage warning was because your armor was really low in your torso or internals were exposed. I don't think it necessarily means internals are damaged. As far as I know anyway.

#26 Thomas Dziegielewski

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Posted 11 October 2013 - 09:43 AM

The critical damage warning turns on when any component drops below 20% armor.

#27 Hawkeye 72

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Posted 11 October 2013 - 09:44 AM

View PostThomas Dziegielewski, on 11 October 2013 - 09:43 AM, said:

The critical damage warning turns on when any component drops below 20% armor.


No! Bad logical answer! B)

#28 Thomas Dziegielewski

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Posted 11 October 2013 - 09:53 AM

I just talked to the designer though. That's not what they wanted after all. I'll fix it up right now.

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.

#29 Vodrin Thales

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Posted 11 October 2013 - 09:55 AM

View PostMehlan, on 11 October 2013 - 01:45 AM, said:


If he's in a 'god-mode' mech, how did he take damage, much less critical damage? How abotu you show us these god-mode abusing pilots with the 12-0 kdr's.


I kill god mode mechs daily. I guess I'm just that good.

#30 Kjudoon

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Posted 11 October 2013 - 09:57 AM

It's a spider. Till un-nerfed, they should all start with critical center torso damage.

#31 Vodrin Thales

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Posted 11 October 2013 - 09:57 AM

View PostWispsy, on 11 October 2013 - 02:08 AM, said:

I shot 2ppcs and an ac10 yesterday into a shut down victor. He definitely did not dodge the shots. None of them hit...


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 Vodrin Thales

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Posted 11 October 2013 - 10:24 AM

Deleted, mod response above made speculation unnecessary.

Edited by Vodrin Thales, 11 October 2013 - 10:26 AM.


#33 stjobe

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Posted 11 October 2013 - 10:56 AM

And now it's also in the official Known Issues thread: http://mwomercs.com/...60#entry2830360.

Good job Dizzy B)

Edited by stjobe, 11 October 2013 - 10:56 AM.


#34 Clit Beastwood

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Posted 11 October 2013 - 11:54 AM

View PostVIPER2207, on 11 October 2013 - 02:20 AM, said:


no.... between 100 and 120 meters... i know the effective range B)


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:

#35 Thomas Dziegielewski

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Posted 11 October 2013 - 01:41 PM

http://mwomercs.com/...60#entry2830360

#36 A Man In A Can

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Posted 11 October 2013 - 02:00 PM

Keep up the good work Thomas! B)

#37 Krivvan

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Posted 11 October 2013 - 02:39 PM

View PostMehlan, on 11 October 2013 - 01:45 AM, said:


If he's in a 'god-mode' mech, how did he take damage, much less critical damage? How abotu you show us these god-mode abusing pilots with the 12-0 kdr's.


Posted Image

Edited by Krivvan, 11 October 2013 - 02:39 PM.


#38 Artgathan

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Posted 11 October 2013 - 02:43 PM

View PostCaptain Stiffy, on 11 October 2013 - 01:31 AM, said:

WHY


Because Betty is concerned for your behind's safety Stiffy.

#39 Mehlan

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Posted 11 October 2013 - 03:26 PM

View PostKrivvan, on 11 October 2013 - 02:39 PM, said:


Posted Image


That should be 162.00-228.00 to 0.... ^ shows 2-3 kill per match. :-)

#40 Satan n stuff

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Posted 12 October 2013 - 03:42 AM

View PostThomas Dziegielewski, on 11 October 2013 - 09:53 AM, said:

I just talked to the designer though. That's not what they wanted after all. I'll fix it up right now.

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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