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Weapon Destruction


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#1 RavensScar

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Posted 08 December 2013 - 03:41 AM

Having read through the Guide to Critical Hits, I'm still a little confused regarding certain weapon destruction behaviour I've experienced in matches.

In short, I often lose 2 weapons in a single location to one hit.

The most recent example: ON1-V, 2 x AC/5 in RT, plus XL engine. I take a hit to the RT, stripping the remaining armour and reducing the component to yellow internals AND I lose both AC/5s.

I've also experienced this with my ON1-K with 2 x SRM6 in the LT.

Is this simply a really unlucky roll on the critical hits table (losing both weapons to one hit), is there something that can easily explain this, or could this be a bug?

#2 Victor Morson

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Posted 08 December 2013 - 05:07 AM

Do you have ammunition in either the area where you are losing your guns, or perhaps, in a nearby area?

You're likely seeing an Ammo Explosion. Your AC/5 ammo goes up and damages everything in the section, often destroying multiple guns. Explosions transfer damage from destroyed areas into nearby ones, too, so if you had a ton in your arm, lose your arm, it could crit everything in that torso.

CASE will prevent the transfer of ammo explosions, but not the explosions themselves. Notably if you case a side torso with an XL and ammo explodes in that section, you will still die. XL can be destroyed by ammo explosions, but you appear to have been getting lucky with that!

Edited by Victor Morson, 08 December 2013 - 05:09 AM.


#3 RavensScar

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Posted 08 December 2013 - 06:47 AM

No ammo kept in either location. As I said, the component was only taken down to yellow internals, not destroyed, and the attached arm remained completely intact.

Actually, to make life easier, here are the particular builds mentioned:

http://mwo.smurfy-ne...f92e5e17293723c

http://mwo.smurfy-ne...ff17a484079a914

#4 Triple Patte

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Posted 08 December 2013 - 06:55 AM

A single hit can be a double critical, hitting 2 components in the same location.

Also, what appears to be a single hit an be a hit from a dual AC5 for example.

#5 Autobot9000

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Posted 08 December 2013 - 06:56 AM

I agree, especially when you put 2 ballistics like 2xAC5 / 2xU/AC5 in a side torso they tend to get destroyed synchronously. Since crit rolls shouldnt transfer to other crit slots this seems very buggy. But even if crits would transfer: AC5 and U/AC5 have 10 hitpoints each, so it would require a 20 point damage crit roll to go at 100% damage level into the crit roll and then transfer at 100% rate. It's happening too often for this to be the case. In addition crit rolls can not hit actuators at the moment, which PGI believes is ok, but I believe it's pretty bad, because it is kind of important for this to happen.

@double crits
How would that make sense? That's a clear bug then.

Edited by Autobot9000, 08 December 2013 - 06:56 AM.


#6 Triple Patte

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Posted 08 December 2013 - 07:04 AM

No, it's an intended feature.

A double crit from an AC10, for example, does 10 damage to structure, 10 damage to a component, and then 10 damage to another. Think of it as going trought the cannons.

#7 Autobot9000

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Posted 08 December 2013 - 07:11 AM

"It's not a bug, it's a feature!"

- The oldest of all customer bullsh1tting

#8 RavensScar

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Posted 08 December 2013 - 07:18 AM

Just re-read the brief guide to crits, and that is indeed what it says: http://mwomercs.com/...-a-brief-guide/

The 14% chance of a double critical hit against an unarmoured component feels a bit high, but oh well.

I am still interested in how crit 'rolls' are resolved - sequentially or simultaneously?

For example:

AC/10 rolls double critical: That's 2 hits of 10 damage against items in the component.

If they're resolved sequentially:

First critical hits AC/5 number 1. 10 damage destroys it.

Second critical can only hit AC/5 number 2, and destroy that, too.

This might explain the peculiar behaviour.

#9 Autobot9000

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Posted 08 December 2013 - 07:34 AM

It's kinda tireing to repeat here, but I'll try to give it anothe shot: After all it doesn't matter how you specify your system to work, all that matters is if it satisfies your customers expectations and quite obviously this feature doesn't. It doesn't even satistfy BT rules, which clearly are a 1-shot-1-crit mechanic. When you make a product, that rolls on a well established ground such as BT you have to make a point and convince your customers when you change something. PGI makes little to no effort at convincing people about changes at all, neither to they check or care what people expect. That's what causes problems as proved by the OPs topic creation.

This is just a longer version of the "It's not a bug, it's a feature" bullsh1t.

#10 Bront

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Posted 08 December 2013 - 09:44 AM

The double weapon loss could be either multiple weapons in a single shot (AC5/PPCs), SRM/LRM/LB10X hits, or sometimes it's an ammo explosion.





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