Stjobe, I think you miss read what I was refering to what at which points... I'm going to separate your quote out to better approach each section.
stjobe, on 19 January 2014 - 10:44 PM, said:
The health of an item has nothing to do with us needing extra ammo.
This wasn't in reference to "the health of the item" but in reference to "we all have double armor (and double Structure), with only a small boost to ammo levels". This means, we have to pack much more ammo than would be considered sane in TT.
I'll share my Stalker build:
http://mwo.smurfy-ne...96a221aea6eb8d2
I have 8 tons of LRM ammo, and I need that much just to make sure I can get through a game without running out. In TT, that would probably be closer to 2-4 tons of ammo, we shall say 4 tons to make it easy. That's twice the ammo needed in MWO as I would need in TT. And this is just to be able to make the build work for the most part (though this design I probably could drop it down to 6 tons and be safe for a match), I know of other LRM builds that have even more ammo than I do!
Having twice the ammo means I have twice the crit slots that can explode on me, and when they do it's going to hurt more, as I believe the detonation rolls over from one bin to the next. Even if it doesn't, the ammo in each crit slot contains more ammo than in TT as well, making it hurt that much more when it does explode.
Increased ammo has to do with "lasting a match" and being able to "have enough ammo to actually drop my target" much more so than "killing all their items in their mech". The increased ammo amounts also means increased chance a crit will hit an ammo crit slot than another crit slot. If it could be made were I could take 2-4 tons of ammo (half the crit slot worth of ammo) and still last most of or an entire match, then I'd be more likely to agree, as I have less ammo crit spaces/chances then anyway.
- In MWO, to help counter the extra ammo needed, they made it have 10 health, but many weapons can quickly deal 10 damage to it in a crit.
Because we have more ammo (and other reasons), they made it have more health. Every component has 10 health, including ammo bins. This was to stop crits from being overly too much. I recall a small time in the game when they did increase the crit chance. When they did that, every match as soon as my armor was breached all weapons where gone too. I was very happy I was running energy builds at that time...
This isn't TT. TT is a great starting and referencing point. However, not every rule in TT is going to work in a First Person Shooter. (If you want more TT rules, then why isn't everyone clamoring for weapons to recycle every 10 seconds between shots too?)
stjobe, on 19 January 2014 - 10:44 PM, said:
If you hit an exposed section in TT, the crit chance is 45% (8+ on 2d6). Please notice how that is not "much lower" than the MWO number of 42%. In fact, it's higher.
TT also had through-armour crits at the rate of about 4% (you needed to roll 2 for your to-hit roll, and then 8+ on the crit table), which MWO does not have.
I said "last I knew". I only recently got back into TT, and even then I never played TT much before now. However, in TT, you could only ever apply a single crit (maybe two on a roll of double 1's on the to hit chart in an exposed CT?). In MWO, we have a chance to cause up to 3 crits, they do increased damage to the internal structure of a mech now, and they can hit 3 different crit locations. An AC20 that manages to get the 3 crits would destroy 3 crit locations. That could be 3 ammo bins, an ammo bin and a weapons, etc. If ammo exploded 100% of the time, then that could easily be 3 ammo bins blowing up at once, with a single hit.
With the increase ammo we have to take to function (My Dragon has only an AC5, and I have to take at least 3 tons to make sure I don't always run out in a single match, TT I would need only a single ton, maybe 2 tops), we need to do something else to reduce the danger associated with it. Otherwise owning a single AC would become so dangerous to your own health, it probably wouldn't be worth it.
Can I agree that ammo probably should explode more often? I can agree to that. 100% more often? No. Do recall this isn't TT where one player will have many mechs on the table. If one pops from ammo, it's okay, they can continue to play still. Here, we have one life to live and control one mech. If you popped from the first hit in a match, with armor, and died because of a "super rare critical" that happened to hit ammo, it's going to lead into frustration and problems (Crits cutting through armor rule). If every time a section got stripped of armor, and everything basically "exploded" in that section every time, it's going to lead to frustration. (Recall when I said they increased crit chances for a short while, I got highly annoyed with running around with yellow internal sections, no missing parts, yet didn't have a single weapon to my name. I was still rather healthy, but was useless.)
We need to have a balance between crit chances, crit damage, and component health/ammo explosions. Right now, we aren't too bad, but that doesn't mean that the system is perfect. A slightly higher explosion chance, or maybe lower health on ammo bins, might be a good idea for balance.
stjobe, on 19 January 2014 - 10:44 PM, said:
So to "counter" MWO's lower crit chance and no through-armour criticals plus health mechanic for components, they also lowered the chance to go boom with 90%?
You're not making sense, but then you are making things up as you go along, aren't you?
You aren't connecting the dots in my post. Does each bullet point have to be taken "literally" as "separate ideas that don't connect to each other"? You missing the point and seem to be connecting things in a very strange way.
In MWO:
- We need to take more crits worth of ammo just to function. This increases the chance that an ammo bin will get hit with a crit over something else.
- We can cause up to 3 crit hits with a single weapon. If it's large enough/does enough damage, that can be 3 crit slots destroyed (because crit slots have 10 health). However, the chance to cause just a single crit seems to be the same as TT if your numbers provided are correct. (I thought it was a lower chance in TT, thanks for being SO polite to me and clearing that up in as rude a way as possible.)
- Components have 10 health to help balance out the fact that many of us have to use "more" of something to get it to work. Energy weapons, you normally need "more" heat sinks than you would in TT to make them work. Balistics? You normally need "more" ammo to not run out, or end up with a heavy club you can't even use to club someone with, as well as "more" weight for the ammo as well, which can relate to slower engine, or XL. Missiles? These are slightly different. SSRMs need very little ammo, similar to TT. SRMs need "more" ammo to function, but is light enough that Endo and/or FF can help balance that out. LRMs? They need "MORE MORE" ammo to function, which means massively more chances a crit will hit an ammo bin, and many LRM users take XL so they can have even "MORE" ammo, just so they don't run out. (I personally like to try and keep my weapons balanced between LRMs and something else.)
- Larger weapons, such as the AC10, Gauss, AC20, can take out a slot in a single crit, where as lasers (any), MGs, smaller ACs, missiles, all can't so easily, but normally make up for their lack of "hard hitting" with "lots of chances" as they tend to shoot and hit more often, and each shot has a larger chance to crit.
- Weapons shoot faster here, meaning more chances to get a crit in the first place. A single shot may have 42% chance on it's own to cause a crit, and it might not cause 10 damage to a component, but when each "shot" (Lasers would be per tick of damage) has a chance to crit, and you can throw several in the time a larger weapon reloads, that can add up. This also means "crit damage spreads more across more components".
Imagine if the Crits works in a similar manner in MWO as it did in TT, but it would be per tick. A single crit "takes out" the crit it hit, no health. A laser is a "hit scan" weapon, making it deal damage in "ticks". If 42% (I'll round to 50% chance for ease of numbers, so the result will be a little high) of the "ticks" of damage caused a crit, and it sent out (for example) 10 "ticks" of damage, that would be 5 crit slots destroyed from a single laser, and I'm not even counting the x2-x3 chances, as that could be upwards of 10-15 crit slots taken out then. This would result in a single laser, of any type, clearing any exposed structure of all components inside, and ammo would be "POP" done. All from a single laser...
Same could be said of ACs too. An AC2 shoots off every 0.5 seconds (basically). If it hits an armorless section, and components didn't have health, imagine what they could be like then. An AC20 shoots off every 4 seconds (and could get 1-3 crits every 4 seconds), where as in that 4 seconds, the AC2 shoots 8 times! That could be 4 crits, or 12, or upwards of 24 crits possible! (If the power of the Dice is with you.) They HAD to add in item health to balance out fire ratings, among other things.
I'm not making this up. Many of the game mechanics are there for a reason. Could some be changed? Sure. Going from 10% to 100% I think would be a bit too much of a jump. Try 20-30%ish, see how it would work. We don't need to "jump" from one extreme to another. 100% would probably be VERY bad, as we can cause more than 1 crit when we shoot.
stjobe, on 19 January 2014 - 10:44 PM, said:
The chance of ammo explosion with a single ton of ammo in an otherwise empty side torso currently is 4.2%. Put another ton in there and the chance increases to ... 4.2%. Hell, fill the side torso up with 12 tons of ammo and the chance is *still* 4.2%. It never gets higher than 4.2%, no matter how much ammo you pack in.
Pack non-volatile components in there though, and you can get he ammo explosion chance down to 0.3% (in the case of 1 ton of ammo in a side torso with 11 non-volatile components)
So please, let's give the "oh but we need more ammo in MWO" argument a rest, shall we?
What are you...? What math are you using? Can you show me how having "additional crit slots filled with ammo doesn't increase the chance of an explosion" please?
If (using your numbers here) it's 4.2% chance of an ammo explosion, then shouldn't that increase as the slots get filled up with more ammo? Recall, you can cause more than one crit per shot... That can be 3 crits applied, and 3 crit slots damaged/destroyed. I also tend NOT to get shot at with a single weapon, but groups of weapons at once. If two weapons hit you at once, that can be a total of 0-6 crits. The 42% chance of criting includes the chance of causing several crits in a single hit. It's like, (for example purposes only, not actual literal numbers) 30% for a single crit, 10% for two crits,
4% 2% to cause three crits? Something like that? (Eidt: I can't add apparently.)
More ammo still means more chances. Here is another way to think of it:
- You shoot, hit and cause a single crit. I have 5 ammo (even with only single crits possible, to match you line of thought). You destroy that ammo, but it doesn't explode.
- You shoot, hit and cause a single crit. I have 4 tons of ammo now. You crit my ammo AGAIN. Instead of being safe from my ammo already being destroyed, you get another chance to detonate my ammo. It fails this time again.
- Again, same thing, 3 tons of ammo left. You crit. Boom...
My point is, each slot of ammo is a chance you can cause a crit to that ammo, and is a chance it will explode. You can also cause several crits in a single shot (unless they changed this and I don't know about it). This means that, yes, having several pieces of ammo in a single section can increase chances of a crit being applied to them, and increases the chance it will explode. If I have 2 tons of ammo, you have 2 crit chances to make it explode. If I have 4 tons of ammo, that's 4 chances to crit and make me explode.
If, I have 4 tons of ammo in that side torso, and fill in the rest with "non-volatile components", as I need 4 tons and not 1 ton, it now shifts the numbers from 1-12 (1 ammo, 11 other filled crits) to 4-12 (4 ammo, 8 other filled crits). Of course, this is also presuming that one has the weight and crits (endo/FF take up crits slots, but I don't believe they will take crit chances) to "fill in" a section like that.
PS: Guess why it comes highly NOT recommended to place ammo in high hit areas of your mech still.
PS: Whenever a section is destroyed by damage (not just falling off EX: Arm falls off because Side Torso was destroyed, arm doesn't count), all components in that section has to take a "roll" as though they where crit destroyed. That means that, if a mech has 8 tons of ammo in a side torso, and you blow off that side torso, then that is 8x10% chances that some ammo will explode. This means that, when that side is destroyed, your ammo contained within has a chance to still explode. This means that needing MORE ammo is a LARGER risk of it exploding.
This means that, if it was given a 100% chance to explode, as soon as a mech lost a section containing ammo, BOOM. I had ammo in that arm with the AC? And you blew off the arm? BOOM! If it was enough ammo, BOOM, goes the side torso too. If I didn't have case, then BOOM, goes my CT. All because you took an arm off.
Also, if CASE is crit shot out and destroyed, and then your side torso is destroyed, and you had 8 tons of ammo still sitting there, BOOM goes your CT still, 100% of the time.
Gaan Cathal, on 20 January 2014 - 03:51 AM, said:
I reffer you to the maths earlier in the thread. A 100% explosion chance only produces between 10 and 20% chance of actual damage explosion when an unarmoured ammo-containing location is shot. That's not 'devastating'. Thats 'and actually present disadvantage' to a weapon group that has it's downsides largely neutered.
You forget the "crit hits" when a section is destroyed. When a section is destroyed (unless I am seriously mistaken here), every crit slot is destroyed, with the same chances of bad things going on when they are destroyed. A Guass has it's chance to explode. Any remaining ammo has a chance to explode. You may have only a small chance of detonating ammo with a crit shot, but you also get another chance with a section destruction. If ammo went 100% of the time... yeah...
stjobe, on 20 January 2014 - 04:10 AM, said:
Let's take a real example and see if it gets through this time:
The stock Atlas AS7-D has the following items in its Left Torso:
LRM-20: 5 crit slots
SRM-6: 2 crit slots
LRM ammo: 2 crit slots
SRM ammo: 1 crit slot
Std Heat Sink: 1 crit slot
Now what is the chance of having an ammo explosion if that location gets hit?
There's three ammo bins and eleven crit slots, so the chance of an ammo bin getting hit is 3/11, or 27% (0.27).
The chance to crit is 42% (0.42), and the chance of ammo explosion is 10% (0.1).
Putting all that together, we get 0.27 * 0.42 * 0.1 = 0.011, or almost exactly 1% (1.1%).
So as you can see, the current system makes it a 1 in 100 chance to cause an ammo explosion on that Atlas (and that's without taking into consideration that it's only the shot that actually destroys the bin that gets the ammo explosion chance - the numbers above assume that the crit does 10 damage or more, which is the exception, not the norm).
Now, would it suddenly become "way too devastating" if the ammo explosion chance was 100%?
Let's do the math:
The chance to crit is still 42%, and the chance of hitting an ammo bin is still 27%, so we end up with 0.42 * 0.27 * 1.0 = 0.11, or an 11% chance of an ammo explosion.
1 in 10 is a lot riskier than 1 in 100, but I really don't think it's enough to make everyone stop using ammo-based weaponry.
Edit: With a 100% rate of ammo explosion, the actual chance of causing said explosion would be somewhere between 42% (only ammo in the location - use CASE!) and 3.5% (one ton of ammo + eleven non-volatile items in the location) instead of what it is now - between 4.2 and 0.35% chance.
And when the section gets destroyed? What then?
Don't forget, those other components you are tossing off as "dross" tend to have a purpose, like weapons, heat sinks, etc... It could be the weapon that needs that ammo. You could destroy that weapon, making the "undumpable" ammo sitting there as a useless bomb in their chest... You have a 42% chance of doing damage to "something useful" on the mech. It might not always be ammo, but I doubt someone will fill 11 tons of sinks just to protect 1 ton of ammo... Unless they take nothing but CASE, for 5.5 tons of filler... to protect one ton of ammo...
Edited by Tesunie, 20 January 2014 - 11:38 AM.