Shlkt, on 15 May 2014 - 10:39 AM, said:
The odds might be even be smaller than that. The other 5 slots in your head (life support, sensors, etc..) might act as additional crit buffers, reducing the odds of an ammo explosion to just 0.7%. AFAIK the devs have not commented on whether fixed equipment slots, like actuators and sensors, actually absorb critical hits. But they should according to TT rules.
In 6000 matches I've never been killed by an ammo explosion in the head. Ammo explosions are usually fatal anyway; I've survived maybe 2 or 3 that I can remember, probably due to the ammo being partially depleted.
Selfish, on 07 December 2012 - 12:44 PM, said:
(...)
Item Equipment (Gyros, actuators, etc.)
For all intents and purposes these are not "in the game" as of yet, but they will form natural crit buffers once/if they are. I believe it's intended that they become crittable, so if you destroy an actuator in an arm you could limit the amount of arm movement of the player. However, consider these items uncrittable until further notice/official response.
"Floating Point" Upgrades (Endo-Steel, Ferro-Fibrous, etc.)
These are upgrades that occupy critical slots, but cannot be targeted by critical hits and do not factor into critical slot calculations. They cannot be critically destroyed. If every component containing an upgrade is destroyed: nothing happens!
I think that the gyros and actuators are not crittable because they are not real items - they do not have properties defined in the game files. Items like ECM, BAP, CASE, Engines all have their properties defined inside itemstats.xml, while there is no mention of gyros, actuators, life support and such. And since their slot size is not even defined, they cannot be used in calculations.