Actuators, Gyros, Life Supoort, Etc.
#1
Posted 22 May 2014 - 04:28 PM
Life Support
Sensors
Shoulder
Upper Arm Actuator
Lower Arm Actuator
Hand Actuator
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Gyros
Or are they just padded crits?
Could not find specific answer searching.
#2
Posted 22 May 2014 - 04:30 PM
Sensors let you target things.
Shoulders are...shoulders.
Upper arm actuators let you move your arms up and down.
Lower Arm actuators let you move your arms left and right.
Hand actuators let you move the hands but have no use in the game.
Leg actuators pretty much let you move.
Gyros keep your mech balanced.
#3
Posted 22 May 2014 - 04:30 PM
#4
Posted 22 May 2014 - 05:57 PM
The answer to that is "not yet, but there are plans"
There is a module that gives you an "Enhanced Gyro" that's ment to lessen camera shake from incoming fire.
Other than that, these have no effect. Things I'd like to see implimented however are the following:
Cockpit hits have a chance to start various cockpit issues. Smoke/electricity crackling across the cockpit, just various "Distraction" techniques once the cockpit has been breached.
Gyro hits should cause additional limping and "shake" to the mech while moving. Something of a stuttering movement.
Destruction of Actuators should freeze a component in place along said actuator lines.
The ability to freeze up a leg/hip by taking out the gyro. [essentially causing the limping animation a bit early if you're lucky.]
By all means, I'd be ok with those things, make them rare events... a whole 1% chance or something, but even at that level, that gives an added effect to the battlefield and another worry for pilots to think about.
#5
Posted 22 May 2014 - 06:12 PM
Jade Kitsune, on 22 May 2014 - 05:57 PM, said:
The answer to that is "not yet, but there are plans"
There is a module that gives you an "Enhanced Gyro" that's ment to lessen camera shake from incoming fire.
Other than that, these have no effect. Things I'd like to see implimented however are the following:
Cockpit hits have a chance to start various cockpit issues. Smoke/electricity crackling across the cockpit, just various "Distraction" techniques once the cockpit has been breached.
Gyro hits should cause additional limping and "shake" to the mech while moving. Something of a stuttering movement.
Destruction of Actuators should freeze a component in place along said actuator lines.
The ability to freeze up a leg/hip by taking out the gyro. [essentially causing the limping animation a bit early if you're lucky.]
By all means, I'd be ok with those things, make them rare events... a whole 1% chance or something, but even at that level, that gives an added effect to the battlefield and another worry for pilots to think about.
The biggest issue with this is that mechs still die much to quickly for these to really be an issue probably 80% of the time. If there was a higher TTK it might make more sense and have a larger impact similar to TT but currently it would just be a waste of development time in my opinion.
#6
Posted 22 May 2014 - 06:14 PM
One other thing, in TT there are ways to the MechWarrior to take up to 5 hits (according to the outdated rules I have) before getting killed, is this simulated or just ignored? I know getting knocked unconscious is not in MWO.
#7
Posted 22 May 2014 - 06:16 PM
Merchant, on 22 May 2014 - 04:28 PM, said:
Life Support
Sensors
Shoulder
Upper Arm Actuator
Lower Arm Actuator
Hand Actuator
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Gyros
Or are they just padded crits?
Could not find specific answer searching.
Technically each of those items do something. Realistically only the lower arm actuators have any impact on the game and since they are not removable (at least for IS) the change is just attached as a quirk of the variant.
They can not be damaged though they can soak up critical hits.
Edited by Rouken, 22 May 2014 - 06:49 PM.
#8
Posted 22 May 2014 - 06:21 PM
Merchant, on 22 May 2014 - 04:28 PM, said:
Life Support
Sensors
Shoulder
Upper Arm Actuator
Lower Arm Actuator
Hand Actuator
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Gyros
Or are they just padded crits?
Could not find specific answer searching.
Padded crits.
It was once believed that actuators did have an effect. There were things reported as bugs such as when the left arm of my Catapult K2 was damaged, the ML I stored there would be firing far off to the left (convergence always fired from the left side to WAY right when 'off'; and convergence made all weapons do it not just one. All other weapons were perfectly on target and the laser only started doing it [and continued until destroyed] after some serious hits to the left arm). That left arm had no armor and little stuffed in it, leaving mostly the laser and actuators to get damaged.
There was also another thing also reported as a bug where when legs were damaged with armor removed, it would 'pull' left or right while moving straight (no joysticks), requiring occasional course corrections.
However, these were removed or considered 'fixed'.
Gyros would not likely have a function until knockdowns are restored. A weakened / "destroyed" Gyro would likely result in being easy to topple over.
The others have no function but it would be cool if they did when destroyed.
Edited by Koniving, 22 May 2014 - 06:22 PM.
#9
Posted 22 May 2014 - 06:25 PM
Merchant, on 22 May 2014 - 06:14 PM, said:
One other thing, in TT there are ways to the MechWarrior to take up to 5 hits (according to the outdated rules I have) before getting killed, is this simulated or just ignored? I know getting knocked unconscious is not in MWO.
Ignored. If the cockpit get's destroyed, you're dead, that's it.
I'm assuming it's figured that the pilot ejects, but as we have no animation for that...
#10
Posted 22 May 2014 - 06:41 PM
Koniving, on 22 May 2014 - 06:21 PM, said:
I just had this happen tonight in a ShadowHawk, I was constantly doing a left turn - thought it was a bug since I've never had that happen before.
#11
Posted 22 May 2014 - 06:49 PM
MrJeffers, on 22 May 2014 - 06:41 PM, said:
This doesn't normally happen; hasn't since closed beta. You're getting my hopes up for a game with depth. Don't do that.
Check for a joystick or a stuck key.
#12
Posted 22 May 2014 - 06:58 PM
in my first game i was wondering what critical did i get, looking at monitors... some time after i just realized thare is nothing like this in MWO, just nothing, and monitors of course show nothing as well
#13
Posted 22 May 2014 - 07:10 PM
Jaeger Gonzo, on 22 May 2014 - 06:58 PM, said:
in my first game i was wondering what critical did i get, looking at monitors... some time after i just realized thare is nothing like this in MWO, just nothing, and monitors of course show nothing as well
That is the question I wanted to ask but forgot.
Engine Shielding.
First Engine crit did 1 point damage to Shielding.
Second did 1 point to Shielding.
This is not simulated?
#14
Posted 22 May 2014 - 07:41 PM
#15
Posted 22 May 2014 - 09:41 PM
Squirtbox, on 22 May 2014 - 06:12 PM, said:
I believe Russ Bollock mentioned that he wants to see battlemechs live longer. I am assuming than what they currently do.
#16
Posted 22 May 2014 - 09:45 PM
#17
Posted 22 May 2014 - 09:47 PM
John Archer, on 22 May 2014 - 09:41 PM, said:
I believe Russ Bollock mentioned that he wants to see battlemechs live longer. I am assuming than what they currently do.
If that is the case PGI needs to very seriously consider using some of the ideas currently put forth by people such as Koniving in regards to weapon balance and change.
#18
Posted 22 May 2014 - 10:35 PM
Merchant, on 22 May 2014 - 04:28 PM, said:
Life Support
Sensors
Shoulder
Upper Arm Actuator
Lower Arm Actuator
Hand Actuator
Hip
Upper Leg Actuator
Lower Leg Actuator
Foot Actuator
Gyros
Or are they just padded crits?
Could not find specific answer searching.
Soon
#19
Posted 22 May 2014 - 11:01 PM
E.g. The YLW has 0* arm twist and 120* torso twist instead of the other Centurions' 40* arm twist and 100* torso twist before accounting for efficiencies.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users