Quxudica, on 17 September 2014 - 09:52 PM, said:
That missile pod would be ripped off at the start of virtually every match, and gods forbid it be tied to the side torso like the TW's pods.
Random sidenote, I had a Warhammer 10 inch action figure thing when I was very young and didn't know what it was until many years later when I got into BT, always loved the look of the thing.
It's funny you should mention this.
One thing I've always thought is that instead of random crits, hitting a specific part of a specific mech (such as the launcher) might damage a limited amount of the mech's armor but I feel it should crit-chance the weapon inside. So I want to disable your SRM launcher. There it is floating up in the air. It's away from you, so it's not like its ammo explosion would surge all that badly. But I hit it, crit it, and now it's broken. One crit disables an SRM-6 (meaning it needs to be repaired in BT). Two crits on it destroys it completely (meaning it must be replaced in BT), which in my opinion should completely remove it from the hitbox altogether until repaired. And if removed entirely, well then it's gone.
Of course, I have a bit of a War Thunder binge as of late. Aim for the barrel of the weapon to disable it. Aim for the joint to reduce its mobility. Aim for the foot actuator to make absorbing those landings a bit more difficult. Aim for the jumpjets themselves to disable them directly. Aim for the ammo racks to destroy them.
And for custom made mechs that slap on extra ammo...
Standard Kitfox with standard ammo count.
Lets just pretend this one packed a lot of extra ammo.
Now. Obviously I wouldn't make it that blatantly easy to hit and instead would have it angled differently, but... You get the idea.