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Question About Ct Damage


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#1 whitelightshadow

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Posted 30 October 2014 - 05:42 AM

I want to know how much damage can the different mechs CT take before they explode. This is without heat damage or having armor. I have seen that certain mech CT's are able to take more than other.

Edited by whitelightshadow, 30 October 2014 - 08:06 AM.


#2 MountainCopper

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Posted 30 October 2014 - 06:39 AM

To my incomplete knowledge, the engine has 15 hitpoints. That value is the same for every engine in the game.
You talk about an engine which is undamaged and the components where it resides are unarmored. So it's relevant to mention, that the engine is only damaged by critical hits to these components.

For engines large enough to offer space for additional heatsinks, the amount of 15 is increased by 10 hitpoints per heatsink if mounted inside the engine besides the 10 internal heatsinks.
E.g. with 13 heatsinks which are all inside the engine, it has 45 hitpoints.


It's also important to note, that you will not die when your engine is destroyed. You die when components are destroyed which housed at least 3 critical slots of the engine.

That means for IS Mechs,
  • the CT (standard engine), or
  • the CT, RT or LT (XL-engine)

and for Clan Mechs, which all have XL-engines
  • the CT, or
  • the RT and LT

Edited by GoldenFleece, 30 October 2014 - 06:49 AM.


#3 Redshift2k5

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Posted 30 October 2014 - 06:58 AM

MWO does not have engine criticals or engine destruction, only if the section housing the engine is destroyed. While engines can be critted in Tabletop, MWO hasn't implemented that. They DO have HP in the stats files but nothing actually happens.

Different mechs all have different amounts of Internal Hitpoints(as well as armor) so an Atlas with it's armor stripped can take a lot more damage than a Hunchback without it's armor.

Clan mechs can survive with one side torso missing so they can take a bit more punishment than an IS mech using an IS XL engine.

#4 The Great Unwashed

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Posted 30 October 2014 - 07:11 AM

I think the OP is asking about the internal health; a section's total health is 50% of its maximum section armor value. An Atlas can carry 124 armor on the CT and thus has 62 internal health (if the Atlas has less armor, the internal health is still 62). This is why you need to add a lot of damage to an assault even when the armor is gone. For a lighter mech the internal health goes down. So, look at the paperdoll scan of an enemy mech and estimate how much damage you need to add.

The engine type determines how the mech is eventually destroyed (adding to/repeating Redshift); zero health of the CT is always good, for an XL engine you need to destroy one (IS) or both (clan) side torsos. However, the engine itself does not take damage.

And as the engine does not take damage, critical hits to the engine are not relevant. However, critical hits do transfer a bit of damage back to the structure and lead to a quicker section destruction.

Edited by The Great Unwashed, 30 October 2014 - 07:16 AM.


#5 whitelightshadow

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Posted 30 October 2014 - 08:04 AM

The reason why I ask is that I have seen clan mechs CT take a rediculous amount of damage, after the armor has gone, before being destroyed.

#6 MountainCopper

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Posted 30 October 2014 - 08:54 AM

View Postwhitelightshadow, on 30 October 2014 - 08:04 AM, said:

The reason why I ask is that I have seen clan mechs CT take a rediculous amount of damage, after the armor has gone, before being destroyed.

Well, DWFs have lots of front CT armour. And in case of jump-jetting Summoners and Timberwolves, that's the buggy state of the game...
General bad hit registration with Lasers, and near damage immunity to jump-jetting targets while firing non-projectile weapons.





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