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Did You Know That Single Gauss Does Double Damage?


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#21 LordKnightFandragon

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Posted 05 November 2014 - 05:15 AM

View PostAresye, on 04 November 2014 - 09:31 PM, said:

They do about as much damage as not using paragraphs, which in this case, is a lot.



Wall of Text

Tons: 18
Criticals: 8

Health: 10
Damage : 45
Duration: 1.45
Cooldown: 3.5

Range: exactly that far....

#22 Joseph Mallan

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Posted 05 November 2014 - 05:29 AM

View PostKrivvan, on 05 November 2014 - 03:01 AM, said:

Jesus, where do I begin?

Fraps, OBS, Shadowplay, and etc. all work completely fine with the game. You have a bunch of people that stream as well. This thing about rebooting recording software is clearly not a general problem. I've even used MSI afterburner before with the game without any issues.

Why even bother using such software when avoiding shutdowns is ridiculously easy when you just memorize heat percentages? It would only ever help the most awful players. And it'd probably be a pain when you want to go over 100% heat. I stream a good number of my solo games and you'll find me constantly skirting 97%-100% heat just because I know exactly at what point I can fire all my weapons without overheating. I also screw up and overheat to death on rare occasions so it's obviously not be the work of third party programs (why would you even suspect that in the first place? it's not the kind of thing that would show up in a recording anyways).


What do you consider to be too much damage?

A lot of players that have very, very good results in matches with amazing aim stream their games. Damage up to 1200 for Light mechs isn't unheard of. There are recorded games of people doing that legit.

Also, 584 range really isn't that far. That's within the range mid-range Lights skirmish at. Plus when you have a bunch of stuff hitting your leg simultaneously it can easily immediately go down. And as mentioned earlier, if it was dual gauss it would still only have one "damaged by gauss" mention.
Using Iron Sites I can hit a MAN sized target at 500M 8 out of 10 times. The remaining 2 are usually on the paper. Hitting a large shed (effectively) at that range is something I could likely do blindfolded. Moving... A little bit less likely.

#23 KraftySOT

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Posted 05 November 2014 - 05:37 AM

I put 3 LPL and 5 MPL into a Jenner's right leg that was standing still 220m away.

Thats 63 damage. None of it missed.

It didnt even breach armor.

Internet dude.

#24 Krivvan

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Posted 05 November 2014 - 06:05 AM

View PostJoseph Mallan, on 05 November 2014 - 05:29 AM, said:

Using Iron Sites I can hit a MAN sized target at 500M 8 out of 10 times. The remaining 2 are usually on the paper. Hitting a large shed (effectively) at that range is something I could likely do blindfolded. Moving... A little bit less likely.

It's Battletech though, so all the weapons have hilariously short ranges. Except maybe the Flamer.

Edited by Krivvan, 05 November 2014 - 06:05 AM.


#25 NineTails

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Posted 05 November 2014 - 07:02 AM

Carriage returns MC cost too high, nerf PLZ.

#26 Vassago Rain

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Posted 05 November 2014 - 07:49 AM

Posted Image

#27 SoggyGorilla

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Posted 05 November 2014 - 07:59 AM

i think op is probably a troll, but i have seen first hand what he is talking about. 3 things he probably doesn't understand.

1. He rides inside his mech and can only see what is shooting him if he is looking at it.
2. the game absolutly bugs out if you have any type of temporary latency or packetloss between you and canada server
3. standing still in a light mech makes you a priorty target for most veteren players.


some things that could improve ops game experiance.

1. server side instant replay of death from killer or other view
2. detailed list of damage taken to all componets with source and amount
3. rolls for possible save from massive damage, like say 1/3 of total to prevent one shot kills
4. improved netcode

#28 Napoleon_Blownapart

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Posted 05 November 2014 - 08:33 AM

do you use nvidia shadowplay?or amd raptr gaming evolved? i have read these programs use a chip on your video card to record without using up resources that other recording programs might.i use raptr on occasion without taking a performance hit.

#29 Levi Porphyrogenitus

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Posted 05 November 2014 - 09:01 AM

I'm not inclined to read through all the posts. In the mean time, at risk of repeating some things that are already posted, here are a few points:

1 - Critical hits deal 15% of the damage they did to a component back to the internal structure location they hit. A Gauss Rifle that pops a component would do a bonus 2.25 damage to the internal structure of the hit location.

2 - The post-death damage readout does not list duplicate weapons. If you get hit by dual Guass then it lists it only as a single Gauss entry. If you get hit by quad PPCs, it only lists a single PPC.

#30 Satan n stuff

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Posted 05 November 2014 - 09:07 AM

View PostXarian, on 04 November 2014 - 11:52 PM, said:

Crit mechanics. Any damage that makes it through your armor gives the weapon a chance to achieve critical hits exactly the same as if you had no armor at all.

Example:
You have 16 armor. Gauss Rifle hits, does 15 damage 100% of the time.
You have 14 armor. Gauss Rifle hits, does 15 damage 58% of the time, 30 damage 25% of the time, 45 damage 14% of the time, and 60 damage 3% of the time.

Crit damage to internal structure is only a small percentage of the damage dealt to any items mounted in that location. I forget how much exactly, I'll have to look that up, but it's definitely less than 100%.

Edit: Found it.

InnerSphereNews said:

Gameplay
  • 15% of critical damage dealt to an exposed 'Mech component will now be directly applied to the internal structure of that component.
    • This is only applied to the critical damage done. Base weapon damage is not taken into account.
    • Critical damage is not applied through armor.
    • Armor must be reduced to 0% before any crit damage is applied to internals.

Edited by Satan n stuff, 05 November 2014 - 09:11 AM.


#31 Kiryuin Ragyo

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Posted 05 November 2014 - 09:10 AM

Everything is simple...

GR+Gauss Quirks+Range Tier 5 and Cooldown Tier 5 Gauss modules+Bad ping=Double damage.

Blame hitreg. Some times 3xLPL does nearly 66DMG, some times do 20... since duration changed. Answer is simple - roll back IS LPL duration. B)

In GR+PPC/ERPPC/C-ERPPC case... if you shot it to head, it brings 100% headshot. Cause, GR takes 15DMG plus 2-5DMG crit to inner structure, rest does PPC. One shot!

Edited by Kiryuin Ragyo, 05 November 2014 - 09:13 AM.


#32 Gyrok

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Posted 05 November 2014 - 09:19 AM

View PostKrivvan, on 05 November 2014 - 03:01 AM, said:

Jesus, where do I begin?

Fraps, OBS, Shadowplay, and etc. all work completely fine with the game. You have a bunch of people that stream as well. This thing about rebooting recording software is clearly not a general problem. I've even used MSI afterburner before with the game without any issues.

Why even bother using such software when avoiding shutdowns is ridiculously easy when you just memorize heat percentages? It would only ever help the most awful players. And it'd probably be a pain when you want to go over 100% heat. I stream a good number of my solo games and you'll find me constantly skirting 97%-100% heat just because I know exactly at what point I can fire all my weapons without overheating. I also screw up and overheat to death on rare occasions so it's obviously not be the work of third party programs (why would you even suspect that in the first place? it's not the kind of thing that would show up in a recording anyways).


What do you consider to be too much damage?

A lot of players that have very, very good results in matches with amazing aim stream their games. Damage up to 1200 for Light mechs isn't unheard of. There are recorded games of people doing that legit.

Also, 584 range really isn't that far. That's within the range mid-range Lights skirmish at. Plus when you have a bunch of stuff hitting your leg simultaneously it can easily immediately go down. And as mentioned earlier, if it was dual gauss it would still only have one "damaged by gauss" mention.


This...pretty much.

inb4 tinfoil hat party :ph34r:

#33 DONTOR

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Posted 05 November 2014 - 09:30 AM

View PostXarian, on 04 November 2014 - 11:52 PM, said:

Crit mechanics. Any damage that makes it through your armor gives the weapon a chance to achieve critical hits exactly the same as if you had no armor at all.

Example:
You have 16 armor. Gauss Rifle hits, does 15 damage 100% of the time.
You have 14 armor. Gauss Rifle hits, does 15 damage 58% of the time, 30 damage 25% of the time, 45 damage 14% of the time, and 60 damage 3% of the time.

Ya no... This is not how it works. That would be awesome if dual gauss had a chance to do 60 damage 30% of the time though lol.

#34 CocoaJin

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Posted 05 November 2014 - 09:58 AM

View PostWesxander, on 04 November 2014 - 09:18 PM, said:

Just played a game where I had lost about 10 points leg armor in spider. Single shot gauss took my leg off not 2 but 1 shot. It did over 30 points damage from one gauss. Some of you will say that's not possible. You have players in this game that somehow are getting x2 more damage per weapon fire than the players not using whatever hack they are using. Another thing needs addressing is the fact that those of us capable of running film during games have to stop and reboot the recording device every few games. Does PGI have some kind un written code against people want record the games so they can weed out the hacks and cheats faster? Gets really frustrating when cheats go un punished in game. Additionally people are sticking up for the cheats as well. Had guy claim that my leg was red. It was not I did check my armor when I started to snipe the enemy. This guy fire well outside any range to have lock ( range was 584 at the time I shot him and he turns around) and see me hits and does 30 points damage with one gauss. Then you got his friends claiming my leg was red when it was not. PGI should put in a game recorder in this game that doesn't lock up every other game. There is also people running around with 3rd party software that helps prevent heat shutdowns from over firing by limiting their fire rate in game. PGI needs to put GM's or PGI people back into playing the games with players. Hire some secret GM's to play in the games unannounced and catch those that are cheating. Compensate them with free time and perks. I am sure could find a few that might like doing that. You will find most the cheating starts happening late night usually 3 AM EST. Don't tell me people aren't cheating either some the damage some these guys do is well out proportion to their skill if they was in public match at cyber café with people looking over their shoulders. Firing at mechs with snap shot getting lucky hit is one thing. Shooting at range 584 doing double damage with single weapon fire is another. If I was recording the game sure would made no difference anyways gets tiring when people got stop reload their game recorder. Stop upload the video which takes forever. Then type out the report about what happened and how. I am sure some will come say he wasn't cheating was just bug in the code. At least fix in game recoding software, example MSI afterburner, so it doesn't lock up every other game, or put in your own game recording software that works.




#35 RockmachinE

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Posted 05 November 2014 - 10:11 AM

Quote

the players not using whatever hack they are using


This shows me you have no understanding how games and code work. There's no hack "that will do more damage" if anything there could be potential exploits eg. a certain sequence of actions or setups or maybe an inconsistency with the hitboxes that could be exploited for more damage, but this is not a "hack".

An exploit and a hack are completely different things and this is neither.

I stop reading immediately when I come across something like this. You instantly lose credibility if you don't even understand basic networking gaming and coding concepts and I don't even mean the technical perspectives, just simple layman's understanding of how these things work.

Edited by Louis Brofist, 05 November 2014 - 10:11 AM.


#36 Lil Cthulhu

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Posted 05 November 2014 - 10:16 AM

When it hit you, it stripped the rest of the armor off your leg, and then scored a critical hit on your internals.

#37 Ngamok

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Posted 05 November 2014 - 10:17 AM

I don't know what mech hit you unless I missed it in the wall of text. But, when you die and it says it was a Gauss Rifle and the enemy player actually had two, it still lists the damage source as one Gauss Rifle.

#38 Christof Romulus

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Posted 05 November 2014 - 05:59 PM

View PostSatan n stuff, on 05 November 2014 - 09:07 AM, said:

Crit damage to internal structure is only a small percentage of the damage dealt to any items mounted in that location. I forget how much exactly, I'll have to look that up, but it's definitely less than 100%.

Edit: Found it.

I stand corrected.

I am very shocked I missed this.

#39 Cygone

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Posted 05 November 2014 - 06:06 PM

@ OP

You are clearly illiterate. (wall of text anyone)!

Therefore guessing lower than average IQ.

Lower than average IQ = lower ability to understand this game. = Call better players "cheaters" because your just bad.

#40 Mcgral18

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Posted 05 November 2014 - 06:12 PM

View PostXarian, on 04 November 2014 - 11:52 PM, said:

Crit mechanics. Any damage that makes it through your armor gives the weapon a chance to achieve critical hits exactly the same as if you had no armor at all.

Example:
You have 16 armor. Gauss Rifle hits, does 15 damage 100% of the time.
You have 14 armor. Gauss Rifle hits, does 15 damage 58% of the time, 30 damage 25% of the time, 45 damage 14% of the time, and 60 damage 3% of the time.

View PostChristof Romulus, on 05 November 2014 - 01:45 AM, said:


No... Xarian... that's not how critical hits work in this game at all... do people think this?

Gauss Rifles deal 15 damage - PERIOD.

If you have 1 armor and 15 internal structure left on your leg and a Gauss rifle hits that leg, your leg will survive that shot 100% of the time.

If you have NO armor and 16 internal structure left onf your leg and a Gauss rifle hits that leg, your leg will survive that shot 100% of the time.

Definition of "Critical hit" in Mechwarrior online:
Damaging or destroying components, systems, or weapons of a mech, without destroying a hit location (such as arms, torsos, or legs).

When you attack a player with any armor, there is no critical damage ever.
When you attack the INNER STRUCTURE of a mech - whether or not the damage is completely to inner structure, or if it is spill over, you have a chance to "Crit" the components in that location.

25% of the time, if the attack hit internal structure, you will hit a random component (such as a heatsink), system (such as ECM or BAP), or weapon (such as an AC 20) for damage equal to that of the weapon that dealt the critical hit. 14% of the time you have a chance at two such critical hits, and 3% of the time you have a chance to perform three such critical hits.

This equates a 42% chance to "crit" when damage spills into internal structure - and this damage CAN ONLY BE DEALT TO COMPONENTS, not internal structure.

Here, you can read more about this at your local library: http://mwo.gamepedia.com/Critical_Hit


Crit damage is transferred to the IS, but at a rate of 15%.

Gauss has a 3% chance to deal 24 damage; dual Gauss has a 17% chance to one shot a fully armoured cockpit.





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