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Why Have A Head Location?


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#21 Alistair Winter

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Posted 25 June 2015 - 01:15 AM

View PostNaduk, on 25 June 2015 - 01:10 AM, said:

head shots being very rare is what makes them super awesome and exactly why the head location is in
its so much better than handing headshots out like candy.... cod style

I think there's a good middle ground somewhere. I think most people aim for specific components in MWO, like CT or RT. Not cockpit. In fact, getting a solid cockpit hit is more often a bad thing than a good thing. It just means that your AC20 round was wasted on a location you have next to zero chance of hitting a second time. In a sense, you effectively did zero damage, because it's so unlikely you'll be able to finish destroying that cockpit.

And yeah, you can headshot someone who has powered down, but the good players tend not to power down right in front of enemies with the capacity to instakill them.

#22 Rushin Roulette

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Posted 25 June 2015 - 01:22 AM

View PostMcgral18, on 24 June 2015 - 11:39 PM, said:

-<WeaponStatsFilter compatibleWeapons="AutoCannon2,ClanAutoCannon2,AutoCannon5,ClanAutoCannon5,AutoCannon10,ClanAutoCannon10,AutoCannon20,ClanAutoCannon20,GaussRifle,ClanGaussRifle,ClanUltraAutoCannon2,UltraAutoCannon5,ClanUltraAutoCannon5,ClanUltraAutoCannon10,ClanUltraAutoCannon20,PPC,ERPPC,ClanERPPC" tag="ProjectileWeapons">
<WeaponStats critChanceIncrease="0.0432,0.0242,0.0052" operation="+"/>
<WeaponStats operation="*" speed="1.045"/>



I love how lazy the programmers are with their code... I mean seriously... if Mixed Tech is hard coded to be impossible... why in the world would you need to include IS Tech on a clan only targeting computer?

Quote

compatibleWeapons="AutoCannon2,ClanAutoCannon2,AutoCannon5,ClanAutoCannon5,AutoCannon10,ClanAutoCannon10,AutoCannon20,ClanAutoCannon20,GaussRifle,ClanGaussRifle,ClanUltraAutoCannon2,UltraAutoCannon5,ClanUltraAutoCannon5,ClanUltraAutoCannon10,ClanUltraAutoCannon20,PPC,ERPPC,ClanERPPC" tag="ProjectileWeapons"

Ive bolded the clearly IS weapons above, as all Clan weapons are names Clanxxx depending on what they are and are always listed direclty afterwards... and like the ACs, there is only one non clan one and that his the UAC5 as the other ones do not exist or there is no ClanPPC as this does not exist, but there is the correct ClanERPPC... so why include all of this junk in the code?

#23 Joseph Mallan

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Posted 25 June 2015 - 01:24 AM

View PostScreamingSkull, on 24 June 2015 - 07:23 PM, said:

Headshots are understandably frustrating given the design of the game, but given the rarity of dying to headcap it seems pointless to even have the head as a damage location. In tabletop the odds of a headcap are 1/36, but in game I doubt the odds are lower than 1/100 for most pilots. I have only been headcapped once in recent memory. Most mechs seem to have the hit box of a needle for their "head," so again, why have a hit location for such a rare and frustrating occurrence?

We need a head location that can be hit from the sides and back. I personally would love to put one in the back of someone's head in this game.

Edited by Joseph Mallan, 25 June 2015 - 01:24 AM.


#24 Corbenik

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Posted 25 June 2015 - 02:25 AM

Also the ones that put 1 point of armor in the head too :P

#25 Wintersdark

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Posted 25 June 2015 - 03:06 AM

View PostMcgral18, on 24 June 2015 - 11:39 PM, said:


No, I don't believe it has.


You have any source? Game files suggest not a thing has been touched for months.



Since always.


-&lt;WeaponStatsFilter compatibleWeapons=&quot;AutoCannon2,ClanAutoCannon2,AutoCannon5,ClanAutoCannon5,AutoCannon10,ClanAutoCannon10,AutoCannon20,ClanAutoCannon20,GaussRifle,ClanGaussRifle,ClanUltraAutoCannon2,UltraAutoCannon5,ClanUltraAutoCannon5,ClanUltraAutoCannon10,ClanUltraAutoCannon20,PPC,ERPPC,ClanERPPC&quot; tag=&quot;ProjectileWeapons&quot;&gt;
&lt;WeaponStats critChanceIncrease=&quot;0.0432,0.0242,0.0052&quot; operation=&quot;+&quot;/&gt;
&lt;WeaponStats operation=&quot;*&quot; speed=&quot;1.045&quot;/&gt;
Well, I'll be. I was just going off the mechlab description, which has always failed to mention gauss rifles.

Huh.

Maybe I'll need to find a way to cram a TC1 onto my dual gauss DWF (not larger, because appealing waste of tonnage)

#26 Wintersdark

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Posted 25 June 2015 - 03:10 AM

View PostCorbenik, on 25 June 2015 - 02:25 AM, said:

Also the ones that put 1 point of armor in the head too :P
low cockpit armor = foolish. A point or two is only an issue vs dual gauss, but going down to less than 10 is out right dumb. If less than 10, a dual PPC hit can do up to 20+6x1.5=29 damage. With 9 head armor, only 24 is needed for a kill.

#27 LordNothing

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Posted 25 June 2015 - 07:13 AM

i like to aim for the head when going for the ct. if you miss you still get a ct hit (aim small miss small). but sometimes you get in a lucky hit to the head. also helps to dazzle the enemy to make it harder for them to hit you.

Edited by LordNothing, 25 June 2015 - 07:14 AM.


#28 Deathlike

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Posted 25 June 2015 - 09:58 AM

View PostWintersdark, on 25 June 2015 - 03:06 AM, said:

Well, I'll be. I was just going off the mechlab description, which has always failed to mention gauss rifles.

Huh.

Maybe I'll need to find a way to cram a TC1 onto my dual gauss DWF (not larger, because appealing waste of tonnage)


I've kinda assumed Gauss Rifles because "projectiles" include the PPC. IIRC, it explicitly says it doesn't include LBX (and MGs?) as part of the benefits.

I always find a way to fit in the TCv1 on pretty much any Clan Mech (outside of the pure missile variety).

Edited by Deathlike, 25 June 2015 - 09:59 AM.


#29 Revis Volek

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Posted 25 June 2015 - 10:09 AM

View PostNightshade24, on 24 June 2015 - 10:13 PM, said:

TC7 got heavy nerfs recently...



NO they did not, please go look again.

The changed the way the Crit were presented...but that is all.


Headshots are rare, buts its sweet when you get one!

I have killed a Jenner before at full speed (before CT and Head Mesh was fixed) and i still can get them off on Atlas' even when they are walking around. I ONLY shoot for the Cockpit or RT on an Atlas....no other point and i have 12 atlas headshots to date. I wish i could show which mech i did it too :( ...im at 32 overall.

Edited by DarthRevis, 25 June 2015 - 10:09 AM.


#30 CygnusX7

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Posted 25 June 2015 - 10:10 AM

View PostWintersdark, on 25 June 2015 - 03:06 AM, said:

Well, I'll be. I was just going off the mechlab description, which has always failed to mention gauss rifles.

Huh.

Maybe I'll need to find a way to cram a TC1 onto my dual gauss DWF (not larger, because appealing waste of tonnage)


Derp. Should always run TC1.

#31 Lugh

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Posted 25 June 2015 - 10:14 AM

View PostWintersdark, on 24 June 2015 - 11:12 PM, said:

Since when do TC's affect Gauss Rifles?

They affect Crit chance on ballistics and GR are *gasp* BALLISTIC.

#32 Revis Volek

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Posted 25 June 2015 - 10:27 AM

View PostLugh, on 25 June 2015 - 10:14 AM, said:

They affect Crit chance on ballistics and GR are *gasp* BALLISTIC.



The only things they DON'T affect are clearly listed.

#33 Wintersdark

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Posted 25 June 2015 - 10:54 AM

View PostLugh, on 25 June 2015 - 10:14 AM, said:

They affect Crit chance on ballistics and GR are *gasp* BALLISTIC.

View PostDarthRevis, on 25 June 2015 - 10:27 AM, said:

The only things they DON'T affect are clearly listed.


Well, what it says is this:

"Increases AC (except LBX) and PPC projective speeds; laser ranges; AC (except LBX), PPC, and laser crit chances. Increases sensor range, zoom, and speeds up targeting data."

It doesn't use the word "ballistics" at all. Why WOULD you assume "Autocannon" (AC) includes Gauss Rifle by default?


That seems pretty specific about what it DOES include, rather than what specifically ISN'T affected.

Now, the data from the game files is pretty clear, so I'm not arguing anything here, but the Mechlab description certainly in no way indicates it would affect Gauss Rifles.

Posted Image

View PostCygnusX7, on 25 June 2015 - 10:10 AM, said:


Derp. Should always run TC1.


Hardly "derp". My Dire Wolf is dual gauss, 4 ERML, 2 LBX5. If the TC1 only affected the ERML, then it absolutely wouldn't be worth the ton instead of more ammo.

#34 Ronan

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Posted 25 June 2015 - 11:21 AM

Politicians certainly aren't using their head locations...

<<sorry, had to, too easy and feeling cynical>>

#35 TheDevilsIncarnate

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Posted 25 June 2015 - 11:24 AM

So I can poke them in the face with my dual gauss Jaeger, duh. :huh:

#36 Abisha

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Posted 25 June 2015 - 11:27 AM

i always aim at the head so i am certain i hit center.
i mostly not bother shooting torso's when clans came out wasted time and dps wasted.

#37 Kristov Kerensky

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Posted 25 June 2015 - 11:31 AM

View PostWintersdark, on 25 June 2015 - 03:06 AM, said:

Well, I'll be. I was just going off the mechlab description, which has always failed to mention gauss rifles.

Huh.

Maybe I'll need to find a way to cram a TC1 onto my dual gauss DWF (not larger, because appealing waste of tonnage)


I run a TC Mk 7 on my dual Gauss Dire Whale, got the tonnage and space, used all my weapon slots, don't need heatsinks, so why not? I appreciate the extra zoom for my Adv Zoom as well as the increased sensor range and target ID times as well as the extra crit chance.

Normally anything beyond a Mk1 is wasted tonnage, but sometimes you have the tonnage/space, so why not?

#38 CygnusX7

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Posted 25 June 2015 - 11:34 AM

View PostWintersdark, on 25 June 2015 - 10:54 AM, said:


Hardly "derp". My Dire Wolf is dual gauss, 4 ERML, 2 LBX5. If the TC1 only affected the ERML, then it absolutely wouldn't be worth the ton instead of more ammo.


But it affects more then ERML.
DERP.

Just messing with you. Geez. Sensitive bunch these mech warriors.

#39 Bilbo

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Posted 25 June 2015 - 11:42 AM

View PostWintersdark, on 25 June 2015 - 10:54 AM, said:




Well, what it says is this:

&quot;Increases AC (except LBX) and PPC projective speeds; laser ranges; AC (except LBX), PPC, and laser crit chances. Increases sensor range, zoom, and speeds up targeting data.&quot;

It doesn't use the word &quot;ballistics&quot; at all. Why WOULD you assume &quot;Autocannon&quot; (AC) includes Gauss Rifle by default?


That seems pretty specific about what it DOES include, rather than what specifically ISN'T affected.

Now, the data from the game files is pretty clear, so I'm not arguing anything here, but the Mechlab description certainly in no way indicates it would affect Gauss Rifles.

Posted Image



Hardly &quot;derp&quot;. My Dire Wolf is dual gauss, 4 ERML, 2 LBX5. If the TC1 only affected the ERML, then it absolutely wouldn't be worth the ton instead of more ammo.

The command chair post that originally unveiled the TC and CC functions does specifically mention that it affects gauss. No idea why they don't mention it in game though.

#40 Wintersdark

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Posted 25 June 2015 - 11:46 AM

View PostBilbo, on 25 June 2015 - 11:42 AM, said:

The command chair post that originally unveiled the TC and CC functions does specifically mention that it affects gauss. No idea why they don't mention it in game though.

Yeah, I get that. I don't remember the nitty gritty of every CC post though =) I'm not arguing anything here - hell, my post up there was pretty clear with accepting that it did affect gauss. *shrugs* I was just surprised, as the in game text if anything very clearly shows it DOESN'T affect gauss. Just a poor tooltip, which is in no way unusual.





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