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2 Bugs Found Regarding Hoverjets™ And Armour/ Structure Quirks

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#1 Mcgral18

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Posted 27 January 2016 - 10:08 PM

So, TL:DR at the top:
  • Structure quirks increase fall damage
  • Armor Quirks may or may not actually prevent Crits (once normal armour is gone)

A more in depth analysis:
https://mwomercs.com...ended%E2%84%A2/

Put simply: The fall damage equation uses Leg Structure as a base point, so anything that adds to the Structure causes fall damage to increase.
In the case of the BJ and Cute Fox, they take doubled Fall damage compared to unquirked mechs of the same tonnage. This is very evident in the case of the BJ, as the moment Armour is removed, both the Vindi and BJ require 5 Jumps to die...the difference being, the BJ has 44 Structure, while the Vindi has 22. The same 5 jumps, but the BJ takes twice the damage, to die at the same 5 jump point.

Video for the Cute Fox and Cheetah:


This demonstrates the Cheetah living considerably longer, despite having lower HP, while performing the same damage-dealing task. Not exactly synced, but I'm no video melding master.




In the case of the second item, while I was testing the Vindi, I was getting the "Left/Right Leg Critical Damage" warning, while I STILL HAD ARMOUR.
As I understand it, that only happens when you take a Critical hit...
This happened towards the end of the normal armour/just before you hit Structure, so I've got to assume that's where the "Quirk" armour exists. I haven't fully tested it yet (Soon™) but I'm going off the assumption that while the Armour quirk still gives you HP, the Crit system just works off the starting Armour value, thus the Armour quirk essentially giving you no Crit protection/acting like a Structure buff...it will be tested for a few rounds later.

[color=#660066]Session[/color][color=#000000] B
[/color][color=#660066]BlackJack[/color][color=#000000] [/color][color=#660066]Vitric[/color][color=#000000] [/color][color=#660066]Forge[/color]
[color=#006666]57[/color][color=#000000] M[/color][color=#666600]/[/color][color=#000000]s
[/color][color=#006666]1[/color]
[color=#006666]2[/color]
[color=#006666]3[/color]
[color=#006666]4[/color]
[color=#006666]5[/color][color=#000000] [/color][color=#660066]Armour[/color][color=#000000] [/color][color=#660066]Broken[/color]
[color=#006666]6[/color]
[color=#006666]7[/color][color=#000000] [/color][color=#006666]58[/color][color=#000000] M[/color][color=#666600]/[/color][color=#000000]s[/color][color=#666600]?[/color][color=#000000] [/color][color=#660066]Eh[/color][color=#666600]?[/color]
[color=#006666]8[/color]
[color=#006666]9[/color][color=#000000] [/color][color=#660066]Also[/color][color=#000000] [/color][color=#006666]58[/color][color=#666600],[/color][color=#000000] broken leg but [/color][color=#000088]not[/color][color=#000000] dead
[/color][color=#006666]10[/color][color=#000000] [/color][color=#660066]Dead[/color][color=#666600],[/color][color=#000000] [/color][color=#006666]43M[/color][color=#666600]/[/color][color=#000000]s due to missing [/color][color=#660066]HoverJets[/color][color=#666600]&[/color][color=#880000]#8482;[/color]
[color=#000000]

[/color][color=#660066]Vindi[/color][color=#000000] [/color][color=#660066]Vitric[/color][color=#000000] [/color][color=#660066]Forge[/color]
[color=#006666]57[/color][color=#666600]-[/color][color=#006666]58[/color][color=#000000] M[/color][color=#666600]/[/color][color=#000000]s
[/color][color=#006666]1[/color]
[color=#006666]2[/color]
[color=#006666]3[/color]
[color=#006666]4[/color]
[color=#006666]5[/color]
[color=#006666]6[/color]
[color=#006666]7[/color]
[color=#006666]8[/color]
[color=#006666]9[/color]
[color=#006666]10[/color]
[color=#006666]11[/color]
[color=#006666]12[/color][color=#000000] [/color][color=#660066]Note[/color][color=#666600]:[/color][color=#000000] [/color][color=#008800]"Right/Left Leg "[/color][color=#660066]Critical[/color][color=#000000] [/color][color=#660066]Damage[/color][color=#008800]" while still armoured; WTF?!
13 Armour Gone ^^? Slightly Broken Quirk?
14
15
16
17 Dead
Session C Vitric Forge

BJ
57-58M/s
1
2
3
4
5 Armour Gone
6
7
8
9
10 Dead

Vindi
57-58 M/s
1
2
3
4
5 59 M/s
6
7
8
9
10
11
12 Again, "[/color][color=#660066]Critcal[/color][color=#000000] [/color][color=#660066]Damage[/color][color=#008800]" warning while still armoured, seems it bypasses Leg Armour quirks? No visual damage, so calculation error for Crits
13 Armour Gone
14
15
16
17 Dead[/color]
A good scenario is taking the Hunchback (+18 Armour), bringing it down to 9 points, grab a Clam mech with a cERPPC and a TC7, then shoot it twice.

Both shots would be within the "Quirk Armour" boundary, and should completely protect the Gauss rifle contained by the Hunch. If it's working like armour. If the Gauss breaks, it proves what's happening in the above Vindi critical leg damage.


First one's an easy fix: Swap Leg Structure Quirks for Leg Armour. Even if it doesn't work completely right (see point 2), it still fixes the inflated Fall Damage issue, and does add additional hitpoints.





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