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Ammo Explosion Takes Out Torso With Case Installed


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#1 Ted Wayz

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Posted 27 March 2016 - 07:37 PM

Just a bit odd. It was fresh then it was gone. Then I got the explosion detected message. With CASE installed.

Weird.

#2 Deathlike

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Posted 27 March 2016 - 07:41 PM

CASE only contains the ammo explosion to the section the ammo explodes on. However, this also means destruction of that section (and in the case of a side torso, you're losing the arm as well).

#3 EgoSlayer

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Posted 27 March 2016 - 07:42 PM

View PostTed Wayz, on 27 March 2016 - 07:37 PM, said:

Just a bit odd. It was fresh then it was gone. Then I got the explosion detected message. With CASE installed.

Weird.

Case doesn't prevent the destruction of the section where it's installed - it prevents the damage from going *beyond* that section. So nothing weird at all.

#4 Pariah Devalis

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Posted 27 March 2016 - 07:42 PM

It prevents damage transfer from that CASE'd component to the next inner part. It doesn't stop that section from being damaged or destroyed. So, CASE in a ST? ST can still blow out, but the CT won't take damage from the ammo explosion.

#5 FupDup

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Posted 27 March 2016 - 07:43 PM

Congrats, you've just discovered why most people don't use CASE.

#6 LegendaryArticuno

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Posted 27 March 2016 - 07:47 PM

Probably better to up your engine than put in CASE.

If CASE provided +10% dmg reduction to a component than it would be worth using.

#7 Deathlike

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Posted 27 March 2016 - 07:48 PM

View PostLegendaryArticuno, on 27 March 2016 - 07:47 PM, said:

Probably better to up your engine than put in CASE.

If CASE provided +10% dmg reduction to a component than it would be worth using.


10% is literally not enough considering the damage an ammo explosion is significant (assuming a full ton is exploding).

#8 El Bandito

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Posted 27 March 2016 - 08:03 PM

What if CASE reduces enemy critical hit chance, in addition to current function? But then it will have to be IS only, cause Clan CASE is already free, without tonnage or slots invested, and covers the entire mech's body.

#9 Wolfways

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Posted 27 March 2016 - 08:07 PM

View PostTed Wayz, on 27 March 2016 - 07:37 PM, said:

Just a bit odd. It was fresh then it was gone. Then I got the explosion detected message. With CASE installed.

Weird.

If you're talking about the opposite st exploding then it's a bug.
I've noticed recently that when I lose a st in my MDD I often also lose the LRM launcher in the other st for some reason. I'm just waiting to see if it happens a few more times to confirm it before submitting a bug report.

#10 Deathlike

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Posted 27 March 2016 - 08:09 PM

View PostEl Bandito, on 27 March 2016 - 08:03 PM, said:

What if CASE reduces enemy critical hit chance, in addition to current function? But then it will have to be IS only, cause Clan CASE is already free, without tonnage or slots invested, and covers the entire mech's body.


Besides the "magic" involved with that, I dunno how useful or practical that would be, and it would still required to be used on both side torsos (assuming ammo is used on both sides).

#11 El Bandito

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Posted 27 March 2016 - 08:12 PM

View PostDeathlike, on 27 March 2016 - 08:09 PM, said:

Besides the "magic" involved with that, I dunno how useful or practical that would be, and it would still required to be used on both side torsos (assuming ammo is used on both sides).


Ask the Boar's Head owners, I suppose. That mech has -25% crit chance reduction.

#12 Ted Wayz

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Posted 27 March 2016 - 08:16 PM

View PostEgoSlayer, on 27 March 2016 - 07:42 PM, said:

Case doesn't prevent the destruction of the section where it's installed - it prevents the damage from going *beyond* that section. So nothing weird at all.

The weird part was it was intact then gone. Didn't hear or see a hit or enemy mech in view. But definitely could have been a lag hit from a mech I didn't see that stripped all 44 armor and caused the explosion.

#13 Deathlike

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Posted 27 March 2016 - 08:18 PM

View PostEl Bandito, on 27 March 2016 - 08:12 PM, said:


Ask the Boar's Head owners, I suppose. That mech has -25% crit chance reduction.


I don't think the TCs work properly for the crit bonus either.

#14 EgoSlayer

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Posted 27 March 2016 - 08:18 PM

View PostTed Wayz, on 27 March 2016 - 08:16 PM, said:

The weird part was it was intact then gone. Didn't hear or see a hit or enemy mech in view. But definitely could have been a lag hit from a mech I didn't see that stripped all 44 armor and caused the explosion.


There is a processing delay of a second or two for some reason on ammo explosions, even happens on the training grounds.

#15 El Bandito

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Posted 27 March 2016 - 08:18 PM

View PostDeathlike, on 27 March 2016 - 08:18 PM, said:

I don't think the TCs work properly for the crit bonus either.



Didn't PGI fix the issue?

#16 Not A Real RAbbi

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Posted 27 March 2016 - 08:23 PM

View PostTed Wayz, on 27 March 2016 - 08:16 PM, said:

The weird part was it was intact then gone. Didn't hear or see a hit or enemy mech in view. But definitely could have been a lag hit from a mech I didn't see that stripped all 44 armor and caused the explosion.


That's weird. HAVE TO ASK, just for sake of being thorough, but you were NOT overheating at the time, right?

Anyhow, yeah. Tested and verified. CASE will stop ammo (and Gauss weapon) explosion damage from transferring INWARD from the CASE-equipped component, but will do NOTHING to protect the component itself. Interestingly, at least on the paper doll, you'll still have whatever ARMOR was in that location even after the ammo explosion destroys the STRUCTURE to which it was mounted (though any leftover damage beyond causing the ammo explosion seems to transfer to the ARMOR, not the STRUCTURE, while the ammo explosion damage transfers straight to the next component's STRUCTURE, ignoring ARMOR).

Weird.

Also, even if the ammo explosion starts in another component, CASE will still prevent it from transferring further inboard. For instance, in an IS mech you can really only CASE the side torso components. Say you have ammo in your right leg, and it goes off. You have CASE in the RT, and so the ammo explosion damage doesn't propagate further in. Without that CASE, the explosion could also damage your CT internally, and possibly even destroy the mech. AGAIN, tested and verified that it works this way.

#17 Deathlike

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Posted 27 March 2016 - 08:30 PM

View PostEl Bandito, on 27 March 2016 - 08:18 PM, said:



Didn't PGI fix the issue?


No idea.

#18 Not A Real RAbbi

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Posted 27 March 2016 - 08:33 PM

View PostEl Bandito, on 27 March 2016 - 08:18 PM, said:



Didn't PGI fix the issue?


Yeah, thought that was in this last patch. Or the one before. But March, I think. ANYHOW, it's SUPPOSEDLY fixed, and since I haven't seen any threads about how it's still borked, I'm gonna go with...


FIXED.


(Guess someone ought to test it, eh?)

#19 Brollocks

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Posted 27 March 2016 - 08:43 PM

View PostEgoSlayer, on 27 March 2016 - 08:18 PM, said:


There is a processing delay of a second or two for some reason on ammo explosions, even happens on the training grounds.


Looks to me like the delay is intended. I always see a small jet of flame coming out of the component for a couple of seconds before the 'mech blows.

#20 Fiona Marshe

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Posted 28 March 2016 - 01:57 AM

View PostWolfways, on 27 March 2016 - 08:07 PM, said:

If you're talking about the opposite st exploding then it's a bug.
I've noticed recently that when I lose a st in my MDD I often also lose the LRM launcher in the other st for some reason. I'm just waiting to see if it happens a few more times to confirm it before submitting a bug report.

That will be the ammo being reduced to 0, not the weapon itself being destroyed.

A good reason to put an emergency 1/2 ton in the arm (see the order that ammo draws in.)





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