Damage Transfer
#1
Posted 21 October 2016 - 02:51 AM
#2
Posted 21 October 2016 - 03:20 AM
I think it's reduced by 60%
#3
Posted 21 October 2016 - 03:30 AM
#4
Posted 21 October 2016 - 03:31 AM
#5
Posted 21 October 2016 - 08:28 AM
How it would work is as follows
Let's say you take an Atlas and store 2 tons of SRM ammo in the leg, someone destroys the leg with the exact correct ammount of damage and the ammo in the leg goes boom, that is 400 damage, 160 of that hits your side torso, you get lucky and ammo stored in the torso does not explode, the side torso had 100 hitpoints so the remaining 60 damage is transferred to the CT and does 24 damage.
#6
Posted 21 October 2016 - 03:36 PM
Edited by Khereg, 21 October 2016 - 03:37 PM.
#7
Posted 22 October 2016 - 05:46 AM
#8
Posted 22 October 2016 - 02:43 PM
Bellum Dominum, on 22 October 2016 - 05:46 AM, said:
Incorrect, it has always worked consistently with the legs since the bug fix of desynchronized leg positioning -- aka the removal of inverse kinetics [which makes the game look really crappy when legs aren't doing what they should do when standing on a ledge aka they float in the air or go through the ground now with inverse kinetics off].
Before that, leg damage and transfer had been iffy due to the fact that you'd see yourself hit the leg -- but you didn't hit the leg because while you are shown it is where you saw it on your client, it is actually somewhere else on the network. Thus you hit something that isn't there and therefore hit nothing... damaged nothing... and thus transferred the damage to nothing.
Since then (sometime in later 2013) it's been fixed, however similar issues do occur when players have exceptionally high ping on either attacking or receiving ends.
Damage that is properly hit and registered will transfer to the same side's side torso (a relic of tabletop, due to MANY mechs actually not having torso twist including but not limited to: Locust, Firefly, Flea, Urbanmech, Catapult, Kintaro, Shadowhawk, Jenner, Cicada, Nova, Kitfox, Adder, and many others. In such cases, loss of a side torso automatically meant loss of an arm and a leg on the same side, as such loss of the leg or arm meant any roll on those body parts would go to that side torso first).
The game removes 60% of the damage, so if you hit that leg with a single AC/20
20 - 60% = 8 damage transferred from the 'destroyed' leg to the side torso.
Original poster, it is important to note that this is a very inefficient method of killing someone, it should be used as a last resort.
Edited by Koniving, 22 October 2016 - 02:43 PM.
#9
Posted 27 October 2016 - 08:17 AM
Koniving, on 22 October 2016 - 02:43 PM, said:
Before that, leg damage and transfer had been iffy due to the fact that you'd see yourself hit the leg -- but you didn't hit the leg because while you are shown it is where you saw it on your client, it is actually somewhere else on the network. Thus you hit something that isn't there and therefore hit nothing... damaged nothing... and thus transferred the damage to nothing.
Since then (sometime in later 2013) it's been fixed, however similar issues do occur when players have exceptionally high ping on either attacking or receiving ends.
Damage that is properly hit and registered will transfer to the same side's side torso (a relic of tabletop, due to MANY mechs actually not having torso twist including but not limited to: Locust, Firefly, Flea, Urbanmech, Catapult, Kintaro, Shadowhawk, Jenner, Cicada, Nova, Kitfox, Adder, and many others. In such cases, loss of a side torso automatically meant loss of an arm and a leg on the same side, as such loss of the leg or arm meant any roll on those body parts would go to that side torso first).
The game removes 60% of the damage, so if you hit that leg with a single AC/20
20 - 60% = 8 damage transferred from the 'destroyed' leg to the side torso.
Original poster, it is important to note that this is a very inefficient method of killing someone, it should be used as a last resort.
Shall we start comparing videos? Again as I said: It has never worked right/consistently ... I just didn't go into all of the why that is as you covered some of. Thanks for confirming exactly what I said though
EDIT/Addition: I still wish they'd go ahead and have legs 'disappear' like arms do when they are destroyed and to this day still use the 'give the destroyed leg' trick as a light and the vast majority of the time damage is not registered as people fire on that destroyed leg. I know other light pilots that do the same and encounter this issue in 1v1 light fights. The desyncronized leg issue is better today than it was back then and I'm willing to bet that this issue is due to multiple factors today: hit reg still not being great, ping variable between shooter and target, etc.
Point however was for the OP: Is it worth it to continue to fire at a destroyed leg? Answer: Hell no.
Edited by Bellum Dominum, 27 October 2016 - 08:30 AM.
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