

Meh. Crits Aren't Much Fun.
#1
Posted 09 February 2017 - 09:38 AM
#2
Posted 09 February 2017 - 09:40 AM
#3
Posted 09 February 2017 - 09:41 AM
Snazzy Dragon, on 09 February 2017 - 09:38 AM, said:
I don't mind it as much as it adds something to the game in the form of a risk/reward type thought with how weapons and equipment are distributed across a mech.
#4
Posted 09 February 2017 - 09:43 AM
#5
Posted 09 February 2017 - 10:05 AM
Ori Disciple, on 09 February 2017 - 09:43 AM, said:
People already max out armor for the most part (always max on torso no exceptions), except for sometimes stripping arms or legs a bit based on the mech/build in question.
#6
Posted 09 February 2017 - 10:10 AM
Barantor, on 09 February 2017 - 09:41 AM, said:
I don't mind it as much as it adds something to the game in the form of a risk/reward type thought with how weapons and equipment are distributed across a mech.
Battlemchs do not get to choose where to slap their guns
Atlas cannot hide their ac/20 in an arm for example
st is huge on an atlas
ac/20 will always cease to exist
#7
Posted 09 February 2017 - 10:14 AM
Crit hp on large weapons needs to be much higher in my view.
#8
Posted 09 February 2017 - 10:14 AM
Snazzy Dragon, on 09 February 2017 - 10:10 AM, said:
Battlemchs do not get to choose where to slap their guns
Atlas cannot hide their ac/20 in an arm for example
st is huge on an atlas
ac/20 will always cease to exist
My ac/20 is the first to go regardless on an Atlas, not a huge change there.
It might be a tad to high of a chance, but I like that it actually happens.
#9
Posted 09 February 2017 - 10:15 AM
#10
Posted 09 February 2017 - 10:17 AM
FupDup, on 09 February 2017 - 10:15 AM, said:
I don't mind there being 'crit seekers' and having the normal weapons do significantly less crit chance. I think it gives some weapons a role at least.
I still don't mind crits, they just might need to lower the chance of them happening or boost some of the component health.
#11
Posted 09 February 2017 - 10:19 AM
Barantor, on 09 February 2017 - 10:17 AM, said:
I still don't mind crits, they just might need to lower the chance of them happening or boost some of the component health.
I don't mean just reducing the chance on non-crit weapons, I mean removing the chance altogether. Make it consistent. Non-crit-seekers never crit, and crit-seekers always crit. The crit damage will probably need to be adjusted if this ever happens.
#12
Posted 09 February 2017 - 10:23 AM
FupDup, on 09 February 2017 - 10:19 AM, said:
I personally don't mind there being a crit chance on the normal weapons as it adds in some randomness to an otherwise very technical game. Some don't like that and I understand that, but that's just the way I roll.
I don't mind there being specialists in the critical chance though and maybe even ones that have next to no chance to crit. I think it's another way to make different weapons unique and possibly make some diversity fun in that regard.
#13
Posted 09 February 2017 - 11:09 AM
Snazzy Dragon, on 09 February 2017 - 10:10 AM, said:
Battlemchs do not get to choose where to slap their guns
Atlas cannot hide their ac/20 in an arm for example
st is huge on an atlas
ac/20 will always cease to exist
Have you guys looked at the health of weapons? It's not all weaker components. In fact many of them are either unchanged or buffed. On the IS side the vast majority weapons are either unchanged or stronger.
IS AC/20 has 18 hitpoints in the current build. On the PTS it has 25 hitpoints. AC/10 has gone from 10 hitpoints to 15 hitpoints.
Also, in the Atlas' case, the D, the K, and the BH variants all have crit chance reduction quirks.
This is an overall buff for IS with a couple of exceptions and a general nerf to clans with a couple of exceptions.
My beef with the new system is that Artemis should increase health where applicable because you're making them 1 slot bigger and easier to crit.
Edited by Jman5, 09 February 2017 - 11:11 AM.
#14
Posted 09 February 2017 - 11:46 AM
Jman5, on 09 February 2017 - 11:09 AM, said:
Have you guys looked at the health of weapons? It's not all weaker components. In fact many of them are either unchanged or buffed. On the IS side the vast majority weapons are either unchanged or stronger.
IS AC/20 has 18 hitpoints in the current build. On the PTS it has 25 hitpoints. AC/10 has gone from 10 hitpoints to 15 hitpoints.
Also, in the Atlas' case, the D, the K, and the BH variants all have crit chance reduction quirks.
This is an overall buff for IS with a couple of exceptions and a general nerf to clans with a couple of exceptions.
My beef with the new system is that Artemis should increase health where applicable because you're making them 1 slot bigger and easier to crit.
I think they did change crit damage/chance, so you're still much more likely to lose a weapon than before.
I personally love how this feels now, I wouldn't be against making the weapons a bit tougher, but it gives a reason for the crit system to exist, and adds a more tangible balancing tool for some weapon (MG, LB-X, AC2?).
Would a 50% component health increase sound good?
Edited by Gentleman Reaper, 09 February 2017 - 11:47 AM.
#15
Posted 09 February 2017 - 11:49 AM
I agree with Fupdup. Perhaps just lower crit chances on non crit seekers would be enough. MGs and LBX could certainly use the buff.
Edited by MechaBattler, 09 February 2017 - 11:51 AM.
#16
Posted 09 February 2017 - 11:57 AM
#17
Posted 09 February 2017 - 12:22 PM
Gentleman Reaper, on 09 February 2017 - 11:46 AM, said:
I think they did change crit damage/chance, so you're still much more likely to lose a weapon than before.
I personally love how this feels now, I wouldn't be against making the weapons a bit tougher, but it gives a reason for the crit system to exist, and adds a more tangible balancing tool for some weapon (MG, LB-X, AC2?).
Would a 50% component health increase sound good?
I don't see any buff to crit chance, although I have discovered a bug in the targeting computers that give the old higher crit values to beam weapons for Targeting Computer 1, and 6. I'll make a post about it.
#18
Posted 09 February 2017 - 12:32 PM
#19
Posted 09 February 2017 - 12:34 PM
kapusta11, on 09 February 2017 - 12:32 PM, said:
Don't you mean Hardened Armor, not Reactive? Reactive armor just reduces damage from missiles and artillery.
#20
Posted 09 February 2017 - 12:40 PM
FupDup, on 09 February 2017 - 12:34 PM, said:
I think Reactive armor provides protection against AP ammo, which in turn can crit through armor. Should probably ask dudes with the rulebook.
Edited by kapusta11, 09 February 2017 - 12:40 PM.
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