I agree with OP, we should. Especially since new tech will be here soon, and people will run LFE and put in even more guns, TTK will drop dramatically. 2x internal structure will keep TTK ok, give more sense to use crit weapons. It is also possible to reduce internal structure on specific mechs or components, for example so Banshee couldn't cheap shield itself with weight-free arms with huge internal structure.


Doubling Internal Structure For Crits Hits? Should We?
Started by Andi Nagasia, Jul 11 2017 05:18 PM
42 replies to this topic
#41
Posted 12 July 2017 - 11:42 AM
#42
Posted 12 July 2017 - 12:00 PM
Zigmund Freud, on 12 July 2017 - 11:42 AM, said:
TTK will drop dramatically.
Will it really though??
thanks to ghost heat and dysfunctional dhs were already reducing weaponry way below what we should carry.
Only real gains i can see are in 50-70 is bracket as quite a few of these didnt carry full crits worth of dhs.
Another gain i can see are annihilator and nightstar which might actually replace old 4 uac5 of mauler and kgc for 2 uac10 2 uac5
Edited by davoodoo, 12 July 2017 - 12:03 PM.
#43
Posted 12 July 2017 - 12:09 PM
Start with eliminating additional structure damage for critical hits. This directly improves TTK.
Then, change up how much damage weapons deal to equipment. "Big guns" like PPC/Gauss/heavy single-hit ACs deal weaker critical damage to equipment, but already have superior PPFLD capacity to remove the entire location hit. Weapons like LB-X deal higher equipment damage relative to their "real" damage, allowing them to actually critseek and scour out exposed sections.
Then, properly model internal components, something put aside for years in favor of arcane quirks and ghost heat "balance". The more internal hits actually have an effect before structure failure, the more singular survival boosts like Clan XL aren't as game breaking as they 1) become vulnerable to being critted out and 2) more weak points exist beyond "full capacity with all torsos even at 1% each, damaged at one lost ST, dead with both".
A 'Mech should gradually fall apart under fire, not function almost perfectly most of the time until it's structure zeroes out. But thanks to no damage modeling and horrible critical systems actually accelerating total component failure, that's exactly how it works.
Then, change up how much damage weapons deal to equipment. "Big guns" like PPC/Gauss/heavy single-hit ACs deal weaker critical damage to equipment, but already have superior PPFLD capacity to remove the entire location hit. Weapons like LB-X deal higher equipment damage relative to their "real" damage, allowing them to actually critseek and scour out exposed sections.
Then, properly model internal components, something put aside for years in favor of arcane quirks and ghost heat "balance". The more internal hits actually have an effect before structure failure, the more singular survival boosts like Clan XL aren't as game breaking as they 1) become vulnerable to being critted out and 2) more weak points exist beyond "full capacity with all torsos even at 1% each, damaged at one lost ST, dead with both".
A 'Mech should gradually fall apart under fire, not function almost perfectly most of the time until it's structure zeroes out. But thanks to no damage modeling and horrible critical systems actually accelerating total component failure, that's exactly how it works.
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