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1 Ballistic (Actuators: Upper, Lower)


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#21 Metus regem

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Posted 22 August 2017 - 01:04 PM

View PostKhobai, on 22 August 2017 - 12:57 PM, said:


id be okay with that

but the penalties would have to be pretty minor or it would make light mechs suck



Well when you take out a foot or hip actuator you fall down, and often stay down in TT... And you have to take a PSR (Pilot Skill Roll) every time you try to walk or run when one of those has been damaged, so yea lots of chances to fall and kill your pilot...

#22 Brain Cancer

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Posted 22 August 2017 - 01:51 PM

There's two kinds of limb damage not currently modeled- hitting the main joint (shoulder/hip) or the actuators further down the limb.

Shoulder damage basically overwrites damage to the other actuators, freezing the entire limb in place. The other actuators going gradually restrict it's use (increasing to-hit penalties, shoulder hits being worse than all 3 of the others together).

In MWO terms, a dead shoulder is basically enough to lock the arm into nearly torso-level crosshair mobility- that is, near zero. Two dead shoulders would.

Hip damage locks the leg joint, which is nearly as bad as MWO's leg destruction. Top speed is halved and agility seriously reduced, and both hips shot out immobilizes the victim. Leg actuators destroyed reduce speed and agility by a lesser amount that accumulates with each one gone (as the leg basically gets less able to flex properly), but again the effects are overridden by hip destruction.

In TT, a dead hip or leg actuator isn't an auto knockdown, but it does make it tougher to stay standing or move fast.

#23 Alex Morgaine

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Posted 22 August 2017 - 03:09 PM

Ooooo could extend that to torsos for heavy Gauss and make them usable. I do have one, its interesting in use but with std engines limiting.





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