Thorqemada, on 25 September 2017 - 12:30 PM, said:
Imho you can crit a Head and as the Cockpit armor is max 18 and 2 AC10 do 20 damage they can take away any armor in 1 hit.
Critting works if armor is gone that your same shots do also FULL damage on the internals and also can be multplied by one, two or three times the damage.
But yeah, afaik a single AC20 or 2x AC10 can Headshot you in one blow bcs its possible to do 20 damage each to armor and internals (or more) in one blow.
PS: Which is the reason that hard hitting weapons are so good Killers.
PPS: I allways put ammo in my head bcs it means i have extra health - the rate for ammo Explosion is lower than 5% and you need to crit ammo TWICE afaik to make it blow up by bad chance of luck and not simply crit out.
Overheating though can make you blow up if you do it to often as it makes ammo blow up.
And often the ammo in my head is already depleted by the time i get hit so the chance is even lower to die from a head ammo explosion.
There was once a list in which they did show how the ammo was used up and head ammo is used first according to that list.
You've got your information slightly incorrect (either that or I do). You do not deal full damage to the armor and internals if the armor is breach (or at least not as you make it sound like). Instead, you deal damage to armor first, then any extra damage over the armor bleeds into the internals until all damage is assigned.
For example, if you deal 20 damage to a component (be it with Ac10s or AC20s) you will deal (excluding criticals at the moment) only 20 damage. If a target had 10 armor remaining in a location and 20 structure, a hit of 20 damage would deal 10 damage to the armor and the remaining 10 damage would be assigned to the structure leaving the structure (for the given example) at 10 structure left.
After that base damage is assigned, then you have critical possible damage. Crits (in short) can happen anywhere from none to up to three crits per individual weapon hitting. If a weapon crits (probably the portion that confused you), it not only will deal damage to equipment within that component, but also deals additional percentage of damage to that component's structure. As Tarl Cabot mentioned before with what appears to be correct numbers, an AC10 could deal 1.5pts/3.0pts/4.5pts of additional structural damage if a single, double or triple crit is scored. This is a number based off the total damage that the weapon deals, in the case of a single AC10 that would be 10 damage. (We are presuming IS AC10, for simplicity of a single shell and a single load of damage.)
AKA: A weapon will only deal it's listed damage base. If armor is pierced, it will deal remaining base damage from the attack to the internals. if the internals take damage, that damage may be a critical hit potentially dealing more damage. The extra damage is based off the full potential damage (acting as though the weapon completely had passed the armor), even though the base damage that was dealt to the structure may not have been the weapon's full damage.
Example: 5 armor, 20 structure example. A single AC10 deals damage to that location. It deals 5 damage to the armor and the remaining 5 damage is assigned to the structure. Then, that single AC10 shot could deal a potential 4.5 additional damage if a rare triple critical hit is dealt. If, say, the max critical is achieved (typically a rare event), than the above damage would be 5 damage dealt to the armor and 9.5 damage dealt to the structure leaving the structure with 10.5 health remaining. This would be a total max damage of 14.5 damage max in the above example or for any potential hit that was dealt over the armor or without armor to that location.
(I make this remark because it appeared as though you were saying the above damage would instead have been 5 damage to the armor, and then 10 damage to the structure with a potential of 4.5 damage additional if a triple crit happened, meaning that a single AC10 that punched through armor in that situation would be dealing 19.5 damage... Which is not actually the case. Unless I am completely wrong of course.)
As a side note: Structural health (excluding quirks and the head component) is half the total possible armor of a location. For example, if a CT could have a max of 100 armor (say you have 93 front and 7 back armor), than the structural health of that location would be 50 internal health. Even if you placed no armor on that location, it would still have that 50 internal health. The head component is an exception to this rule, which have 18 armor max and 15 structure (or just defer to what Koniving said earlier in the thread).
In relation to this thread with dual AC10s (provided other information is correct), dual AC10s can not typically one hit KO another mech from a head component destruction if it is fully armored and not previously damaged. However, many pilots seem to skimp on head armor and if it is low enough than it is more than possible to drop any mech with a single alpha from a dual AC10 hit. Going for most unlikely possibility (a double case of triple hit), an AC10 can deal 29 points of damage. This means that any head component with less than 14 points of armor placed onto it could (on a really long shot) be a single shot KO. For more reliable and guarantee of this event, a pilot would need to skimp so much on armor as to go as low as 5 points of head armor (20 points of total head health) with no crits at all happening.
As someone who has seen other pilots place literally only a single point of armor on their mechs (or even none)... I wouldn't be too surprised to find out someone got head shot from a dual AC10 from lack of armor placement on their heads. I personally try to keep it as close to max as possible, dropping probably no lower than 13 health.
FYI: Skill tree can make these health numbers higher, as well as mech quirks. Mech quirks and the ST do stack...