Shifty McSwift, on 12 January 2018 - 01:13 AM, said:
I would honestly prefer a system that replaced crits with vital locations, for the CT it would still be head, but instead of functioning like an independent hardpoint, hitting the head would simply double (or whatever value) the damage deal to the CT, much like a "critical hit" system, but rather than it being based on RNG percentage based critical hits, it is based on locational damage, and accuracy in shooting (imagine each hardpoint had a vital location like this, say for arms, elbow weak points, for legs their knees etc, having internal hitboxes within all of those hardpoints.
That would be cool - but I fear that would break game performance. We already have 11 armour sections per player, and 8 internal sections. That 24 x 19 = 456 locations.
The server would probably melt we added 2x knees, 2x elbows and even 1 CT location to all 24 players (120 additional locations).
To add to your idea, it should also be, the longer you can keep your laser beam, or the more AC pellets you continually land, the higher the multiplier. And other effects for different weapon systems.
EG,
- lasers = each 25% of duration adds a cumulative damage multiplier (not exceeding +100% damage).
- Gauss on legs = short temporary seize of the knee actuator, like walking into a pebble on the floor?
- Missile on elbow moves your arm reticle off centre? A critical point on the CT knocks your CT reticle off centre? And/or reticle shake for either sets of critical points?
Edited by Zeoraimer, 12 January 2018 - 05:40 AM.