Jump to content

Riddle Me This


47 replies to this topic

#21 Verilligo

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 789 posts
  • LocationPodunk, U.S.A.

Posted 21 February 2019 - 08:48 AM

View PostVonBruinwald, on 21 February 2019 - 08:09 AM, said:


That's not how it works, the only damage you should care about is your own... helping your teammates is not how this game is played. Why do you think those ECM vomit builds don't cover their teammates with their bubbles. Instead they sit 500m away and use them as bait so they can inflate their own personal damage scores.

Don't forget; If your team loses you can always blame the MM for your W:L

This one I can't just let stand. Sometimes this is true, but more often than not it isn't. The idea behind an ECM vomit mech hanging out at 400-500m away isn't to inflate damage scores, it's to paralyze the enemy by preventing access to a lane of movement. An enemy isn't going to tuck their head out if every time they do they lose 40-60 health and can't trade back adequately. What you're trying to do is keep them bunched up in a vulnerable area or force them to take a path that leads them into the waiting arms of your team in an advantageous way. When the team rotates from their advantageous position into a more vulnerable one rather than making use of what you're doing for them, that's the fault of the team... sometimes. If you don't communicate with the team, then of course they'll have no idea of what you're doing and then that's on the vomit guy.

When the team can correctly interpret what's going on and respond accordingly in swift enough time, it's an incredibly powerful strategy. The ECM isn't even needed, it just helps enable one mech to do the work of more because they won't be retaliated against quite as quickly, making good trades easier to suss out.

#22 RickySpanish

    Member

  • PipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 3,516 posts
  • LocationWubbing your comrades

Posted 21 February 2019 - 09:42 AM

View PostVerilligo, on 21 February 2019 - 08:48 AM, said:

This one I can't just let stand. Sometimes this is true, but ... waffle waffle.


That's an awfully long explanation for something so innocent, buddy ;)

#23 thievingmagpi

    Member

  • PipPipPipPipPipPipPipPip
  • 1,577 posts

Posted 21 February 2019 - 09:55 AM

many teams demonstrate they aren't interested in being a team. "ecm vomit" allows you to easily perform without being bogged down by bads.

I'm not going to "share my ecm" with a bunch of assaults sitting behind hills not doing anything while I am the only one poking.

See an Hgauss Anni holding down the W key right through all the weeds and actually pressing the shoot button? Heck yeah, I'll back you up buddy.

Edited by thievingmagpi, 21 February 2019 - 09:58 AM.


#24 MechaBattler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,122 posts

Posted 21 February 2019 - 11:44 AM

It does something. It's just not noticeable enough for you to care. I'm sure if someone did a video in a private match show casing how much faster one mech with crit reduction got chewed up versus one without. You might see some difference. But it probably would be negligible.

PGI should have taken a page out of WoW's talent trees. They got rid of the near meaningless tiny percentage talents. Replaced them with 4 or 5 meaningful talent choices. But I suspect PGI wanted to introduce a timesink people couldn't quite get around. Which is why good skills are behind meh skills.

Edited by MechaBattler, 21 February 2019 - 11:45 AM.


#25 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 24 February 2019 - 01:29 AM

View PostPhoenixFire55, on 21 February 2019 - 12:29 AM, said:

^^ Tier 1 ladies and gentlemen ... lol


I have a question: what is x% of 0 (or a very small number)? Posted Image

Edited by Mystere, 24 February 2019 - 01:36 AM.


#26 PhoenixFire55

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 5,725 posts
  • LocationSt.Petersburg / Outreach

Posted 24 February 2019 - 01:59 AM

View PostMystere, on 24 February 2019 - 01:29 AM, said:

I have a question: what is x% of 0 (or a very small number)? Posted Image


Oh great. Another Tier 1 who has no clue what reinforced casing actually does lol.

If crit chance was 0 (or a very small number) you wouldn't be losing any weapons to crits to begin with, clan or IS.

#27 B L O O D W I T C H

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,426 posts

Posted 24 February 2019 - 02:24 AM

View PostMystere, on 24 February 2019 - 01:29 AM, said:


I have a question: what is x% of 0 (or a very small number)? Posted Image


Firstly, "x" can be anything from 0 to 100 %.
Secondly the crit change is never 0%.

I do not even understood what kind of pun you've tried to make, guess i got /whoosh'd

Anyhow, people have hard time understanding what "reinforced casing" does.
I'll give a headsup:

"Reduces the chance of critical hits."

"Crit hit chance (receiving): -1,5%"

Please note, chance to role a crit not crit damage when a crit was roled.


On that note, People complaining about clans having low health equipment tend to forget that a lot of clan equipment uses significantly lower slots, hench are less likely to receive a crit in the first place.
Likewise, equipment health translate to critical damage to structure in the event of a crit.
Also, let's not forget about the free C.A.S.E. for all clan mechs (on every single part of a mech).
Lets not forget about the ability to buffer with 2 slot heatsinks.

#28 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 24 February 2019 - 02:44 AM

Beyond reducing crit damage...

If an AC/20 does 20 crit damage and gets a triple crit, then 15% of 60 +20 = 29 damage against structure.
Reinforced crits would reduce the AC/20's triple crit from 60 to 52.8, and the bonus damage means 27.92 damage against structure for that AC/20 and a triple crit.

So it helps out even if only marginally.
That's what I get for posting at 5:44 AM before going to bed and responding to what someone else said on the first thread without trusting the "something doesn't sound right" feeling.

Edited by Koniving, 24 February 2019 - 10:25 AM.


#29 Sjorpha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,478 posts
  • LocationSweden

Posted 24 February 2019 - 03:24 AM

View PostKoniving, on 24 February 2019 - 02:44 AM, said:

Beyond reducing crit damage...

If an AC/20 does 20 crit damage and gets a triple crit, then 15% of 60 +20 = 29 damage against structure.
Reinforced crits would reduce the AC/20's triple crit from 60 to 52.8, and the bonus damage means 27.92 damage against structure for that AC/20 and a triple crit.

So it helps out even if only marginally.


Reinforced Casing reduces crit chance, not crit damage.

It wouldn't reduce the damage in your example, but rather it would make it less likely to happen in the first place.

Toha pointed this out directly above you, and it was also pointed out previously in the thread.

Edited by Sjorpha, 24 February 2019 - 03:28 AM.


#30 B L O O D W I T C H

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,426 posts

Posted 24 February 2019 - 04:00 AM

fyi

https://wiki.mwomerc...e=Critical_Hits

#31 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 24 February 2019 - 08:34 AM

reinforced casing is almost completely useless because internal structure gets destroyed so fast that crits almost never even matter. reinforced casing is a prime example of a skill that node that could be condensed to reduce the total number of skill nodes which is currently absurd.

the current skill tree is self-defeating because it fails to provide players with meaningful choices. you dont create choices by having a bunch of useless gate skills that block off a few compulsory skills. you create choices by having lots of equal skills and only giving players enough skill points to choose some of them.

The whole purpose of a skill tree should be to give players meaningful choices that radically change how they play the game. the survivability tree (as well as the other skill trees) fails to evoke any meaningful player choices... its just about grabbing as many structure/armor nodes as possible while using the least number of skill points possible. You dont even get the choice not to invest in the survivability tree either because its blatantly suboptimal.

Edited by Khobai, 24 February 2019 - 08:50 AM.


#32 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 24 February 2019 - 10:24 AM

View PostSjorpha, on 24 February 2019 - 03:24 AM, said:


Reinforced Casing reduces crit chance, not crit damage.

It wouldn't reduce the damage in your example, but rather it would make it less likely to happen in the first place.

Toha pointed this out directly above you, and it was also pointed out previously in the thread.

I was on the first page. And it was 4 something 5:44 in the morning before going to bed.. I should've caught that if I wasn't about to hit the sack at the time.

Edited by Koniving, 24 February 2019 - 10:26 AM.


#33 Jackal Noble

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,863 posts
  • LocationTerra

Posted 24 February 2019 - 11:00 AM

View PostToha Heavy Industries, on 24 February 2019 - 02:24 AM, said:


On that note, People complaining about clans having low health equipment tend to forget that a lot of clan equipment uses significantly lower slots, hench are less likely to receive a crit in the first place.
Likewise, equipment health translate to critical damage to structure in the event of a crit.
Also, let's not forget about the free C.A.S.E. for all clan mechs (on every single part of a mech).
Lets not forget about the ability to buffer with 2 slot heatsinks.

On paper yes all that stuff is great. However this does not translate into game the way that you are expressing that it does per se.
(I could give two shits about C.A.S.E., this thread is not about it, same goes for crit slots)
I play both IS and Clan and can say definitively Clan weapons crit out far faster than IS weapons. Far faster.
This is from a crap ton of experience across all weapons and from being on both giving and receiving. This is not a perception issue. It has to do with after the fact that a component is cored how quickly the weapons get 'rolled' on. (I say that sarcastically because it doesn't matter how many almighty C-dhs you 'pad' with before said weapon gets destroyed)

Further, Clan weapon health plays an integral role in this behavior as when a weapon does get critted out or crit damage is applied it 'rolls on to the next component. Guess what happens when you have a lot of low health components?
Easiest to crit in game? any guess

Edited by Jackal Noble, 24 February 2019 - 12:00 PM.


#34 Jay Leon Hart

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 4,669 posts

Posted 24 February 2019 - 11:48 AM

View PostJackal Noble, on 24 February 2019 - 11:00 AM, said:

It has to do with after the fact that a component is cored how quickly the weapons get 'rolled' on. (I say that sarcastically because it doesn't matter how many almighty C-dhs you 'pad' with before said weapon gets destroyed)

Further, Clan weapon health plays an integral role in this behavior as when a weapon does get critted out or crit damage is applied it 'rolls on to the next component. Guess what happens when you have a lot of low health components?
Easiest to crit in game? any guess

Yeah, no. You should really read up on crits.

View PostToha Heavy Industries, on 24 February 2019 - 04:00 AM, said:


Also, who cares about component health? I would swap so much IS stuff for "inferior" Clan stuff in a heartbeat, less component health doesn't even register as a consideration.

#35 B L O O D W I T C H

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,426 posts

Posted 24 February 2019 - 11:56 AM

View PostKoniving, on 24 February 2019 - 02:44 AM, said:

If an AC/20 does 20 crit damage and gets a triple crit, then 15% of 60 +20 = 29 damage against structure.


As you said, it's not like that.
But you can, occasionally, get a stupid high number of damage dealt out of a single AC 20 shell.

Simple example of a lucky role with an AC20.

Lets say the shell hit an open component, does 20 damage to internal flat.
Lets say it went lucky and rolled a tripple crit, that's 20+(20*3*0,15) so 9 extra damage vs internal.
Lets say the crits rolled on 2 ppcs (12,5 health each) and a DHS (7,5 health), that's a total of 32,5 damage dealt to components.
So overall one single shot of an AC20 accounted for 61,5 damage.

While rare it does happen at least for AC20s, then we have weapons with modified crit damage like AC2, LB-X family, MGs, which get most of their damage from critial roles.

AC2 for example can deal a wooping 12 points of damage extra crits additionally on a triple role. Given that they don't kill most components (duo to health vs 2 points of damage) in a single shot, this can role multiple times.

The whole crit mechanic is partially the reason why we see exponential damage numbers.
Folks who die early (when most enemies have their armor left) usually have very low damage numbers because they only did flat armor damage.
Someone who managed to stay alive to do internal damage might have actually only shot a little bit more often but can deal double or triple the damage numbers duo to crit mechanics.

For example.
1st guy shoots fresh enemies with quad ac2 40 times, does 8x 40 damage = 320 damage in total then he dies. Fairly low number.

2nd guy shoots damaged and open mechs with quad ac2 40 times, does his 320 damage, gets some crits + critical damage, extra critial role damage from the weapon modificator, destroyed component health, partial damage migration, attached component health and internal (arms).
Lo and behold, same numbers of shots fired but does triple or quad the damage at the end of the match screen.
Guess why people hang back and let their team do the work for them, it pays out (literally).

View PostJackal Noble, on 24 February 2019 - 11:00 AM, said:

On paper yes all that stuff is great. However this does not translate into game the way that you are expressing that it does per se. (I could give two shits about C.A.S.E., this thread is not about it, same goes for crit slots) I play both IS and Clan and can say definitively Clan weapons crit out far faster than IS weapons. Far faster. This is from a crap ton of experience across all weapons and from being on both giving and receiving. This is not a perception issue. It has to do with after the fact that a component is cored how quickly the weapons get 'rolled' on. (I say that sarcastically because it doesn't matter how many almighty C-dhs you 'pad' with before said weapon gets destroyed) Further, Clan weapon health plays an integral role in this behavior as when a weapon does get critted out or crit damage is applied it 'rolls on to the next component. Guess what happens when you have a lot of low health components? Easiest to crit in game? any guess


I too play both, IS and Clans, you're not the only one.
That said, you have to look at it in the bigger picture. Clan equipment health is a downside. Their compact size is an upside, their weight and the abililty to mount a lot of them is an upside. Having free C.A.S.E. is an upside.
If you just look at one aspect and ignore the others you get a very skewed outlook.

Your main issue comes from crit weapons which are just a bit to powerful (hello maschineguns).
A single AC5 might get lucky and crits 3 components but considering clans field mechs like the Pir - Cipher, who happens to have 9 lasers and 6 MGs might not care all that much if 2 lasers and 1 MG got disabled.

Considering crit slots and equipment health, it's sometimes actually in favor of the clans.
Compare a large pulse and a clan large pulse.
The large pulse might have 25% more health. but it's also 33% more likely to receive a crit.
Compare an er large with a clan er large.
40% more health but 100% more likely to get a crit.

Edited by Toha Heavy Industries, 24 February 2019 - 12:17 PM.


#36 Jackal Noble

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,863 posts
  • LocationTerra

Posted 24 February 2019 - 12:00 PM

View PostJay Leon Hart, on 24 February 2019 - 11:48 AM, said:

Yeah, no. You should really read up on crits.

Also, who cares about component health? I would swap so much IS stuff for "inferior" Clan stuff in a heartbeat, less component health doesn't even register as a consideration.

Ya I kind of tacked that one on there, not gonna lie.

#37 Jackal Noble

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,863 posts
  • LocationTerra

Posted 24 February 2019 - 12:23 PM

But! But I'm not totally off, just too quick to respond.

Weak Clan weapon gets destroyed (most have 5HP or less for lasers and 16.5HP on ballistics for 20s and then down, C-gauss is 5HP lol), let's say it gets 'critted, all of the rest of that awesome damage gets applied to what is already weaker structure.

Edited by Jackal Noble, 24 February 2019 - 12:24 PM.


#38 Jay Leon Hart

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 4,669 posts

Posted 24 February 2019 - 12:31 PM

View PostJackal Noble, on 24 February 2019 - 12:23 PM, said:

But! But I'm not totally off, just too quick to respond.

Weak Clan weapon gets destroyed (most have 5HP or less for lasers and 16.5HP on ballistics for 20s and then down, C-gauss is 5HP lol), let's say it gets 'critted, all of the rest of that awesome damage gets applied to what is already weaker structure.

Nope Posted Image

Quote

Fixed components and engines absorb critical hits, negating the effect of component damage. Every weapon, ammunition bin and piece of equipment has its own health pool, which is reduced when it receives critical damage. When that health pool is depleted the component is destroyed and ceases to function. If the critical hit has more component damage than is required to destroy a component that damage does not transfer to any other target and is lost. An empty ammunition bin still receives damage, but has no chance to explode with destroyed.


#39 Jackal Noble

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,863 posts
  • LocationTerra

Posted 24 February 2019 - 12:34 PM

GODAMMIT!!

Example: an AC/5 does five damage to the internal structure of an unarmored location. If the hit also did three crits, the damage would increase to 5 + (5 * 3 * 0.15) = 7.25 damage to the internal structure.

I read that wrong.

#40 Jay Leon Hart

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 4,669 posts

Posted 24 February 2019 - 12:37 PM

View PostToha Heavy Industries, on 24 February 2019 - 11:56 AM, said:

Considering crit slots and equipment health, it's sometimes actually in favor of the clans.
Compare a large pulse and a clan large pulse.
The large pulse might have 25% more health. but it's also 33% more likely to receive a crit.

LPLs are 2 slots for both sides, same chance to be hit. Now, ERPPCs...





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users