Koniving, 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).
Jackal 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.