#1
Posted 16 December 2023 - 09:41 PM
#2
Posted 17 December 2023 - 12:34 AM
Mir 17, on 16 December 2023 - 09:41 PM, said:
I think that rather than talking about one percent here and there, it is more important to know what your priorities are.
Essentially, you can invest either in the Firepower branch or in the Survival branch of the Skill tree. If you boost your firepower (Range and Cooldown skill nodes), you can overwhelm enemy 'Mech before your 'Mech dies. On the other hand, if you spend your Skill points on those Reinforced Casing nodes, your 'Mech will have weaker firepower, but it will last longer in combat.
Also, your preferred role is worth considering: A sniping 'Mech can reasonably expect that it will not be the enemy team's first target and it can invest in Firepower. On the other hand, a brawling 'Mech will have to eat some damage, so resistance against critical hits can be useful.
#3
Posted 17 December 2023 - 10:58 AM
in a nutshell: what martian said.
try to stick to the role you want your mech to be in:
an assault-leading Atlas might wanna buff the survival-tree
a sniping MarauderII wants to buff different stuff.
a stealth-flea.. no, don't be that guy
an 24/7idf-lurmer: don't be that guy, either. srsly. but if you must, invest in offense, and offense only.
no need to buff the "never being shot at"-armor.
on top: think of what your mech does in a QP environment, or if you bring it to faction and what it does there.
as faction uses roles and actually HAS teammates and teamplay, things are VERY different here than in QP.
if you're doing only QP; personally, I rather invest in things that help me "kill stuff"; the best defense is when everybody's dead and I didn't need ALL that armor/internal stucture anyway
the good thing: you can change your skills anytime: your mech dies too often? go for defense-skills. you take too much time to kill stuff? go "best-defense"
in the end, those skillpoints are nice to have and certainly make a difference against people on the same actual skill-level; all the other stuff that you learn - how and when to shoot, what to shoot, when NOT to shoot, WHERE to move and WHEN.. it counts for FAR more.
Edited by Teenage Mutant Ninja Urbie, 17 December 2023 - 11:04 AM.
#4
Posted 17 December 2023 - 12:27 PM
Go take a Supernova and blow off its armorless sidetorso with or without the nodes.The best crit weapon, an I.S. machine gun goes from something like 425 rounds to 385 rounds.
Now blow the other torso with a normal crit role chance chance weapon like a small laser. Barely noticeable difference if at all.
Is it worth the nodes? Depends on your use case. For me, generally no.
Edited by Spheroid, 17 December 2023 - 12:40 PM.
#5
Posted 17 December 2023 - 01:18 PM
#6
Posted 17 December 2023 - 03:45 PM
But...I AM still very curious. How does it actually mechanically work? I've never been able to find a hard answer and that lack of knowledge in and of itself bothers me.
Oh, one more thing. I was told by someone I consider reliable that light mechs ignore two thirds of all damage or thereabout as long as they're moving, even a little. Is this documented anywhere? And are there any more exact details to know about it?
Thanks for your time again!
#7
Posted 17 December 2023 - 09:39 PM
Otherwise I wouldn't bother on most machines. Maybe on a gauss bird.
#8
Posted 17 December 2023 - 09:46 PM
Mir 17, on 17 December 2023 - 03:45 PM, said:
Many heavy and assault pilots with bad aim and bad positioning complain about this, yes.
But seriously, the hit registration has improved over the years and now it is quite reliable.
#9
Posted 18 December 2023 - 03:26 AM
martian, on 17 December 2023 - 09:46 PM, said:
But seriously, the hit registration has improved over the years and now it is quite reliable.
I can't speak for anyone else but personally I am extremely adept at whistling shots in between a 'mech's legs.
#10
Posted 18 December 2023 - 06:01 AM
#11
Posted 18 December 2023 - 07:32 AM
For example, an Awesome Pretty Baby with its 70% crit reduction... if you take skill nodes to add to that you can get almost 100% reduction... meaning internal structure is the same as armor and there are no critical hits at all.
The only other mechs that have over 50% crit resistance baked in with quirks are the Kodiak 3 at 60% and the Charger Number 7 with 100%. That last one needs no skill points spent, it never takes critical hits at all. Anything with 40% or less crit resistance could be pumped up, but its not really worth the skill point investment if you're not getting close to 100% reduction.
#13
Posted 07 January 2024 - 09:43 PM
#14
Posted 08 January 2024 - 02:28 AM
Mir 17, on 17 December 2023 - 03:45 PM, said:
With these answers I'm pretty inclined to ignore it.
...
The people telling you crit reduction is bad are wrong. I get a minimum of 3 point into it on nearly every mech.
There are certain weapons that will absolutely tear your mech up once the armor is gone. Anything that fires a large number of small damage hits will shred through structure due to extra crit damage. Examples: Machine Guns, LBXs, MRMs, LRMs, X-Pulse lasers. Machine Guns and LBX weapons have large crit chance/damage bonuses that many players don't know about. There are skills and quirks that improve missile crit damage.
3 points vs 0 points is VERY noticeable. Adding a 4th or 5th point is also noticeable but the skill starts to become expensive at that point. My advice to you: try to get 4 points into it if possible but 3 is usually good enough. DO NOT LEAVE IT EMPTY.
The only situation I don't put any points into Reinforced Casing is on certain light mechs that have so little structure that crits don't really matter, the light mech is pretty much guaranteed to lose the component once the armor is gone anyway.
Mir 17, on 17 December 2023 - 03:45 PM, said:
Your 1st explanation is correct. A 4% reduction comes off the 40% crit chance, or a net of -1.6%. That doesn't sound like much but crit chance is a very sensitive stat. Avoiding even just 1 crit can mean the difference between a weapon being destroyed or not.
Mir 17, on 17 December 2023 - 03:45 PM, said:
It took me a long time to figure this out, but light mechs can be surprisingly tanky if you fire at their torso. This is due to the small component size on light mechs making their arms, side torso's, and center torso a very compact target that is easy for them to spread damage across by twisting as they move. Yet another reason to aim for their legs instead.
#15
Posted 08 January 2024 - 02:43 AM
Mir 17, on 16 December 2023 - 09:41 PM, said:
The reinforced casing nodes are multipliers not additives.
a -50% crit chance means half chance for a crit compared to stock.
As an example, a normal weapon (like lasers) have a 25% chance of doing a single crit, 14% of doing two crits, and 3% of doing three crits.
Having a -50% crit chance skill/quirk will make them 12.5% chance of single crit, 7% two crits and 1.5% three crits.
Only case when crit chances are additive are the bonuses provided by targeting computers.
Edited by Navid A1, 08 January 2024 - 02:45 AM.
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