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Hit detection, All that really matters


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#141 TheRulesLawyer

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Posted 08 November 2011 - 02:43 PM

View PostZakatak, on 07 November 2011 - 03:22 PM, said:

So you want a complex damage system?

Hitting the the middle of the CT with a high velocity, high density weapon (light gauss) will pierce the fusion chamber and create big boom?
Hitting the lower cockpit will cause electronics to be fried, and hitting the upper cockpit will decapitate the pilot?
Hitting the joints of the legs will disconnect the myomer and topple the mech, while hitting the thigh accomplishes little?

The problem with this is what I saw in Crysis (that had many different hit multipliers). This didn't make combat more tactical or aim-orientated, it just made it all about "lucky shots".


Exactly. Excessive critical or one shot kills tends to lead to an unsatisfying play experience, especially in a spawn once sort of game. It takes several minutes to make a match and load into go. Its a real disappointment if you're out in the first exchange of fire.





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