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How Do Critical Hits Work? Mechanics Sought.


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#1 Selfish

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Posted 11 November 2012 - 06:01 PM

Hi, guys. I'm not really a "newbie". However, the one thing I cannot find in these forums, MWO reddit/Creddit, and MWO wikis is an explanation of critical hits. Does anyone know how these work? I'm well aware of the Table Top rules for critical hits. I have no clue how these translate to MWO, since practically every other table top mechanic has been adjusted to fit the game's real time approach. Patch notes often mention the Critical Hit System, but there is no explanation of this system and I haven't been able to find a repository of old patch notes where they introduce the system. Is there any solid info out there on how crits work, and if there is can we get them added into the game mechanics sticky?

#2 p00k

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Posted 11 November 2012 - 10:46 PM

was in closed beta forum post, in the patch notes from whichever patch they implemented crits. to summarize:

all items have a certain item hp. for most weapons/equipment this is 10. engines are 15.

all weapons have a chance to do critical damage to items in whatever component they hit. items that occupy more critical slots thus have a greater chance of being crit'd

when a weapon crits, it can do either 1x, 2x, or 3x its damage value as item damage. machine guns and small pulse iirc just do 2x (i think to save calculations since they could potentially crit very often)

when an item's item hp is depleted it ceases to function

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so let's take an ac5 for example. 5 damage. you fire it a few times, it doesn't crit each time, but when it does crit, in addition to the 5 regular damage it does to armor/internal, it does either 5, 10, or 15 item damage, randomly chosen, to something in whatever component it hit. if it did 5 damage, whatever it crit on still works, but now only has 5 item hp left. if it does 10 or 15 damage, whatever it crit on ceases to work, even if that component is still intact

#3 Selfish

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Posted 12 November 2012 - 06:18 PM

Does this mean there are two crit rolls? One for whether or not the shot crits, and another for which item it strikes?

Do you know how much the critical slots of an item affect their chances of them being struck in a critical attack? Is it relative, so if you had a double heat sink, a small laser, and a ton of ammo in a component their values of being hit would be 60%, 20%, 20%? Or is an item just selected first by some process, and then rolled against until it's destroyed?

Anyways, thanks a ton for your help!

#4 p00k

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Posted 12 November 2012 - 11:00 PM

View PostSelfish, on 12 November 2012 - 06:18 PM, said:

Does this mean there are two crit rolls? One for whether or not the shot crits, and another for which item it strikes?

yes

View PostSelfish, on 12 November 2012 - 06:18 PM, said:

Do you know how much the critical slots of an item affect their chances of them being struck in a critical attack? Is it relative, so if you had a double heat sink, a small laser, and a ton of ammo in a component their values of being hit would be 60%, 20%, 20%? Or is an item just selected first by some process, and then rolled against until it's destroyed?

i don't know that this was ever officially detailed from the devs, but popular opinion was that that's the case, and anecdotally this has held true (e.g. ac20's, which occupy a whopping 10 crits, are incredibly easy to disable. similarly big ballistics like gauss. single crit items seem to be disabled much less frequently).
on that note, a popular concept for people running gauss is to fill the free crits in the component containing the gauss, to reduce the chance that when a shot crits on that component it will hit the gauss. even better, you can cram gauss ammo there since it doesn't explode

#5 Hythos

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Posted 15 November 2012 - 09:47 AM

Last night was the first time I've had any equipment damaged in the head of my 'Mech (I lost a Medium LASER, mounted in the Founders' Hunchback.)
Many people often store ammo there, which we know is bad, but a chance we take.

I've read threads both ways - that there will be equipment crits, and that "crits are bad" (that people don't want them); but I haven't heard (nor have found via search) if PGI will impliment a true Battletech-crit system, that includes damaging actuators, gyros, sensors and cockpit criticals. Yes, I know there are MANY threads about this, but I haven't read *official* statements if they would be.
  • Cockpit hit should destroy the 'Mech.
  • Life Support hit should cause the players' screen to blur when they're on high-heat.
  • 1 Sensor hit should damage the HUD and lock the "view" at what ever range magnification the player was last viewing.
  • 2 Sensor hits should totally remove all HUD read-outs (we already have a "feature"/bug that does this, rarely) -- but it should NOT remove the unit from play; they should be able to fire based on intuition.
  • Gyro hits should destabilize, and make walking over rough terrain, hills, TREES, and taking massive damage more difficult to remain standing.
  • 2 Gyro hits should immobilize or disable (though, the pilot should still be able to fire even if prone, until destroyed).
  • Arm-actuator hits should reduce arm-mounted weapons' aiming AND reduce MELEE damage/successful damage.
  • Shoulder-actuator hits should lock arm-mounted weapons to a position they were last "aiming" in when the hit occurred (even if off to a side).
  • Hip-actuator hits should result in what we have as the current "leg destroyed" mechanic (limping).
  • "Leg Destroyed" mechanism could just remain as-is, until a better idea comes along.
  • Leg-actuator hits should reduce movement, perhaps a bit of a limp (cosmetic result only).
  • Jump-jet hits should cause a fall if it occurs while in-flight (I believe this is actually in-place now), or cause unexpected propulsion (until falling).
  • Engine hits (side torso destruction is already in) should generate heat per Battletech rules

Taking damage is not friendly. This isn't a First-Person Shooter, to where the player has a single health-bar. Fighting is cruel, and weapon/equipment destruction is too.

While critical hits to components may be "unfun" for some, it's fair - as everyone is bound by these mechanics. I could see that PGI hasn't implimented it because it wouldn't make sense to some players. Though, I'm in the 'Make it Battletech or die" camp.

#6 BladeXXL

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Posted 16 November 2012 - 07:08 AM

Does anyone know the original dev thread about critical hits? I mean full info about chance, damage etc...

#7 Xander Pappyson

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Posted 16 November 2012 - 03:14 PM

View PostBladeXXL, on 16 November 2012 - 07:08 AM, said:

Does anyone know the original dev thread about critical hits? I mean full info about chance, damage etc...


I would like the original thread (patch notes) post too. Where are the devs keeping the old update notes.....

Edited by Xander Pappyson, 16 November 2012 - 03:15 PM.


#8 rolly

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Posted 16 November 2012 - 04:16 PM

Magius was able to help clarify this when I sent in a ticket. Here is what he had to say

Quote

Currently a kill is awarded for a destroyed engine, destroyed cockpit or both legs destroyed. As XL engines span the entire torso, a side torso destroyed can be a kill shot.
Overheating too often or overriding the overheat shutdown can cause damage to internals, cause ammunition explosions or weapon detonations.
We are currently not using the TT rules regarding heat and internal hits. We do have critical hits in the game currently. If a shot hits internals then they have a chance of causing a critical hit which can cause 1, 2 or 3 times the weapon damage. This damage can also "bleed" to adjacent internals if the section is destroyed (ie: crit to side torso, side torso destroyed, remainder of damage transfers at 50% to Center torso). We are using the TT rules as a base but are not sticking to them religiously.


Thank you Magius for taking the time to explain it.

Edited by rolly, 16 November 2012 - 04:38 PM.


#9 Xigunder Blue

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Posted 20 November 2012 - 07:07 AM

I am not sure what the chance is of a 'critical' hit but thru steady game play from CB on I have seen, and been affected by, more critical hits than not. For example I took an Atlas brawler out two days ago in a PUG game. The Atlas was the 2 AMS model. I was hit by a single 10 or 15 LRM shot. Suddenly I was seeing the flashing red critical sign. Within seconds I was one shot from behind, either a Raven or Jenner and my Atlas exploded.

No, this is not a rant or complaint. I believe critical hits should be in the game but reduced some in chance to occur. This will allow players to stay in the game longer and not obviate the 'role' of the mech. If you have been critically hit then continuing the role, with few exceptions, will virtually guarantee destruction of your mech. Why is that a big deal? Time and cbills, especially with ballistic and missile ammo costs. The LRM boat rearm cost as it stands negates my entire premium bonus.

All I am suggesting is to reduce the Chance of a critical hit so that you can get thru a few more games with normal combat. It is ok to disagree with me but I feel this will improve the game play experience for most players. Just my opinion.

#10 Selfish

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Posted 20 November 2012 - 09:56 AM

Just a heads up that the Atlas K stock is not a brawling mech, so that may be a bit of your role issue. It has an XL engine and a long range weapon suite. It's purely mixed fire support and cannot stand up to brawling atlai. Before you can brawl in it you have to replace that XL engine with a STD. It really sounds like you took an alpha to your left or right torso from behind, and not a critical hit.





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