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Crit System, And How It Really Works:


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#1 Valore

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Posted 22 November 2012 - 07:53 PM

So, as Bryan Ekman posted here concerning how crits work:

Quote

2) Each time the internal structure of a Mech takes damage, there is a chance that the hit will cause at least 1 critical hit. There is a 25% chance of causing 1 critical hit, a 14% chance of causing 2 critical hits, and a 3% chance of causing 3 critical hits (for a total of a 42% chance of any sort of critical hit). Each critical hit will randomly hit a weapon or piece of equipment in that location; the chance of a particular piece of equipment being hit is proportional to how many critical slots it occupies. Each critical hit damages the weapon/equipment an amount equal to the damage that caused the critical hit.


Effectively, as assumed, this means machine guns are useless even as crit seekers, as every bullet even if it crits does negligible damage to the item critted.

If MGs are to fulfil their role as previously assumed, then 'crit hp' should be a completely different value to actual hp as it relates to current actual damage.

So for example, an engine has 10 'crit hp' points. It doesn't matter if it is crit by a MG bullet, a laser or an AC20 round, it should lose 1 'crit hp' each time. That way 10 crits, by any weapon, will take it out.

However, I'm not sure whether people think that's how it should work. Should MGs really work that way? Should crits for that matter?

#2 Tilon

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Posted 22 November 2012 - 07:58 PM

Machine guns shouldn't really have a huge chance of causing crits. They didn't have that ability in TT either. In this game they fire rapidly, but diminishing their crit damage makes sense since they were never intended to cause huge amounts of crits.

SRMs, LBX, and to a lesser extent LRMs should be the crit seeking weapons, and that is probably the devs' intention. The devs' messing with weapon recycle time gives some weapons an abnormal amount of shots, like the AC/2 for example. They need to account for this to avoid giving weapons an abnormal ability to crit when they aren't intended to be crit seeking weapons. Otherwise you get situations like an AC/2 or MGs being a better crit causing weapon than SRMs when that's not how it should be.

Basing the crit on weapon damage is flawed too, because it makes an AC/20 abnormally strong for crits when its function is more to put holes in armor for crits, not really to be an excellent crit finder itself. It's capable of causing crits, but no more than any other single shot weapon.

Edited by Tilon, 22 November 2012 - 08:02 PM.


#3 SilverlightPony

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Posted 22 November 2012 - 08:00 PM

View PostValore, on 22 November 2012 - 07:53 PM, said:

However, I'm not sure whether people think that's how it should work. Should MGs really work that way? Should crits for that matter?

No. A single MG bullet should not have remotely in any way shape or form the same ability to ruin a piece of equipment as an AC/20 round.

My recommendation: Give MGs a damage buff when impacting internal structure only. They should still be useless against armor.

#4 Orzorn

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Posted 22 November 2012 - 08:02 PM

View PostSilverlightPony, on 22 November 2012 - 08:00 PM, said:

They should still be useless against armor.

Except for the part where in the TT they did 2 damage versus the small laser's 3 damage. The small laser isn't useless in MWO.

So why should MGs be useless against armor? The real answer is that they shouldn't, and they never were in the TT.

Edited by Orzorn, 22 November 2012 - 08:03 PM.


#5 Asmosis

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Posted 22 November 2012 - 08:08 PM

When was that posted?

because i recall at some point every item (whether its a 7crit slot gauss or a 1 slot SHS) had an equal chance of being hit.

Also where do you find the internal structure/weapon/item HP values for MWO? official values dont mean much, would like to know if PGI has posted this info anywhere (or confirmed what someone has posted is correct) since data gained from the client doesnt always (or often doesnt) match data on the servers (like pilot efficiencies just prior to OB).

In TT the machine gun had the same damage as the ac/2. Just saying.

Edited by Asmosis, 22 November 2012 - 08:08 PM.


#6 Diablobo

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Posted 22 November 2012 - 08:11 PM

You seem to misunderstand the crit system.
Not every hit to the internal structure of a mech causes system damage. The internal structure points are an entirely different entity from the critical slot system on the mech and they are resolved and recorded seperately. If a mech loses its internal structure points in a location, it loses every system in the location. If a critical hit is rolled, it is possible that the weapon or whatever is missed and something else is hit instead, like a heatsink. It only takes one critical hit damage point to destroy a system, whether it takes up one slot or ten. The exception is engines and gyros. The engine takes three hits to destroy, and the gyro takes two. The thing is, just because you breach the armor, you don't necessarily destroy the main weapon/s in that location. You have to destroy all internal structure points to guarantee destruction.

Edited by Diablobo, 22 November 2012 - 08:21 PM.


#7 SilverlightPony

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Posted 22 November 2012 - 08:23 PM

View PostOrzorn, on 22 November 2012 - 08:02 PM, said:

Except for the part where in the TT they did 2 damage versus the small laser's 3 damage. The small laser isn't useless in MWO.

So why should MGs be useless against armor? The real answer is that they shouldn't, and they never were in the TT.

Okay, maybe not entirely useless. But keep in mind, that 2 damage in TT represents a sustained burst over however long one turn is. How many bullets do you think were in that burst? Now divide 2 by that number.

It was my understanding that, in the BT lore, MGs on a 'Mech were intended primarily as anti-personnel weapons, and were never a weapon of choice to use against other 'Mechs.

#8 Diablobo

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Posted 22 November 2012 - 08:30 PM

View PostSilverlightPony, on 22 November 2012 - 08:23 PM, said:



It was my understanding that, in the BT lore, MGs on a 'Mech were intended primarily as anti-personnel weapons, and were never a weapon of choice to use against other 'Mechs.


Just like in real life, there are many different sizes of MG that have differing effectiveness versus all kinds of targets. The machine guns on a mech are obviously the larger more powerful ones than you would find on the back of a truck. Think more along the lines of a chain gun on an Apache helicopter or the gatling gun on an A10.

#9 Valore

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Posted 22 November 2012 - 08:30 PM

View PostDiablobo, on 22 November 2012 - 08:11 PM, said:

You seem to misunderstand the crit system.
Not every hit to the internal structure of a mech causes system damage. The internal structure points are an entirely different entity from the critical slot system on the mech and they are resolved and recorded seperately. If a mech loses its internal structure points in a location, it loses every system in the location. If a critical hit is rolled, it is possible that the weapon or whatever is missed and something else is hit instead, like a heatsink. It only takes one critical hit damage point to destroy a system, whether it takes up one slot or ten. The exception is engines and gyros. The engine takes three hits to destroy, and the gyro takes two. The thing is, just because you breach the armor, you don't necessarily destroy the main weapon/s in that location. You have to destroy all internal structure points to guarantee destruction.


Is this how it works in MWO though? From the quote above which comes directly from the devs, I wouldn't have intepreted it that way.

That said, having damaged and destroyed weapons on mechs fairly often ingame, I'm inclined to think you're correct.

#10 Khavi Vetali

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Posted 22 November 2012 - 08:34 PM

View PostAsmosis, on 22 November 2012 - 08:08 PM, said:

When was that posted?


Just tonight.

Every item at the moment has 10 HP, Engines have 15, and Gauss will soon be changed to 3 HP. Eventually all items will have a separately specified HP. This is all noted in the above linked thread.

#11 Khavi Vetali

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Posted 22 November 2012 - 08:38 PM

View PostValore, on 22 November 2012 - 08:30 PM, said:


Is this how it works in MWO though? From the quote above which comes directly from the devs, I wouldn't have intepreted it that way.

That said, having damaged and destroyed weapons on mechs fairly often ingame, I'm inclined to think you're correct.


He is stating exactly how it works in the core BT rules, which is translated fairly consistently into MWO, except that each item (weapon, heat sink, etc) has Item HP and takes damage when it is hit equal to the damage of the weapon that hit it. Only when the item HP is depleted does the item stop functioning, or explode if it is ammo or a gauss rifle.

#12 Diablobo

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Posted 22 November 2012 - 08:39 PM

You'll notice how there are either 12 or 6 slots on a location in the mechlab. They did that for a reason. The torsos and arms have 12 slots and the head and legs have only 6.

If the head or leg is hit with a crit, one d6 is rolled to find out which system is hit. If you roll a 4, the fourth slot from the top is hit.In the torsos and arms, one d6 is rolled to determine which of the two 6 slot areas in that location are rolled on, and then another d6 determines the exact location like in the head or legs.

#13 Orzorn

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Posted 22 November 2012 - 08:43 PM

View PostSilverlightPony, on 22 November 2012 - 08:23 PM, said:

Okay, maybe not entirely useless. But keep in mind, that 2 damage in TT represents a sustained burst over however long one turn is. How many bullets do you think were in that burst? Now divide 2 by that number.

It was my understanding that, in the BT lore, MGs on a 'Mech were intended primarily as anti-personnel weapons, and were never a weapon of choice to use against other 'Mechs.

You'd be correct on that number if we didn't have increased fire rates in MWO (otherwise the laser would do less than one damage per firing, as it has about a 3.33 fire rate per 10 seconds currently). If we wanted to be fair with the MG, we'd have it do 0.066 (instead of the current 0.04) damage per round, which would keep the damage ratio with the small laser. The damage output would obviously be different, but its only fair since everything else puts out far more damage per 10 seconds than they put out in the TT.

Besides that, two damage is respectable against a light mech in the TT. Most lights had somewhere around 6-8 armor points per location, some as low as 3 or 4. A couple of machine guns could really rip lights apart, and even some mediums. Massed machine gun fire could be really nasty, like the Piranha.

You're correct for the most part, though. Machine guns were often added with the intent of taking out light vehicles, transports, and infantry, not so much for battle mechs (although, as I said, they could perform pretty well against lightly armored mechs and some mediums in proper quantity).

As for the current topic at hand, I would like to see the critical amounts raise for machine guns, not for any lore reason, but because a crit in the TT was a crit. You hit the item, it died (with the exception of a few things like engines and what not). MWO uses a health based system, however, which GREATLY devalues machine guns against internals. Even with .066 damage you'd have to crit an item 152 times to destroy it, which would require around 15 seconds of continuous fire, assuming all 1x criticals for each bullet. Assuming all 3x would reduce that to 5 seconds, which is highly unlikely to happen, meaning the average time it takes to remove one item would lie at 10 seconds of continuous, no-miss firing, which is also unlikely to happen unless the target is standing totally still. Besides that, by the time you'd have done enough to crit one item off (assuming all crits even hit the same item, which would also increase the time it would take), you'd have dealt some damage to their internals anyways, meaning they're far more likely to die from the damage before you'd have ever removed a weapon from them.

View PostValore, on 22 November 2012 - 08:30 PM, said:


Is this how it works in MWO though? From the quote above which comes directly from the devs, I wouldn't have intepreted it that way.

That said, having damaged and destroyed weapons on mechs fairly often ingame, I'm inclined to think you're correct.

If you use a weapon that produces 10 or more damage per shot, the MWO system works almost exactly like the table top, since a single crit from your weapon would always destroy at least one item. MWO's system, however, does not work in the TT in that you can produce multiple crits from a single weapon firing (at least in the capacity of non-burst fire weapons, like the AC/10).

If you use a less than 10 damage per shot weapon, the differences between the TT and MWO's implementations are quite notable, such as my example above with machine guns.

Edited by Orzorn, 22 November 2012 - 08:46 PM.


#14 Diablobo

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Posted 22 November 2012 - 08:50 PM

Could someone post a link to the thread where they mention the item hit point thing?
I was not aware of the hit point thing. If this is true, it's another stupid idea by the devs, just like the triple ROF with only single heat dissipation.

#15 Orzorn

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Posted 22 November 2012 - 08:54 PM

View PostDiablobo, on 22 November 2012 - 08:50 PM, said:

Could someone post a link to the thread where they mention the item hit point thing?
I was not aware of the hit point thing. If this is true, it's another stupid idea by the devs, just like the triple ROF with only single heat dissipation.

The hit points have been in the game like this before open beta was even close to release. Also, I don't think you'd have as much fun as you think you would with no hit points on items where machine guns could literally gut you in a split second.

But here it is anyways, straight from the horses mouth:
http://mwomercs.com/...ost__p__1474814

#16 QuantumButler

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Posted 22 November 2012 - 09:00 PM

MGs should have two thirds of the dps of a small laser [MG is 2 damage/turn, smllas is 3], just like they do in TT, end of story.

Edited by QuantumButler, 22 November 2012 - 09:01 PM.


#17 Orzorn

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Posted 22 November 2012 - 09:10 PM

View PostQuantumButler, on 22 November 2012 - 09:00 PM, said:

MGs should have two thirds of the dps of a small laser [MG is 2 damage/turn, smllas is 3], just like they do in TT, end of story.

I would absolutely be very happy about that, although its notable to point out that every weapon in MWO has a certain percentile increase of DPS, usually 3 times or so over the theoretical TT DPS, if I recall. The DPS of the small laser in the TT is 0.3 (3 damage / 10 seconds per round). The DPS of the small laser in MWO is 1. That is a 3.33 increase in DPS (which makes perfect sense, as you can fire a small laser 3.33 times in 10 seconds in MWO). IF you look at the PPC, similar thinks happened. Thus, the machine gun would end up at 6.6 damage per 10 seconds, which makes for .666 damage per second, which is .066 damage per round (machine guns currently fire 10 rounds per second in MWO).

That is where I got my numbers for how much damage each bullet should do if machine guns were properly balanced.

#18 QuantumButler

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Posted 22 November 2012 - 09:13 PM

View PostOrzorn, on 22 November 2012 - 09:10 PM, said:

I would absolutely be very happy about that, although its notable to point out that every weapon in MWO has a certain percentile increase of DPS, usually 3 times or so over the theoretical TT DPS, if I recall. The DPS of the small laser in the TT is 0.3 (3 damage / 10 seconds per round). The DPS of the small laser in MWO is 1. That is a 3.33 increase in DPS (which makes perfect sense, as you can fire a small laser 3.33 times in 10 seconds in MWO). IF you look at the PPC, similar thinks happened. Thus, the machine gun would end up at 6.6 damage per 10 seconds, which makes for .666 damage per second, which is .066 damage per round (machine guns currently fire 10 rounds per second in MWO).

That is where I got my numbers for how much damage each bullet should do if machine guns were properly balanced.


Yes, .666 DPS would be what I'd want.

Right now it's 0.04 damage per bullet or something stupid.

..066 per bullet sounds good to me.

Edited by QuantumButler, 22 November 2012 - 09:14 PM.


#19 Orzorn

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Posted 22 November 2012 - 09:17 PM

View PostQuantumButler, on 22 November 2012 - 09:13 PM, said:

Yes, .666 DPS would be what I'd want.

Right now it's 0.04 DPS for chrissake.

0.4 DPS, actually. 0.04 is the damage per round.

But, yes, it definitely needs a boost. The current damage is absolutely pathetic and could never compete, whereas .6 DPS absolutely could when you consider that machine guns are heat-less weapons with quite a bit of longevity.

Also, they'd need an ammunition increase to 6000 per ton, because in the TT each ton had 200 rounds, which made for 400 possible damage. Currently, the 2000 rounds is only 80 possible damage. With 6000 rounds at 0.066 damage per round, that would give us 396 damage per ton, which is as close as we can get without having strange numbers of ammunition (we'd need 6060.60 to produce exactly 400 damage per ton).

#20 QuantumButler

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Posted 22 November 2012 - 09:19 PM

View PostOrzorn, on 22 November 2012 - 09:17 PM, said:

0.4 DPS, actually. 0.04 is the damage per round.

But, yes, it definitely needs a boost. The current damage is absolutely pathetic and could never compete, whereas .6 DPS absolutely could when you consider that machine guns are heat-less weapons with quite a bit of longevity.

Also, they'd need an ammunition increase to 6000 per ton, because in the TT each ton had 200 rounds, which made for 400 possible damage. Currently, the 2000 rounds is only 80 possible damage. With 6000 rounds at 0.066 damage per round, that would give us 396 damage per ton, which is as close as we can get without having strange numbers of ammunition (we'd need 6060.60 to produce exactly 400 damage per ton).


An ammio count increase would be nice, but I'd be satisfied with the dps for now.





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