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Critical Hits


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#1 Squid von Torgar

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Posted 10 December 2012 - 06:53 AM

So as it stands we have the following critical hits enabled in MWO

Heatsinks = Lose the Sink
Ammo = Ammo Explodes
Gauss = Gauss Explodes
Weapon = Weapon no longer works

But what about the following?

Gyro = Mech has trouble keeping upright (For MWO have a chance to fall over if taking a certain amount of damage or traversing difficult terrain)

Engine = You generate more heat

Actuators = Movement reduced, arm movement slowed down or loss of directional movement.

Jump Jets = Reduction in JJ movement

Sensors = Lose targeting ability

Cockpit = Pilot dead/wounded?

Whats the chances? Can you think of anymore or better effects?

Also how about implementing through armour crits?

Edited by Squid von Torgar, 10 December 2012 - 06:54 AM.


#2 Clay Pigeon

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Posted 10 December 2012 - 06:55 AM

I'm pretty sure critting the pit kills the pilot right now.

edit: and by critting the pit I mean doing 10 damage to the pit.

Edited by Clay Pigeon, 10 December 2012 - 06:55 AM.


#3 Joseph Mallan

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Posted 10 December 2012 - 06:55 AM

I look forward to getting those Crits put into the game. i think an Atlas weaving like a drunken sailor would be a blast to see in combat!

#4 Apoc1138

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Posted 10 December 2012 - 06:58 AM

View PostSquid von Torgar, on 10 December 2012 - 06:53 AM, said:


Also how about implementing through armour crits?


there was a bug that caused this, it was no fun, no fun at all

in a tabletop game where everything is a dice roll and random locations it might seem like an OK idea... but in a live action game with real aiming it leads to very quick / one shot deaths

Edited by Apoc1138, 10 December 2012 - 06:59 AM.


#5 Squid von Torgar

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Posted 10 December 2012 - 07:06 AM

Quote

I'm pretty sure critting the pit kills the pilot right now.


There is no pilot damage in the game at all at the moment. However if the cockpit is destroyed the mech is considered dead.

But what I am talking about is a hit that penetrates the armour but doesnt remove all the internal structure. It could have a chance of critting the sensors or the cockpit itself.



Quote

there was a bug that caused this, it was no fun, no fun at all

in a tabletop game where everything is a dice roll and random locations it might seem like an OK idea... but in a live action game with real aiming it leads to very quick / one shot deaths


That bug had every hit doing internal damage (and crits). If you were to use the TT values you would only have a 2.77% chance of causing a through armour crit with each hit.

It makes weapons like the LBX10, MG and AC nice crit seeking weapons.

I would also like to see BB reporting more on crits. She does a good job of reporting your own but what about

"Target has suffered ammo explosion"

"Targets right leg actuator destroyed"

etc.

Edited by Squid von Torgar, 10 December 2012 - 07:07 AM.


#6 MustrumRidcully

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Posted 10 December 2012 - 07:08 AM

View PostApoc1138, on 10 December 2012 - 06:58 AM, said:


there was a bug that caused this, it was no fun, no fun at all

in a tabletop game where everything is a dice roll and random locations it might seem like an OK idea... but in a live action game with real aiming it leads to very quick / one shot deaths

Meh, I am not a fan of such random mechanics in tabletop games either.

#7 Icepick

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Posted 10 December 2012 - 08:07 AM

Agreed with less-is-more posters. Less random stuff, more optimized code and predictability.

Although I could get behind(!) "cockpit crit triggers massive release of waste oil from dump valve at rear center torso"

#8 Aegis Kleais

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Posted 10 December 2012 - 08:10 AM

View PostSquid von Torgar, on 10 December 2012 - 06:53 AM, said:

So as it stands we have the following critical hits enabled in MWO

Heatsinks = Lose the Sink
Ammo = Ammo Explodes
Gauss = Gauss Explodes
Weapon = Weapon no longer works

But what about the following?

Gyro = Mech has trouble keeping upright (For MWO have a chance to fall over if taking a certain amount of damage or traversing difficult terrain)

Engine = You generate more heat

Actuators = Movement reduced, arm movement slowed down or loss of directional movement.

Jump Jets = Reduction in JJ movement

Sensors = Lose targeting ability

Cockpit = Pilot dead/wounded?

Whats the chances? Can you think of anymore or better effects?

Also how about implementing through armour crits?

A while back I had suggested "subsystem" failures and/or malfunctions, that I think would really play well into this. They would be rare instances, of course, so you didn't have to deal with them each and every battle, but I DO think they would add more depth. I like the ideas posted. Imagine your offensive subsystem malfunctioning and firing your machine guns even when you didn't want. Or if your propulsion subsystem was offline and non responsive to any throttle commands to alter your current speed.

To me, malfunctions should only last a short time before they correct (like weapon jamming), but the destruction of a subsystem could have lasting impacts on your effectiveness on the battlefield. Definitely would add another layer to the game; but I don't think the UI is up to the task of properly informing the user of those situations just yet.

#9 Kraven Kor

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Posted 10 December 2012 - 09:41 AM

Engine Crits are in, but only server to increase your repair bill right now. I am unsure if "Engine HP reaches 0" means you have max repair bill, or if that disables your mech, at the moment.

#10 Squid von Torgar

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Posted 10 December 2012 - 09:47 AM

Quote

I am unsure if "Engine HP reaches 0" means you have max repair bill, or if that disables your mech, at the moment.


If the engine is destroyed its game over for the mech, thats why XL engines are such a gamble, pop either the L/R torso and it dies.

Note all my suggestions are from TT.

Edited by Squid von Torgar, 10 December 2012 - 10:00 AM.


#11 Perillious

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Posted 10 December 2012 - 09:52 AM

You forgot actuators, legs slow your movement, arms makes it harder to target with arm mounted weapons.

#12 Kraven Kor

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Posted 10 December 2012 - 10:16 AM

View PostSquid von Torgar, on 10 December 2012 - 09:47 AM, said:


If the engine is destroyed its game over for the mech, thats why XL engines are such a gamble, pop either the L/R torso and it dies.

Note all my suggestions are from TT.


Well, I know that RT/LT destroyed with XL = Mech disabled.

But what if the engine itself is reduced to 0 HP, but the torso internal structure is still not at zero?

IE. can you be killed by Engine Crits? Or only torso destruction which thereby destroys the engine?

Edit: Really weird, repetitive typo's... like I keep typing "server" instead of "served" or "bet" rather than "be." Apparently I've had a mini-stroke or something...

Edited by Kraven Kor, 10 December 2012 - 10:24 AM.


#13 Squid von Torgar

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Posted 10 December 2012 - 10:22 AM

Quote

IE. can you bet killed by Engine Crits? Or only torso destruction which thereby destroys the engine?


Ah i see what you mean, good question.





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