#201
Posted 27 April 2014 - 11:42 AM
It is understood that the XL engine extends into both side torsos and I believe they share the health of the engine (10 HP) when doing the crits.
Do heatsinks added to an XL engine work the same on the side torsos (for additional protection with crits) or is it just limited to the CT?
#202
Posted 14 May 2014 - 03:49 AM
Deathlike, on 27 April 2014 - 11:42 AM, said:
It is understood that the XL engine extends into both side torsos and I believe they share the health of the engine (10 HP) when doing the crits.
Do heatsinks added to an XL engine work the same on the side torsos (for additional protection with crits) or is it just limited to the CT?
The engine has 15 HP. It's written right there, in the itemstats.xml.
I believe the additional heatsinks are in the center torso. I don't remember having a heatsink destroyed without loosing the CT armor first. It would be very easy to test this using a private match. Just drop in a mech without a ST armor, a huge XL engine and lots of internal DHS. Then have a friend pepper you with machinegun fire :-)
Edited by Kmieciu, 14 May 2014 - 03:49 AM.
#203
Posted 18 May 2014 - 06:36 PM
Having said that, I have had my Cockpit shot out with a crit before (still had Head IS according to the paperdoll), but that seems to be rare.
#204
Posted 26 May 2014 - 12:38 PM
#206
Posted 18 June 2014 - 10:38 PM
Omid Kiarostami, on 18 June 2014 - 05:46 PM, said:
Hey Li Song,
I can confirm that internals (actuators, gyros, sensors, etc) are supposed to be accounted for in the critical hit distributions. They are great crit-buffers!
Prior to clans, the default health value of internals was a constant in the code base. When we moved internals to the xml game data, we didn't need that anymore and started specifying hit points on them like every other item. This doesn't represent a change in functionality, though - everything should still be the same as it was before.
In lieu of a formal post going over crits, here's an image of a CN9-YLW with the debug crit table showing: http://imgur.com/G6EmMky
The percentage next to each item in the image above is the likelihood the game uses when determining what item is hit by a crit. Internals factor into the crit distribution (at least until they are destroyed), so having internals in a component definitely improves the survivability of items you slot there.
Hope that clarifies!
#207
Posted 06 August 2014 - 11:58 PM
Calculation
- The head has 5 non-removable criticals and 1 ammo critical
- I calculate 100% minus the chance of not getting hit = chance of getting hit
- The chance of an ammo hit for 1 critical hit is 1-5/6 = 16.6% but happens only 25% of the time (4.16%)
- The chance of an ammo hit for 2 critical hit is 1-5/6*4/5 =1 - 4/6 = 33.3% but happens only 14% of the time (4.67%)
- The chance of an ammo hit for 3 critical hit is 1-5/6*4/5*3/4= 1 - 3/6 = 50% but happens only 3% of the time (1.5%)
- The chance of the ammo getting destroyed is the sum of the above, or, 10.33%
- The chance of the ammo exploding is 10%, so the total chance of suffering instant death by ammo head shot = 1.03%
- Conclusion: storing ammo in the head is quite safe.
Chances of an ammo explosion to CT ammo hits are smaller still (<0.6%).
I do not know how the TC exactly handles critical hit changes, but the Mk I supposedly has a 14.5% increase. Add to the 14.5% for a single hit chance? Than the chance of an ammo headshot increases to 1.28%.
Edited by The Great Unwashed, 07 August 2014 - 12:15 AM.
#208
Posted 03 September 2014 - 05:23 AM
[color=#333333]Does the beam duration on a single unarmored component continuously roll for crits?[/color]
[color=#333333]If so, how many crit rolls per second of the beam duration?[/color]
[color=#333333]If not, and the laser has one roll for crit during the beam, would slashing the beam quickly between center and side torso be best for increasing crits?[/color]
#209
Posted 05 September 2014 - 10:12 AM
xThrottle Geek, on 03 September 2014 - 05:23 AM, said:
[color=#333333]Does the beam duration on a single unarmored component continuously roll for crits?[/color]
[color=#333333]If so, how many crit rolls per second of the beam duration?[/color]
[color=#333333]If not, and the laser has one roll for crit during the beam, would slashing the beam quickly between center and side torso be best for increasing crits?[/color]
Beam duration actually acts the same as a burst fire AC (IIRC), it may be on steady beam but it actually has "hit tics" so each "hit" does damage, you just have no graphical representation of that like you do on the clan ACs
Slashing the beam spreads the damage due to the mechanic mentioned above.
Hope that helps!
#210
Posted 06 September 2014 - 06:41 AM
#211
Posted 21 November 2014 - 01:37 AM
#212
Posted 21 November 2014 - 02:56 PM
Sandpit, on 05 September 2014 - 10:12 AM, said:
Slashing the beam spreads the damage due to the mechanic mentioned above.
Hope that helps!
so the next step is trying to find the "tics" in each beam, are we assuming larger lasers have more tics? i am surprised that we have not fully defined laser crits yet.
#213
Posted 26 February 2015 - 06:46 AM
#215
Posted 26 February 2015 - 03:03 PM
#216
Posted 18 November 2015 - 01:12 PM
#217
Posted 07 January 2016 - 11:20 AM
#218
Posted 15 May 2016 - 05:37 AM
G7
#219
Posted 06 February 2018 - 06:24 AM
#220
Posted 20 March 2018 - 03:30 AM
Its extraordinarily unrealistic and a joke to play.
MGs currently stuff (%#@&) the lot - OP
Edited by EvangelX, 20 March 2018 - 03:34 AM.
36 user(s) are reading this topic
0 members, 36 guests, 0 anonymous users