#121
Posted 14 May 2013 - 10:15 PM
#122
Posted 15 May 2013 - 12:49 AM
#123
Posted 16 May 2013 - 03:57 AM
#124
Posted 16 May 2013 - 09:06 AM
#125
Posted 20 May 2013 - 09:49 PM
Thontor, on 04 May 2013 - 05:41 PM, said:
Happened to me Twice tonight in two matches. One shot Gauss gone, second shot PPC gone. Next Match, One shot Gauss gone, next shot PPC gone, both very long range hits while I was MOVING in a Cata at 66 speed.
#126
Posted 22 May 2013 - 09:54 AM
It'll take me a few days to revise my guide to reflect everything. Going to be adding an explosion damage chart, and trying to tidy up the general information a bit to be more digestible at the front end. I also need to update the crit charts to be in line with the new refire/damage/crit chance values.
#127
Posted 24 May 2013 - 12:14 AM
I find it a great system but only half implemented. If the devs flesh out the crit system more it will be a great boon to MWO. This post is a great education for new players like me. Hopefully more people will use it as a reference in the current machine gun discussion.
#128
Posted 27 May 2013 - 04:14 AM
#129
Posted 27 May 2013 - 05:07 AM
Module id="9003" name="CASE" CType="CCASEStats"
ModuleStats slots="1" tons="0.5" health="0"
Edited by MaddMaxx, 27 May 2013 - 05:08 AM.
#130
Posted 27 May 2013 - 07:13 AM
MaddMaxx, on 27 May 2013 - 05:07 AM, said:
Module id="9003" name="CASE" CType="CCASEStats" ModuleStats slots="1" tons="0.5" health="0"["]
Awesome stuff. I've updated the guide accordingly (as well as some number tweaks, and revised all the charts to be in line with the latest changes). I feel like the intro is getting clunky. I'm considering moving all the quotes to the bottom as an appendix, and making a better structured primer on crits/explosions/transfers.
#131
Posted 01 June 2013 - 08:59 AM
#132
Posted 18 June 2013 - 11:15 PM
For conjecture, I do feel like ammo explosion rate has increased. Note feel. Totally anecdotal here.
#133
Posted 08 July 2013 - 09:04 PM
#134
Posted 30 July 2013 - 12:07 PM
For example (and with hypothetical 10% transfer rate): Let's say your 4x MG (4 DPS, ~47.5 CDPS) spider attacks an opponent's exposed CT. Instead of dealing just 4 DPS and shredding everything in the component near instantly, you're going to do all of that with ~8.75 DPS!
#135
Posted 08 August 2013 - 11:54 PM
This is a big change, and I'm going to be adding/removing some sections quite a bit to make it more manageable. I'm also working on a more manageable 'release' of the guide for visibility outside of the forums.
#136
Posted 09 August 2013 - 05:14 AM
1 crit: 1.25
2 crits: 2.5
3 crits: 3.75
I've detailed the math elsewhere, but the new 15% damage to internals mechanic works out to roughly 3 DPS vs Internal Structure for a single MG. It also does 11 DPS vs internal components.
Edited by stjobe, 09 August 2013 - 05:15 AM.
#137
Posted 09 August 2013 - 10:39 AM
stjobe, on 09 August 2013 - 05:14 AM, said:
1 crit: 1.25
2 crits: 2.5
3 crits: 3.75
I've detailed the math elsewhere, but the new 15% damage to internals mechanic works out to roughly 3 DPS vs Internal Structure for a single MG. It also does 11 DPS vs internal components.
Ah, I see where you're talking about. I'll update it. I've been using the correct values/math on the chart. Thanks for the heads up!
#138
Posted 09 August 2013 - 03:18 PM
Selfish, on 09 August 2013 - 10:39 AM, said:
No worries, I've linked to this thread numerous times because it is a very good primer on crits.
However, since Tuesday's patch I think you're going to have to talk a bit about internal structure damage as well:
Prior to the patch the MG didn't do any extra damage to internal structure, it had the same 1 DPS as it had against armour. After the patch it suddenly does 3 DPS versus IS - a 300% increase.
This all of a sudden makes the MG deadly, especially in quad- or hexa-mounts. A quad-MG SDR-5K, for instance, is fully capable of destroying 'mechs in seconds once the armour is breached, with 12 DPS done to the internal structure. It will also instantly destroy any components, doing 44 DPS to them(!).
Quite a dramatic change for the gun that was the red-headed step-child of the ballistic line for over a year, wouldn't you say?
#139
Posted 09 August 2013 - 03:27 PM
stjobe, on 09 August 2013 - 03:18 PM, said:
However, since Tuesday's patch I think you're going to have to talk a bit about internal structure damage as well:
Prior to the patch the MG didn't do any extra damage to internal structure, it had the same 1 DPS as it had against armour. After the patch it suddenly does 3 DPS versus IS - a 300% increase.
This all of a sudden makes the MG deadly, especially in quad- or hexa-mounts. A quad-MG SDR-5K, for instance, is fully capable of destroying 'mechs in seconds once the armour is breached, with 12 DPS done to the internal structure. It will also instantly destroy any components, doing 44 DPS to them(!).
Quite a dramatic change for the gun that was the red-headed step-child of the ballistic line for over a year, wouldn't you say?
It's quite dramatic. Each MG has about 2.78 DPS when hitting IS, though their ability to crit remains the same. The major reason I'm waiting on updating is that the patch is still very fresh, and I have to rearrange some sections/create new charts. I already have the math worked out for avg. crit transfer DPS of weapons, with scales of burst weapons crit ranges. Just need to find a good way to present the information clearly before I move it over.
#140
Posted 09 August 2013 - 03:41 PM
Selfish, on 09 August 2013 - 03:27 PM, said:
Another thing is that we (or at least I) don't quite know exactly how the crit system works. I'm thinking of crits on a component-empty armour-stripped location - does that still do extra damage to the IS, or does it not since the extra IS damage is based on crit damage and there's nothing to apply that crit damage to?
And indestructible components like actuators, gyro, and engine; do they make a difference? If crits only apply damage to IS if there's something to apply crit damage to, do these components give "infinite" amounts of crit damage applied to IS (or at least until the IS is gone) since they cannot be destroyed?
Questions, questions
11 user(s) are reading this topic
0 members, 11 guests, 0 anonymous users