stjobe, on 09 August 2013 - 03:41 PM, said:
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
I've already looked into the first, and we know about the equipment from back in R&R--though the devs may have stealth changed it at some point. Either way, equipment like actuators/hands/gyros had not been implemented. The engine, however, is a very real item that takes up space and can be destroyed. It has 15 HP and is always treated as one item, even if it spans multiple components via XL. Nothing happens on its destruction, so it's just free buffer. If the 'invisible' components somehow do count then it's notable that they're present in every component of every mech in the game. The effect then is the same as if the system just used .15 transfer from all critical damage. That makes it impossible to actually test if they're present/a problem, and would be a good question for devs to just straight up answer.
It does appear that the critical damage transfer is applying to components that don't even have items stored within them. It's simple to test in-game/training grounds since the change between potential damage can be measured via stopwatch/naked eye count. For my test I recorded the destruction of an AWS-8Q in the item absent left arm, then item filled CT and timed when it broke through to IS. You can jump on TG->Frozen City and the 8Q will be right next to spawn. It's loadout is here.
The arm had 26 HP and no items. It should have taken a 4 DPS setup ~6.5 seconds to destroy it. It was destroyed in ~2 seconds.
The CT has 51 HP. It should have taken ~12 seconds to destroy the component. It contained three items. An Engine (15 HP) and two Single Heatsinks (20 HP). The CT was destroyed in ~4 seconds.