Pvt Dancer, on 17 May 2012 - 12:36 AM, said:
The way criticals worked in TT is that once damage gets past the armor (either through destroying the armor or rolls a special hit (snake eyes, which is CT with a auto chance for a crit, even if you don't get past the armor)). Every shot that does Internal Structure damage has a chance to crit. You roll 2d6 and if you get an 7-8, one critial location is destroyed, 9-10 is two locations, and 11-12 is 3 locations. A 6 or less doesn't cause a critical. The Average roll on a D6 is 3.5, thus 7 on a 2d6... you kinda have a 50/50 chance of getting a crit per chance. If your Mech only has a single critical location, it will automacticly be destroyed, even if you rolled more than one location.
So yeah, it is not a TT system, as in TT if a Torso is destroyed, the Arm is automaticly destroyed as well. Case just prevents the damage from transfering. So yeah, your dead on with Case being a waste to even have with how this is describe to us. I might as well put all of my ammo in my legs, as I can't lose them, the damage will not transfer, and I can still move.
Apparently the only way to kill a mech is to destroy the CT due to engine destruction, unless they do XL engines like they are suppose to be. Then maybe Torso shots might be effective. I don't know how effective Gyro hits will even be... so engine hits or nothing.
Thanks for the explanation of the TT. No, it clearly wont work the same, but I would not be surprised if it's similar, where each hit to the section once armor is gone randomly checks if it destroys something (or more likely always destroys something but checks which something it is).
My point about CASE is this, they have confirmed it as something that WILL be in the game at launch and have talked about it as useful, given what CASE does this tells me their is something we're missing. In the Mechlab video Paul makes an offhanded remark about putting his ammo somewhere 'safe' and checks the legs first. I was under the impression he said this as a joke, which would indicate doing so is a poor choice.
They said blowing up a leg wouldn't destroy it and that the mech would limp, they did not say it wasn't possible to remove a mech from the game by destroying both it's legs. If the explanation is that leg is crippled and being dragged at very least you would turn someone into a lousy turret if you destroyed them both, at which point you could stroll around to their backside and core them at your leisure.
Garths made a comment in posts regarding balancing XL Engines before that indicated very strongly the XL engines made it possible to be blown up with only a side torso stripped of it's armor. He made it in an unofficial capacity but, it was pretty clear he thought that XL engines ought to run the traditional risk of exploding if your side torso is smashed.
Pvt Dancer, on 17 May 2012 - 12:15 AM, said:
Well, I think this is to prevent lights from being cored by a weapon that does 10pts of damage or more to a single location. /ALOT/ of people were complaining about this as they felt that it would make lights 'worthless'. Guess what... now lights are pretty much unstoppable. You can't take out the leg, so a limping Jenner is still probably faster than an Atlas. Any hits with weapons that do more than 5pts of damage to a single location are kind of a waste. Might as well save that AC 20 ammo for heavies and Assaults that actually have 20pts of armor/IS in a location to make it worthwhile to fire. They are faster than a mech can turn/torso twist and thus hard to hit, even if they are moving slow. Then you add on top of this people who are crying for DoT weapons and this game really becomes unplayable. Damage is nerfed, effectivily.
The removal of head shots as a insta kill is also a bummer... get ready to see alot of mechs with no armor on the heads! Hard enough to hit the head as it is apparently.
Having your center torso instantly cored by a hit to a side torso would put a pretty major damper on light mechs. It certainly did in past games. I fail to see how having to shoot a mech somewhere near the center mass makes them unstoppable. If lights mechs only advantage is speed and removing a single leg completely removes that advantage to the point it's moving at the pace of the slowest category of mechs in the game, then taking that leg out was an extremely effective thing to do (say at-least as effective as destroying both an Atlas's arms and one of it's side torsos).
Also, where did we get the automatic assumption lights would move fast enough that no one could turn/torso twist fast enough to keep up? Manipulate the geometry of their movement relative to yours and you ought to be able to get them in your sights unless they are hugging you or your trying to run forward at top speed at the same time (if you want to swivel your aim faster slow down!).
I haven't heard anyone crying for DOTs, that just how we explain the way Lasers DO work in this game, it's a very short duration dot at that, somewhere between 1.5 and 3 seconds to deliver the whole damage.
Yes, your right, damage IS nerfed compared to other MW games, by design, and the Devs have been open about their intention for it to be so from very early on in the design process. They don't want instant death for players who only get one life if a potentially 15 minute long game! Lords, players would rage quit matches all the time if in the first minute they are dead and they have to sit around doing nothing for the next 10 to 14... And many players would give up playing entire classes of mechs or just the game itself in frustration.
Not that they actually said no more headshots either, just 'we want to do something to reduce the amount of headhunting that goes on.' and that as it stand now, headshots do destroy mechs.
jesus, on 17 May 2012 - 12:16 AM, said:
Legging won't actually destroy the leg (lol?). And no damage overflow so people can make their mech invulnerable by simply turning the destroyed arm/torso/leg to the opponent, leaving only the tiny head (if that, depending on the model) as a viable target?
Have you looked at the Mechlab pictures of the Catapult and Hunchback? The ones with the glowing sections highlighting which part of the model are count as which section of the mech? I don't care how far to the side you turn, unless your presenting me with that squishy rear armor I can shoot your center torso.
When an arm is blown off it's not on the Mech anymore to shoot for overflow. We have a confirmation that the same does not happen to legs, and blowing up a side torso does not destroy the arm. It might be that the destroyed side sections crumple and present less of a target profile, or again... they might have just been talking about no overflow from the legs.
As a general note, as someone who played lights in MW4, sure you still might outrun an Atlas if you got legged, but... it was a death sentence. An Atlas only moves at 52 after all, and if you can't consistently hit a target moving in at >60, your in the wrong game. Reverse was also disabled, you were siting duck, you we're moving slow enough to be an easy target, and lightly armored enough that the very next shot killed you 90% of the time, and they never missed that shot, because a even a limping mech with a top speed of 120 to start was verrrry easy to hit.
Edited by Kreisel, 17 May 2012 - 04:43 AM.