Ramien, on 16 May 2012 - 11:57 PM, said:
In TT, there was damage transfer because hits were randomly allocated, and it sucks to see a 'hit' turn into a miss because you rolled a section you'd already destroyed.
In MWO, our shots will not be randomly assigned, so damage transfer isn't as needed. If you've destroyed your opponent's leg and they can no longer maneuver, get behind them and start taking out that back armor for the kill. Your aiming determines where the damage is placed, not the roll of the dice.
ManDaisy, on 17 May 2012 - 05:13 AM, said:
Great I can see the min/ maxers munchins now. No leg armor, slow engine speed so "no real dif between damaged legs and fresh", max heat sinks, and boating up the wazzu with weapons/ missiles . Gah I hate this. If they mean no damage redirection by having the part Blown off completely then fine, but to act as a damage sponge, that kills another sponge, if you know what I mean.
Program_024, on 17 May 2012 - 08:07 AM, said:
Just reading the various posts on this hot subject and I've come to a certain conclusion. When you destroy a component on an enemy mech, why would you continue to shoot there? If a torso section is destroyed, and they use it as a shield, wouldn't it make it easier to exploit the rear armor of the mech? Say the left torso section has been completely destroyed. So they turn their torso to put the damaged between them and you. Now it is less of a trip to get behind them, especially with the faster mechs. If you don't like him trying to run away as he is using his shield, then blast a leg to hamper movement.
Having experimented with the Table Top a bit, I understand why there is damage transfer. Realistically, a Mech pilot won't target a destroyed area. The mechanic is there to simulate the hit, not being at the destroyed target, but the one next to it.
Aegis Kleais™, on 17 May 2012 - 08:35 AM, said:
Ehhhh.... not really.
Tactically, the idea of shooting a destroyed area and EXPECTING it to do some kinda damage seems a bit off to me.
I'm of two minds on this. On the one hand, I don't really think we've heard that anything will continue to "absorb" damage when it's been destroyed, only that destroyed areas will stop taking damage and will not transfer it as per TT - in effect, it sounds like we can just shoot through them, which should work fine. However, a couple things bother me;
- First,I sincerely hope that destroyed areas will clearly appear to be destroyed - I want to see daylight through them, not having to have the gamma just right on my display to tell the right degree of scorching that indicates destruction, or sort out the right shade of orange on the HUD to tell whether something is into heavy structure damage or whether it's actually gone. The devs have already indicated arms can be shot off, I'd like it if legs would at least appear to be gone, and something similar for side torsos to show they have been shot through and are no longer a target (I don't have a problem with letting 'mechs hop awkwardly, but I don't want to waste heat and/or ammunition shooting at a "ghost" leg or imaginary torso segment).
- Second, I want to be sure about how leg damage works - it's sounding less and less certain as to whether taking both legs off a 'mech kills it, or just makes it walk really slow. I think 1-leg kills are way too easy to exploit, but letting people survive with both legs fully destroyed has me imagining a 4-Gauss Annihilator with a downgraded engine, upgraded arm/torso armor and no leg armor standing with his *** tucked up against a cliff overlooking the primary advance path, looking to game the mechanics.
- Third, "no damage transfer" sounds to me like internal ammo explosions aren't going to do ****, just like in every other MW games, which I find really disappointing. It also makes me question whether XL engines are going to come with teh actual drawback of being destroyed with a side torso, or if they're just going to let you go a lot faster at the cost of 6 crit slots, like every other MW game. I've been hoping that some actual drawbacks to balance out some fo tech upgrades might finally make it in this time around.
- Fourth, there's this:
Garth Erlam, on 11 May 2012 - 09:00 AM, said:
We launched version 2.0.14 this week, which has a (mostly) functional Mechlab. Immediately everyone set about trying to break it – we had all large laser Atlas’, Machinegun/AC-2/Flamer Hunchbacks, and a Jenner that seemed to go Mach 1, but we thought we’d share the following with you:
Modified Hunchback HBK 4P:
- Replace the six Medium Lasers in the right torso with six Small Lasers
- Change the arms to - right arm: 2x Medium Lasers, left arm: 2x Small Lasers
- Remove all heat sinks and armour from left torso
- Max the armour of both legs
- Add heatsinks to legs/right torso/arms until you’re maxed (26 total heatsinks)
The idea of this ‘Mech is that you run extremely cool, able to constantly fire your small lasers as you close in on your opponent. The leg armour prevents legging, and the reduced left torso armour allows you to stack it over more important areas. It performs extremely well close up, though be wary of ranged opponents, who will simply keep outside your small lasers distance and pick you apart!
The idea or allowing body segments to go completely unarmored, and the concept of floating limbs allowed to hover next to destroyed side-torsos is just an anathema to me.