Head shots.
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- tarendelcymir
- Posts: 673
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- Location: Tucson, AZ, USA
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Head shots.
Why does it seem like headshots have become more common in the recent updates? Not only more common, but the damage seems to have gone up. I was just playing a game against Hetz, and my undamged titan got shot in the head with a gauss cannon, and it took away 63 hp. 63 hp out of 128. That's just about half my life from a single shot against unhurt armor. Isn't that a bit excessive? I went from perfect to -20 to everything from one hit. That one shot ended the whole game for me, I couldn't even stand up after it.
We sometimes catch a window
A glimpse of what's beyond
Was it just imagination
Stringing us along?
More things than are dreamed about
Unseen and unexplained
We suspend our disbelief
And we are entertained
A glimpse of what's beyond
Was it just imagination
Stringing us along?
More things than are dreamed about
Unseen and unexplained
We suspend our disbelief
And we are entertained
Anything doing more than 10 points of damage (and the BRG) to the head will cause some jock damage. That weapon also has a % chance equal to its damage to do "medium" jock damage which is 10d12 (avg. 65 damage, OW!). Otherwise the they have a damage*7% chance to do light jock damage (uhhh... 5d12 or something, so avg. 30.5 damage. still OW!)
(That stuff's in Iceman's guide.)
Still, certain cretins seem to have the ability to hit the head 3x more than the CT. *cough* HETZER *cough*
(That stuff's in Iceman's guide.)
Still, certain cretins seem to have the ability to hit the head 3x more than the CT. *cough* HETZER *cough*
How about give your jocks a good constitution attribute and you no longer lose 50% of your HPs, just 30~40%? <img src="smile.gif" border="0"> This also used to be an underrated attribute, but that changed when you increased jock damage. Seems it works <img src="smile.gif" border="0">Originally posted by Larkin [Vicious Byte]:
Give your jocks a decent life support and medical skill and you don't automatically loose a battle were an unlucky head hit will cost you 50% of your hps. Thats when this underrated equipment/skill kicks in.
Iceman
- tarendelcymir
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The only problem is that the majority of the duels taking place are random duels, which means you have no control over your jock's stats, save for picking their rank. If we refrain from making our jocks always Champions, we end up with lower scores, including constitution. The same goes for medical skills, and even life support, since the titans are random, too.
Despite all that, even if your titan has Life 6, a single shot can still take away close to half the jock's HP.
[ October 24, 2001: Message edited by: tarendelcymir ]</p>
Despite all that, even if your titan has Life 6, a single shot can still take away close to half the jock's HP.
[ October 24, 2001: Message edited by: tarendelcymir ]</p>
We sometimes catch a window
A glimpse of what's beyond
Was it just imagination
Stringing us along?
More things than are dreamed about
Unseen and unexplained
We suspend our disbelief
And we are entertained
A glimpse of what's beyond
Was it just imagination
Stringing us along?
More things than are dreamed about
Unseen and unexplained
We suspend our disbelief
And we are entertained
Should I disable heads for duels <img src="wink.gif" border="0">
Some stats on heads : You have a 5% chance to hit the head but a 15% chance to hit the center torso (frontal). If your CT has thrice the armor of your head this will fall of more likely since it has less internal structure. The situation is often encountered if you face a missile boat which is battles nearest approximation of a normal hit distribution.
Some stats on heads : You have a 5% chance to hit the head but a 15% chance to hit the center torso (frontal). If your CT has thrice the armor of your head this will fall of more likely since it has less internal structure. The situation is often encountered if you face a missile boat which is battles nearest approximation of a normal hit distribution.
They do protect against shock by preventing it completly if they are ok. I will add a protection against those head hits which can cause medium (5d12) damage. I will subtract 2 times the level of life support from the chance to happen (which is equal to the amout of damage take, 20% for a AC20 hit).Originally posted by Ivan GREYWOLF Kerensky:
Yep that is all true Iceman , but not directly related to my concern.
What I say is : LS heal pilot and defend him against hasard such as Neutron Beam, dont this seems logical they also protect against concussion and chock damage too ?
- tarendelcymir
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- Joined: Tue Oct 09, 2001 8:00 am
- Location: Tucson, AZ, USA
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This might be too radical, but how about making the random chance of hitting heads like 1%? I mean, with a tiny little head on a titan, how often is an un-aimed shot going to hit it? With so little armor available to put on the head, it seem to take away a lot of the fun when someone gets lucky and lands a few shots on your head and that's the end for you. It's just my personal opinion, but I think it'd be more fun if you only had a chance of hitting the head by calling the shot for it.
We sometimes catch a window
A glimpse of what's beyond
Was it just imagination
Stringing us along?
More things than are dreamed about
Unseen and unexplained
We suspend our disbelief
And we are entertained
A glimpse of what's beyond
Was it just imagination
Stringing us along?
More things than are dreamed about
Unseen and unexplained
We suspend our disbelief
And we are entertained
Absolutly disagree. I know you might argue cause you lost your head too often. But ToS is still also a game of chance and mishaps. All these chances will even out in the long run and my experience tells me that players often do call for rules changes when they just pested by bad luck. 5% on hitting a head is absolutly ok for me.
5 % luck to hit head is nice , a bit too much if you regard with Battletech ( roughly 2%, 1 on 36 ).
The new method to asset damage is nice too, but perhaps a bit too much efficient has it doesnt take in account the constitution of the pilots nor their survival skill, and it could bne nice to give survival another use ( and another hope of raising some exp. <img src="smile.gif" border="0"> ).
So could I suggest leaving the luck to damage but lower the actual damage to :
D= damage roll result
S= success of a survival skill roll ( if Surv = 50 and roll = 5, S = 45 ) expressed in percent.
LS = Life support Level ( /2 if light damage, /4 if medium, /8 if heavy ).
actual damage deal = D - ( D * S² *(LS / 2)), all negative rolls , if any = 0
In case of the Pilot miss his roll it will face full damage.
this way Low constitution pilots will still be at a disadvantage, and high constitution high survival pilots will benefit from their choice.
ex:
Newbie pilots, Surv 40%, roll 25%, Damage 40pts
LS 1 = 40 - ( 40 * 0.25² * 0.5 )= 38.75 = 38
LS 2 = 40 - (40 * 0.25² * 1 ) = 37.75 = 37
LS 3 = .......... = 36.25 = 36
LS 4 = 35
LS 5 = 33.75 = 33
LS 6 = 32.5 = 32
Experimented pilot, Surv 80%, roll 50%, Damage 40pts
LS 1 = 40 - ( 40 * 0.5² * 0.5 )= 35
LS 2 = 40 - (40 * 0.5² * 1 ) = 30
LS 3 = .......... = 25
LS 4 = 20
LS 5 = 15
LS 6 = 10
Exp pilot lucky roll, S = 80
LS 1 = 40 - ( 40 * 0.8² * 0.5 )= 27.2 = 27
LS 2 = 40 - (40 * 0.25² * 1 ) = 14.4 = 14
LS 3 = .......... = 1.6 = 1
LS 4 = 0
LS 5 = 0
LS 6 = 0
Perhaps that the formula need a bit of tweaking but it look nice and produce some nice range of result. Just need to be tested.
The new method to asset damage is nice too, but perhaps a bit too much efficient has it doesnt take in account the constitution of the pilots nor their survival skill, and it could bne nice to give survival another use ( and another hope of raising some exp. <img src="smile.gif" border="0"> ).
So could I suggest leaving the luck to damage but lower the actual damage to :
D= damage roll result
S= success of a survival skill roll ( if Surv = 50 and roll = 5, S = 45 ) expressed in percent.
LS = Life support Level ( /2 if light damage, /4 if medium, /8 if heavy ).
actual damage deal = D - ( D * S² *(LS / 2)), all negative rolls , if any = 0
In case of the Pilot miss his roll it will face full damage.
this way Low constitution pilots will still be at a disadvantage, and high constitution high survival pilots will benefit from their choice.
ex:
Newbie pilots, Surv 40%, roll 25%, Damage 40pts
LS 1 = 40 - ( 40 * 0.25² * 0.5 )= 38.75 = 38
LS 2 = 40 - (40 * 0.25² * 1 ) = 37.75 = 37
LS 3 = .......... = 36.25 = 36
LS 4 = 35
LS 5 = 33.75 = 33
LS 6 = 32.5 = 32
Experimented pilot, Surv 80%, roll 50%, Damage 40pts
LS 1 = 40 - ( 40 * 0.5² * 0.5 )= 35
LS 2 = 40 - (40 * 0.5² * 1 ) = 30
LS 3 = .......... = 25
LS 4 = 20
LS 5 = 15
LS 6 = 10
Exp pilot lucky roll, S = 80
LS 1 = 40 - ( 40 * 0.8² * 0.5 )= 27.2 = 27
LS 2 = 40 - (40 * 0.25² * 1 ) = 14.4 = 14
LS 3 = .......... = 1.6 = 1
LS 4 = 0
LS 5 = 0
LS 6 = 0
Perhaps that the formula need a bit of tweaking but it look nice and produce some nice range of result. Just need to be tested.
-
PrinceCorrin
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That is exactly why I rarely suggest changes. I don't want to express a possibly biased opinion. It is good that players DO express opinions though, sometimes they have brilliant ideas.Originally posted by Larkin [Vicious Byte]:
[QB]All these chances will even out in the long run and my experience tells me that players often do call for rules changes when they just pested by bad luck. /QB]
I see your lips moving, but all I hear is: Blah Blah Blah, I'm a friggin moron.