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Old 2011-09-05, 07:40 PM   [Ignore Me] #1
Erendil
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Headshots on MAXes?


So I was thinking..... We already know that headshots for softies will be in PS2, and that vehicles will have location damage/armour values as well. So it seems logical to infer from this that there will be something similar in place for MAXes. I was wondering what people's thoughts were about the possibility of getting headshots on MAXes.

I personally think it's a great idea. I wouldn't want OSOK MAX kills of course (heck I don't want that against softies either), but I certainly like the idea of being able to take one down by unloading a couple of AP bullet bursts to the head. It'd certainly help out the "light" classes that can't carry AV so they wouldn't be quite so easy XP for any MAXes wandering around.

And maybe we'd actually get a use for MA/Pistol AP rounds too for a change. I'd pay good money to be able to see SirAlydon -> *Beamer Headshot* -> Johnny ScatMAX in the killspam...

EDIT: I suppose going hand-in-hand with this would be a proposed change to how AP rounds work to begin with. Rather than AP just wearing down armour faster, it'd probably make more sense to do as Effect and others have suggested and let a little damage from AP rounds actually pierce the armour and do a little health damage each shot as well.

So what do you folx think?


EDIT #2: I added the below text from my post on page 2 since people seemed to be grossly overestimating the amount of damage I was thinking a headshot would do to a MAX:

For starters, I'm hoping that headshot multipliers in general will only be applied to the health damage that gets past the armour. It makes sense to me that a headshot wouldn't damage the armour any more than a shot to the body would. It's the head itself that's more susceptible to damage from trauma, not the helmet that protects it.

And remember, headshot multipliers are determined on a per weapon basis. Higby said on reddit that vehicle weapons probably won't have any headshot multiplier at all, so it's quite possible that Decimators for example won't have one either, so a missile to the face may not be any different than one to the body..

But like I said in my OP , I'd like the Devs to design AP weapons so that when used against MAXes, instead of having to eat through a MAX's entire armour before you do any health damage at all, you apply a small amount of the damage done by each shot to health instead. Say, 1 pt of damage goes to health for every 10 pts of base damage dealt. Then if they applied the standard headshot damage multiplier for the weapon in question to the health that got through, even headshots would only do a handful of health damage per shot.

Here's a completely arbitrary example: Let's say in PS2 that MAXes have 100 health and 1000 armour pts, and that a Cycler has a 1.5x headshot multiplier and its AP bullets do 20 base damage to MAXes. Using the 1:10 health:armour ratio, Here's what we'd have:

* All Shots to the Body: 18 armour & 2 health per shot. Death in 50 shots.
* All Shots to the Head: 18 armour & (2 x 1.5) = 3 health per shot. Death in 34 shots.
* STK reduction for AP headshots vs bodyshots w/ a weapon that has a 1.5x multiplier: 33%



See what I'm getting at? Doing something like this will still make MAXes a force to be reckoned with, but would also reward accuracy to softies using weapons that have accuracy in mind. Remember many classes will not be allowed to use AV weaponry at all, so this is designed to help them out a little as well.

Last edited by Erendil; 2011-09-06 at 05:45 AM.
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