New ideas about vehicle critical types

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South
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New ideas about vehicle critical types

Post by South »

1. Optical/Stablizer faliure: Significantly reduce the accuracy and fire rate of main gun of the vehicle, especially in long distance. Mainly caused by Howitzer, Rocket, mortar barrage, and anti-material shot. This would make MC mod more "modern" than vCoH and other WW2 mods.
2. Ammo Detonation: Cause extra damage to the vehicle, and destroy the main cannon. Happen with small probability when vehicles (often MBT) are hit in the rear.
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Darkbladecr
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Re: New ideas about vehicle critical types

Post by Darkbladecr »

So 1) is similar to the Hetzer gun damage critical.

Not sure about the Ammo Detonation, it seems to sound the same as what the destroyed main gun critical is right now.
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South
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Re: New ideas about vehicle critical types

Post by South »

Darkbladecr wrote:So 1) is similar to the Hetzer gun damage critical.

Not sure about the Ammo Detonation, it seems to sound the same as what the destroyed main gun critical is right now.

For 2) , imagine there is a Abrams of full HP of 1800, a normar RPG rear hit causes 100 damage, but when ammo detonation happens, this will cause a total 800 damage.
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Darkbladecr
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Re: New ideas about vehicle critical types

Post by Darkbladecr »

Sounds like a very lucky hit that will screw with the balance. Not to mention you have to fully repair the vehicle to fix the main gun destroyed.
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I_am_a_Spoon
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Re: New ideas about vehicle critical types

Post by I_am_a_Spoon »

I just want to point out that new criticals are an absolute bitch to code, as they have to be added to every single target critical type (each unit has one) for all three damage levels (green, yellow and red) for every single existing weapon RGD.

Not only that, but you have to go through all the other criticals (engine damaged, gun destroyed, etc) and change their percentile chance of occurring in order to accommodate the new critical.

That's not even getting into the coding of the new critical itself. :roll:
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