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Aliencreature avatar Aliencreature commented on July 22, 2024

So here's what I found in the TechManual for actuators.

Arm Crits
Shoulder: +4 to hit penalty on weapons mounted on the arm, mech may not punch with that arm (so +something difficulty to hit with melee?)
Upper Arm: +1 to hit penalty on weapons mounted on the arm, damage from punches halved + difficulty to hit with melee increased (probably translates to reduced melee damage in general)
Lower Arm: +1 to hit penalty on weapons mounted on the arm, damage from clubbing attacks halved + difficulty to hit with melee increased
Hand: only affects melee

Leg Crits
Hip: Piloting check for knock-down when crit, +2 to hit penalty for kick attacks and lower damage, reduced movement speed (to half), all piloting checks get +2 difficulty (and a piloting check every jump). If the hip is crit, all other leg/foot crits for that leg are ignored and only the Hip crit is taken into account. If a mech loses both hips its movement speed is reduced to 0, but it can still jump.
Upper Leg: Piloting check for knock-down when crit, +2 to hit penalty for kick attacks and lower damage, reduced movement speed (-1 MP in TT terms), all piloting checks get +1 difficulty (and a piloting check every jump)
Lower Leg: Piloting check for knock-down when crit, +1 to hit penalty for kick attacks and lower damage, reduced movement speed (-1 MP in TT terms), all piloting checks get +1 difficulty (and a piloting check every jump)
Foot: Piloting check for knock-down when crit, +1 to hit penalty for kick attacks, reduced movement speed (-1 MP in TT terms), all piloting checks get +1 difficulty (and a piloting check every jump)

from mechengineer.

Grumpy-Au avatar Grumpy-Au commented on July 22, 2024

Personally, the leg actuators, while "nice", arn't all that important to the gameplay (and sound like a real pain to code into the game as a mod).

Returning the arm crit slots to 10 and adding lower arm and hand actuators (with relevant bonuses for arm weapons and melee) is something I'd like to see, and (at least with the melee component) far easier to work into the game. Even if you retained the inbuilt bonuses for arm weapons the game currently has and just had the actuators affect melee (which can be done without any actual hard coding of .dll's)

from mechengineer.

CptMoore avatar CptMoore commented on July 22, 2024
"MeleePunchWeighting": 0.75,
"MeleeKickWeighting": 0.25,
"MeleeTackleWeighting": 0.1,

from mechengineer.

CptMoore avatar CptMoore commented on July 22, 2024

arm actuators were added in 7c09a2f

from mechengineer.

CptMoore avatar CptMoore commented on July 22, 2024

not done, closing for now since legs arent that important

from mechengineer.

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