The added bonus wouldn't be too bad if called shot mastery didn't get it so high in the first place. My Maurader w CSM pilot is a 35 percent chance for headshots, way too much.
As a tangent if Santa gave us quirks to everything, called shot bonus on the Panther and Vindicator? Less destabilising to the game when you're using called shot with just the one PPC and having just started a new campaign it feels like early game is the time you really need that bonus.
I don't agree. The damage reduction is nice but not nearly as good as it seems at first glance, because it's not a flat damage reduction but multiplicative. It only applies after the main damage reduction, not together with it. IMO it is not great on its own, not nearly as good as a +20% damage or -1 init for the whole lance.The damage reduction would be great enough on its own, but with the called shot bonus? Too much for my taste.
The damage boosting mechs also have some pretty high success-rate headshot builds. I've got an annihilator with double UAC/10s and mLasers that kills on the first shot about as often as my triple UAC/2 quad mLaser Mara builds. 4 shots that can each take a head off in one hit + additional attacks gives pretty great odds and the stability damage comes in handy when it doesn't kill a head. I haven't done the math but I'm pretty confident it's better at head-splatting than a 5 UAC/5 build in spite of having fewer attacks.
I agree....The damage reduction would be great enough on its own, but with the called shot bonus? Too much for my taste.
Please avoid the dismissiveness and hyperbole when sharing ones perspective, and instead share the reasons for it instead in this particular thread.
The first leads to friction and flaming.
The second leads to constructive discussion even when two people might respectfully disagree with each other.
Examples;
Silly
Ludicrous
I win button
Insane
Freakish
Absurd
Please share your constructive reasons instead. That way feedback is helpful for the Devs.
In terms of available strategies at this stage of the game, headshots from the Marauder are equivalent in lethality to maneuvering to focus fire on rear-CT attacks. But the latter is more situational, requires taking more risks, and leaves less salvage.
I've found honing a force to rely on Marauder headcaps places a greater stress on success. Making it happen is still subject to random chance, and a failure can be quite costly when going up against things the same weight class or higher. . . .
In the end, there's multiple ways a player can establish dominance over the AI thanks to having the ability to customize 'Mechs, a save/load system, and much longer times to indulge in making decisions.
Do you mean only one weapon against head shots and not against legs or CT?, because I don't think that going to happen ever without mods. You need to invest a lot into the morale system if you want those juicy PS, but then you'll only be able to use them with just one weapon when aiming at one of the two most obvious choices?. Wouldn't be much simpler just tuning down the PS multiplier or modifying the weight tables?. PS needs to be good (I mean, not OP but still very good), morale needs to worth all the investment or many players will just keep it at the minimum level required to prevent the pilots from jumping out of the boat. It's not a little game mechanic gone out of hand but a very important one very integrated into both combat, economic system (morale upgrades) and pilot development. You can have a pilot without Breaching Shot but you can't have one uncapable of using Precision Shot.I agree.
There just might be a compromise here. I like the idea floated by others that Precision Strikes against the Head be limited to a single weapon. If this were the case, a Marauder’s 30% would be fine by me. :bow:
I recently finished my solo Career, ending with a M3R after playing most of the time with an ASN Coil-L, it took me a long time to build the mech, as I farmed a lot plus trying to level up a second backup pilot (whom I lost in an event).I've found honing a force to rely on Marauder headcaps places a greater stress on success. Making it happen is still subject to random chance, and a failure can be quite costly when going up against things the same weight class or higher. (My Marauder currently is using UAC/2++, 2x PPC++ Donal, and 2x ML++ Magna - if I had them I'd use 2x LL Magna instead of those PPCs, for a less stressful heat load. Maybe leverage the weight savings to include a second UAC/2++.) Against things Medium and lighter, the called shot to the head is almost not necessary as the damage output can be quite lethal already. But it is still more fragile, and the 10% reduction doesn't necessarily help when I take it to closer-range to make use of the MLs. (Let alone using Small Lasers.) It tends to draw fire if moved up, and if I leave it in the back the MLs are wasted space. A number of times I've put the strategy to stress-tests, and almost wound up having the Marauder grievously damaged - losing side torsos or legs with surprising regularity. (In a Career Mode play with "Mech Destruction" turned on, I would not be risking it.)
It's an interesting unit. But once you can get your hands on things which mount dual Gauss (not to mention the Gauss Rifles themselves), it stops being as impressive. Dual Gauss can explode ammunition seemingly more regularly than the Marauder can headcap, and even if it fails it tends to leave a considerable mark at a longer distance. The limitation factor being acquiring the Gauss and ammunition enough to really make it work, but that's a matter of RNG at the right stores. (Did I mention two Gauss shots destroy a turret outright due to it dealing structure damage now? Pesky Heavy LRM Turrets can be erased now).
Seriously, having even one Gauss Rifle ready to deploy with at least two ammo bins to feed into it . . . changes a great deal. Should it be able to mount on an Annihilator for the Ballistic bonus damage, well...
Depending on the terrain those are kind of a mixed bag. They can be very very easy alone or can be somewhat difficult sometimes because you may have to fight very early one like 8-12 foes at once. But, again, if the foes are mostly heavies/assaults it will be easy. But you need to kill those couple light/med first (if there are some), you can't ignore them and the priority goes first the faster ones, then the ones with Sensor Lock and after that the ones with more damage potential. Also this works the same when you do 2.5-3 skull missions with a single ASN Coil-L but just takes a lot longer (and definitely it's a bit harder). Also in that case (ASN) while the priority is the same the difficulty reverses. Missions with lighter mechs are very easy and with heavier mechs much harder if there are more than two-three meds or heavier. And that's in a big way because you can't one shot kill semi reliably, you don't get one shot kills against full armored meds and heavies, not reliable at all with just one shot at 18%.but a 3-skull Flashpoint assassination mission in which I was facing 9 medium mechs at the same time resulted in internal damage for multiple mechs).
On the contrary, you don't rely on many variables, you don't have to, like you'd do with other setups like an ANH probably does (still haven't spent much time soloing with this) or most setups without JJs do, or in lucky ammo explosions. You can actually rely on two salvos with (combined) 95% of headcapping a King Crab at 0%DR or 80% at 40%DR when you have relatively high evasion, decent speed, good initiative, higher than ML/SRM/AC20 range, you can spot to yourself, and AP helps you to maintain positional advantage and frequent double fire turns. The M3R is like if Mayweather was also a knockout artist, like if his punches weren't the most powerful of the game but not too far from it, and still nobody could touch him, only barely.I'm not going to argue it's not useful, or it's not worth the risk - that's a judgement for each of us commanders to make. I mean, there's a guy out there who completed a career with only AC/2s . . . and another trying to do so under the influence of "coffee" while he runs a gaming studio. We're all prone to our own outlooks and ideas coloring our perceptions, but when consulting the track record? I hope to be back to streaming again next year with this new rig I'm assembling. I'll be sure to do an episode from my Campaign Mode save and start showing off what I'm talking about. The Marauder "headcap machine" just relies a lot on too many variables (not all of them something which can be controlled).
In the end, there's multiple ways a player can establish dominance over the AI thanks to having the ability to customize 'Mechs, a save/load system, and much longer times to indulge in making decisions.
I agree.
There just might be a compromise here. I like the idea floated by others that Precision Strikes against the Head be limited to a single weapon. If this were the case, a Marauder’s 30% would be fine by me. :bow:
You are right.Kinda weird that a Precision Shot wasn't/isn't limited to a single weapon on launch. I mean, just like "Breaching Shot", it seems to indicate 1, and only 1 weapon, should be able to be used.
I mean, going by how the mechs fire the weapons, how can you be "precise" with multiple weapon systems?
At a single moment in time, a sniper fires a precision strike with his sniper rifle...
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