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Zirial

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Yeah, I have nothing against the occasional headshot, but it get's ridiculous when I have 3/4 of my lance killed inside of 10 turns of an engagement via headcapping ;) (<-- first and up to now only time I reloaded)
Also I get at least 2-6 headshots per mission.
While the actual to-hit-chance for the headhits is extremely low it sure doesn't feel that way.
 

UncleGamer

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I have had a total of three headshots in my game play, including a called one.
 

HaruhiFollower

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The problem isn't with the head getting hit per se, but with the interaction of LRMs and machine guns rolling multiple hits with the automatic wound applied on even a minor headshot. This makes it too easy to incapacitate the pilot dealing only minor damage to the head.
 

GabrielSun

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I don't really care what the table top rules are. This is a video game.

The frequency of the hits from peon units is way too high in occurrence. I wouldn't mind if it was the occasional headshot from an enemy mech, but when I get rolled by 6 or 8 tanks that all do at least one headshot and wound my pilots I can't actually play anymore and run out of money waiting for the guys to heal. It's imbalanced.
 

Aza1979

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I would be fine with the actual setting, if the AI would not run LRM carriers, LRM mechs, MG light mechs and so on against me, always focussing. You can't evade that barrage. And that gets you injury after injury. The "guts" perk only prolongues the pain for additional 1 to 4 rounds.

Seriously, for tabletop it might be fine, it is brutal and unpleasant in a video game where I mostly want to experience the story for first run through. Heck, there isn't even any difficulty slider. For me it would be fine to have one level "Tabletop Hardcore" and one "Enjoy the story". That's the good thing in video games, you can adjust details on the run. :)
 

Helaton

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I think this should be an advantage of Defenders and Guts. Bulwarking removes the chance for 'lucky' head shots due to adequate defensive placement from the front or sides.
 

Inquizitor

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I don't really care what the table top rules are. This is a video game.

The frequency of the hits from peon units is way too high in occurrence. I wouldn't mind if it was the occasional headshot from an enemy mech, but when I get rolled by 6 or 8 tanks that all do at least one headshot and wound my pilots I can't actually play anymore and run out of money waiting for the guys to heal. It's imbalanced.

Considering this game is heavily based on the Table top rules I find it is highly relevant what those rules are. Yes it's a video game. Yes there are differences but changes that have been made were done with a heavy respect for what the TT rules are. Just dismissing information because It's the TT rules isn't doing yourself any favors.
 

TheHubby

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Yeah, I have to agree, the headshots come in way too often. I don't know exactly how to balance it, but maybe requiring 2 headshots from a missile volley or MG burst before wounding the pilot would be a start, as these are the weapons that seem to be the biggest culprits due to the change in how they apply damage vs. TT.
 

Wingstorm

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The fact that any damage, no matter now small to the head can hurt the pilot, its what's breaking the game.

As some other players pointed out, you can be using assault mechs and your pilot is likely to die (from injuries) before your mech get shot down.
 

GermanPartisan

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I dont think that headshots occur too often in general - by my experience some chassis might need fixing. I have the distinct feeling that my Centurions and Hunchbacks are getting way more headshots than other mechs.
 

GridLink

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You can install a Cockpit (an equipment item) it has 0 weight and takes up your head slot on your mech. But it gives several injury resist points. Which work like injury points for headshot purposes, but without the need to treatment unless you get hit a lot and start taking damage to your actual injury points.

The default gives +2, and I found another which was a Cockpit+ with +3. You will have to find or buy these but they do show up in salvage (down the bottom with the equipment) and can be bought some places for around 200K each. Expensive but well worth it.
 

Crl1981

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Individual missile launchers only have one chance to hit the head. This was fixed in the backer beta. If the first missile doesn’t hit the head, the rest cannot hit the head. The “pilot damage” notification just happens after the salvo. Also note that shooting from a single unit can only do one pilot hit a turn. So if a mech has an ammo explosion in the arm, loses its side torso, and takes a head hit, the pilot will only take one damage. Only if that damage causes the mech to fall will the pilot take another damage.

Another thing to note is that pilots are cheap, and level fairly easily. This isn’t XCom where you are required to have an Alpha team, and a small Beta pool in case of injury in order to not lise the campaign. It is really easy to pause campaign progress, manually jump to a lower tier difficulty system to bring up replacement mechwarriors. Also note there are base upgrades that train new hires, so far I have seen it at 50xp per day up to 30,000 xp which should give them all 3special abilities fairly quickly.
 

Aza1979

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And on a sidenote: the further you level pilot and guts perks, the lesser this specific mechjockey seems to take cockpit hits. My company takes less and less injuries due to direct hits, more to knockouts by falling down.
 

Lawler

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Individual missile launchers only have one chance to hit the head. This was fixed in the backer beta. If the first missile doesn’t hit the head, the rest cannot hit the head. The “pilot damage” notification just happens after the salvo. Also note that shooting from a single unit can only do one pilot hit a turn. So if a mech has an ammo explosion in the arm, loses its side torso, and takes a head hit, the pilot will only take one damage. Only if that damage causes the mech to fall will the pilot take another damage.

Another thing to note is that pilots are cheap, and level fairly easily. This isn’t XCom where you are required to have an Alpha team, and a small Beta pool in case of injury in order to not lise the campaign. It is really easy to pause campaign progress, manually jump to a lower tier difficulty system to bring up replacement mechwarriors. Also note there are base upgrades that train new hires, so far I have seen it at 50xp per day up to 30,000 xp which should give them all 3special abilities fairly quickly.

I’m not entirely sure this is true. I seem to recall wiping out the entire side of some npc chump including an ammo explosion and what appeared to be a single missile to the noggin. Pilot took 4 hits and died right there (obscute BattleTech novel reference, boom!). One from the torso getting wiped out, one from the ammo feedback, one from the head hit and one from he resulting fall. Unless maybe player controlled pilot are immune to this stacking and/or it’s only one hit per “event”. But I’m almost positive I just had a pilot take 2 hits from a single enemy barrage that knocked the cockpit and cleaved a torso, which supports the latter.