I was scrolling through this thread waiting for this post.The best part about the smaller autocannons is beating the whole game with them, when everyone is saying you couldn't possibly....![]()
I was scrolling through this thread waiting for this post.The best part about the smaller autocannons is beating the whole game with them, when everyone is saying you couldn't possibly....![]()
Do these numbers take into account hit roll corrections? Those do things like try to break streaks, and move probabilities like 95% that are close to 0(%) or 1(00%) closer to those ends. So e.g. 95% hit chances are more like 98%. I'm not sure how, if at all, hit roll correction plays into called shot probabilities.
On paper. I mean, all that armor and dual AC/20s with the backup of a Large Laser and LRM 15 make the KGC look pretty terrifying. But in reality a KGC tends to be easily outmaneuvered and killed at range, or have its torsos ripped open to expose that juicy ammo. Add how knockdowns are easier on the tabletop . . . in the HBS game it can be easily guaranteed to keep it on the ground, out of range, and generally a pinata to take apart for salvage. The Atlas is actually scarier, due to its weaponry being a little better protected and varied.
Now, the Swayback 4P is not much better. The HBK-4P tends to not focus its lasers in one spot, so it more "sandblasts" armor off. It also can be out maneuvered due to its slow speed, and if picked apart from the right-hand side it will start losing most of its arsenal like a GRF-1N. If you can help all its lasers hit the same spot, or if you're going in through rear armor, this isn't as big of an issue. But again - it's slow, and if it does get a back shot it's because someone let it happen.
Are you generally at short range or long range? I find that my short range weapons may not have trouble getting in range, but suffer significant accuracy penalties compared to longer range weapons.
The small laser damage is the same than the medium laser, and also you don't take into account more than one weapon combinations. For headcapping the best chances are in general with AC5/10 plus medium lasers AND SRMs, so ballistics can be very good complementary to other weapons and alone too if we speak of the AC20.Headshot damage tiers:
(The lowest damage single shot weapon that will decapitate a mech in N hits)
No DR:
1 hit: AC/10++ damage
2 hits: Medium Laser++ Damage
3 hits: Medium Laser
4 hits: Small Laser
20% DR
1 hit: AC/20 (any)
2 hits: Large Laser (any)
3 hits: Medium Laser+ Damage
4 hits: Medium Laser
40% DR
1 hit: AC/20+ Damage (110 Damage)
2 hits: PPC+ Damage (55 damage)
3 hits: Medium Laser++ Damage (35 Damage)
4 hits: Medium Laser+ Damage (30 Damage)
60% DR:
2 hits: AC/20 (any)
3 hits: PPC+ Damage (55 damage)
4 hits: Large Laser (any)
Chance of at least one Headshot for N shots with called shot mastery: (95% hit chance, 16% head hit chance)
1: 15% (about 2 in 13)
2: 28% (about 2 in 7)
3: 39% (about 2 in 5)
4: 48% (almost, but not quite, 1 in 2)
5: 56%
6: 62%
7: 68%
8: 73%
10: 81%
13: 88%
Chance of at least two headshots under same conditions:
2: 2%
3: 6%
4: 11%
5: 17%
6: 22%
7: 29%
Does the AC/5++ damage exist? It may just be poor luck but I can’t recall having seen one.
So it turns out PPC and Large Laser builds can be almost as good as AC/20 builds at headhunting, with no ammo worries and better range- if you bring enough of them, and have +damage PPCs, and morale to burn.
You can also use the hit chances for mismatched volleys of weapons where any combination of N hits will result in a kill. For instance, firing one PPC++ and one standard AC/5 at a mech with 40% DR has the same 6% kill probability as firing two PPC++.
They are not important if you asume 95% base chance. It doesn't change much from 95% to 97.5%.Do these numbers take into account hit roll corrections? Those do things like try to break streaks, and move probabilities like 95% that are close to 0(%) or 1(00%) closer to those ends. So e.g. 95% hit chances are more like 98%. I'm not sure how, if at all, hit roll correction plays into called shot probabilities.
I don't understand how missing a single salvo proves there is no fudging, when it can be there and still miss a shot. Also it has been proven, both with empyrical test and anaylisis of the game code, that not only there is roll correction but also the exact formula used.No, this is assuming there’s no behind-the-scenes fudging.
I’m fairly certain there’s no fudging, otherwise my 95% AC/20 shot wouldn’t have missed that Demolisher last night, which moved next and dished out a considerable amount of pain.
My current headhunter is the Atlas II with an AC10++ (+10 damage) and 4 LL+++. It has a 26% chance to headcap any mech with 20% or less DR. It gets a single non-lethal head hit 48% of the time.in my current campaign, my main headhunter mech is Orion-V with two AC/2++ (35dmg variants) and two Large Lasers... i can hit same spot with both of them, dealing same damage as AC10++ with a lot more ammo and insane range advantage... for practically no recoil...
A 2xAC10++ setup runs cooler, do more stab damage and has almost double the chance for doing 61+ damage to the head with a Precision Shot than a 2xAC2++ (dmg) 2xLL+++. AC10s are pretty good for headcapping, and LL/AC5s too but these ones need ML or (better) SRMs, although for that you'd need to sacrifice range.in my current campaign, my main headhunter mech is Orion-V with two AC/2++ (35dmg variants) and two Large Lasers... i can hit same spot with both of them, dealing same damage as AC10++ with a lot more ammo and insane range advantage... for practically no recoil...
They are not important if you asume 95% base chance. It doesn't change much from 95% to 97.5%.
I don't agree with OP, but I really don't agree with you. Max armor max JJ Cataphracts with AC/20s and ballistic TTS were my mainstay last campaign, they're absolutely dirty.Why would you even want to take an AC20? Would be my response.
I guess a lot of it comes down to play style. I personally think the AC20 is over rated. Sure it hurts when it hits but if you let one get into range you've done something wrong IMO. Likewise why would you spend all that tonnage only to have to put your mech in imminent danger. Personally I would take 2 AC5 or 2ppc (or combo there of) over an AC20 any day, but I like to play at range. Most stock mechs which you face in this game have the majority of their firepower at close range, kill them at range with LRM, PPC, LL and low calibre AC's.
Hunchbacks, Victors, King Crabs, Demolishers all die long before they get into range for the AC20, in my current play through which is at about day 1000 I have been hit by AC20 only 5 or 6 times, none of them fatal and only when the computer basically cheats by spawning them on top of you.
Everybody plays different, no weapon is entirely useless.
Nope. Roll correction only effects the chance to hit the mech. For the chance to hit a specific location each said location has a base weight, so you have a table of weights depending of from where are you hitting (front, side, rear, called shot), that determines the chance. And when using a Precision Shot you multiply the chosen value of the location.My question was actually about something slightly different - is hit roll correction used for the probabilities of hitting different parts of the 'mech, or are those displayed numbers real?