So yeah tl:dr Remove Main Gun Crits or limit them to vehicle damage only. At the very least deflection damage from handheld AT shouldn't produce Main Gun Crits if it does currently (I honestly don't know)
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A penetrated shot below 25% hp has 10% chance to trigger the main gun crit. PTRS rifles deal less damage than other weapons so they need more hits which gives them more chances to apply the crit.
Small arms and flame types are excluded from the critical on most units, but indeed the Puma can get a gun crit caused by small arms (bug or intended?). Handheld AT and tank guns both have the type 'ballistic'. That means that handheld weapons cannot be excluded separately without changing the type and that would affect the damage to ambient buildings.
However, a PTRS rifle has a complex implementation. Its default damage is 14. On vehicles it applies 26 additional damage when penetrated. On structures it has 13 more damage. This apply_damage action has a setting 'cause_criticals' which in true for vehicles. I wonder if this additional action actually multiplies the crit chance?
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more hits which gives them more chances to apply the crit.
large number of shot fire increases the chance of critical.
I am under the impression that HMG can cause critical to vehicles on penetration.
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We mean the same,
The weapon types that can trigger a crit are set per vehicle. The Puma can indeed get its main gun crit from MG's. I have not yet found others, but there might be more.
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Removed, nah, but i would make changes.
Lower crit threshold to 20%.
Optional flavour:
Lower main gun destroyed to 10%.
Add turret lock at 20% and loader injured for turret-less vehicles.
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I'd really rather such game-changing examples of RNG be removed, or be given specific, manipulable circumstances in which they occur. I really don't find excessively impactful RNG like main gun criticals to be fun in the slightest.
Imagine if snares were a random chance, rather than being consistent based on particular circumstance?
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Because i feel like there's a big part of the playerbase which likes to play roulette and find them interesting. And it's hard to push for complete removal of things.
Therefore you find a way to make for a middle ground.
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Removed, nah, but i would make changes.
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About RNG:
It seem a number of people do not like RNG and have connected it "bad" events.
People complain about "abandoned tanks", "main guns destroyed" and even about tanks missing or failing to penetrate.
On the other hand I have not seen so many people complain when their tank hits four times in row with 70% probability to hit or when their tank penetrates four times in row with 60% chance to penetrate.
That imo create a negative feeling associated with RNG. COH is game with RNG and imo that is part of its beauty.
Having airplane crushes wipe whole armies as it used to be is bad design and the decision to lower the damage was a good one.
On the other hand having plane crushes cause no damage as it is now in the patch preview is something I personally do not like either.
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]A tank often gets a main gun crit when the player is committed to trading it for an enemy vehicle and only needs one more shot to finish the job. It's the most toxic RNG event in the game, much more so than random abandons, and I don't believe it makes the game better even for the most casual player.
All RNG events like this should be able to be overcome with good micro, so if MGC were for example replaced with a "turret ring jammed" crit, you should be able to manually rotate the vehicle to get off your final shot.
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