The premise of the new system is fine; in that it makes critical 'meaningingful', but there are numerous problems with the implementation.
1) Its unclear what some Critical do (e.g. Internal Fragments, Fire, etc.) - I'm not really sure of a solution to this, other than to get rid of superfluous ones, and consolidate existing ones.
An effective solution is principally one of language, that would be to make clear the principle that Penetrating Hits cause permanent (unless repaired) damage, however non-penetrating hits cause only temporary damage. i.e. the non-penetrating critical 'Gunner Wounded' (Cannot Shoot for x Seconds), becomes on penetration 'Gunner Killed' (Cannot Shoot until Repaired). Or the non-penetrating 'Transmission Damaged' (Move Slower for x Seconds), becomes on penetration 'Transmission Destroyed' (Move Slower until Repaired). The Principle here is that non-penetrating hits can only temporarily provide de-buffs, and only on the minority of hits - and the language reflects that. Most people know a driver drives, and a gunner shoots; but 'Internal Fragments' is ambiguous at best.*
*These momentary (few seconds) delays is crucial in combat, but given respite is ultimately insignificant. I feel however 'Track Broken' should be moved to the non-penetrating list (after-all you do not need to compromise the main body of armour), it should however be made only a temporary de-buff, albeit lasting for a minute or so.
2) Not all criticals are created equal. This is fundamental to the increase 'artificial survivability'. e.g. When drawing from the same 'Kill Critical' table, 'Engine Destroyed' (Total Immobility) and 'Track Broken' (Retaining Rotation) are hardly equal. Arguably, Ammo Hit, is quite good in that it eliminates the offensive capabilities, and combined with a mobility kill is as good as dead. This percentage allocation which has been discussed is not an inherent problem in the new system, and is something that can be easily tweaked (and I'm sure it will in due course).
3) I appreciate a complex solution (though not one reconciled with the notion of 'over-pentration' would be that the greater the difference in AP to AV, the greater the chance (out to 100% to kill instantly. At present every penetrating shot has equal chance to kill (its only that better guns penetrate more often), but given the meta there are only a few cases where guns absolutely cannot penetrate.
As I say, I think the Critical System is a step in the right direction, and I don't think the problems regarding clarity or probability are at all insurmountable. I have every faith the problem will be solved 'imminently'.
1) Its unclear what some Critical do (e.g. Internal Fragments, Fire, etc.) - I'm not really sure of a solution to this, other than to get rid of superfluous ones, and consolidate existing ones.
An effective solution is principally one of language, that would be to make clear the principle that Penetrating Hits cause permanent (unless repaired) damage, however non-penetrating hits cause only temporary damage. i.e. the non-penetrating critical 'Gunner Wounded' (Cannot Shoot for x Seconds), becomes on penetration 'Gunner Killed' (Cannot Shoot until Repaired). Or the non-penetrating 'Transmission Damaged' (Move Slower for x Seconds), becomes on penetration 'Transmission Destroyed' (Move Slower until Repaired). The Principle here is that non-penetrating hits can only temporarily provide de-buffs, and only on the minority of hits - and the language reflects that. Most people know a driver drives, and a gunner shoots; but 'Internal Fragments' is ambiguous at best.*
*These momentary (few seconds) delays is crucial in combat, but given respite is ultimately insignificant. I feel however 'Track Broken' should be moved to the non-penetrating list (after-all you do not need to compromise the main body of armour), it should however be made only a temporary de-buff, albeit lasting for a minute or so.
2) Not all criticals are created equal. This is fundamental to the increase 'artificial survivability'. e.g. When drawing from the same 'Kill Critical' table, 'Engine Destroyed' (Total Immobility) and 'Track Broken' (Retaining Rotation) are hardly equal. Arguably, Ammo Hit, is quite good in that it eliminates the offensive capabilities, and combined with a mobility kill is as good as dead. This percentage allocation which has been discussed is not an inherent problem in the new system, and is something that can be easily tweaked (and I'm sure it will in due course).
3) I appreciate a complex solution (though not one reconciled with the notion of 'over-pentration' would be that the greater the difference in AP to AV, the greater the chance (out to 100% to kill instantly. At present every penetrating shot has equal chance to kill (its only that better guns penetrate more often), but given the meta there are only a few cases where guns absolutely cannot penetrate.
As I say, I think the Critical System is a step in the right direction, and I don't think the problems regarding clarity or probability are at all insurmountable. I have every faith the problem will be solved 'imminently'.