Its not like a JRPG where theres a stat that is critical hit chance on hit. In Gears, its just weak point damage. So Headshots on drones, the underbelly on Snatchers and Pouncers, the Carriers Chest, the Kestrels side engines. Things like that.
Yes, but only Active rounds will allow for the “true” gold critical hit marker, dealing maximum damage. A lot of weapons also receive a serious damage boost from active rounds.
Normal critical hits show a red hit marker and, in terms of damage, obviously pale in comparison to the aforementioned marker.
I played the game for three years. I know that TCs idiotically bad game design has made it so that you basically need an active reload for some weapons to not be completely worthless. I just thought it was worth pointing out a “critical hit” does not require an active reload.
Now, now. No need to get so defensive and in denial about not knowing of an Active Reload’s perks. We’re all friends here, and this new forumite won’t mind if you haven’t impressed him.
Personally I find it pretty shameful but to each their own. “You learn something new every day.”