Wolf87535, on 12 March 2013 - 05:51 AM, said:
Don't take my word for it, try it yourself, take an SRM2 to the training grounds. shoot the commando from 40-50m (to avoid spread) in just the center torso, then compare that to using just a medium laser.
edit: Little harder to see with LRM, that is why I suggest the SRM
I can't test that atm, so I will have to take your word for it. You might have encountered a case of this (might want to reread the whole thread):
http://mwomercs.com/...ost__p__1760319
Quoting Thomas D.:
Quote
Also I incorrectly stated that Missiles always do just FULL damage, but this is incorrect. Looking at my old code and this being by design ; the percentage of damage done to the component is the percentage the explosion engulfs. But because we use bounding boxes around components for this calculation they sometimes overlap resulting in possibly dealing more damage than the explosion is set to do. (up to 20% or so but depends how the mech is built)
You mentioned a commando, since it's tiny it might have said overlapping hitboxes and thus indeed have suffered more damage.
However, that damage would add to that weapon's stats, and this is where things stop adding up:
My actual ingame SRM damage average (damage / hits) is 1.93, leading me to believe that contrary to Thomas D.'s statement there IS damage loss somewhere, as an averaged 1.93 is way below 2.5. Same goes for LRMs, 1.64 average here vs. 1.8 on paper. This goes even moreso as weapon damage is believed to include ammo explosions (safe assumption for ballistics, not sure about other weapons). Wonder how the man would explain this?
Regardless of numerical discrepancies I'd agree with you SRMs may need another look balance wise; A1, 4SP and 9A are overly popular variants for a reason.