Inyc, on 14 March 2013 - 10:53 AM, said:
I prefer options 2. I feel that missiles shouldn't be used for pinpoint damage. We already have ballistics, PPCs for that. Lasers are in between in that they can spread their damage or concentrate it. Missiles should have more spread damage.
I think I lean the same way, but for a different reason. Missiles in TT weren't pinpoint. They scattered, and it was guesswork as to how many you'd hit with, when you hit.
An SRM6 averages 4 missiles hitting in TT when you account for the spread on the missile table. However, range is not a factor in how much damage you do with an SRM6 when you it. That spread is purely random, except with Artemis.
If I were designing the SRM6 missile damage profile, I'd probably start by having the missiles doing 1.5 damage per missile (with a random -0.5 to +0.5 damage addition, per missile). I'd have the static damage component increase, and the random damage component decrease, until the static was doing 2 damage per missile (probably at about 75m), and from there rely on just the random spread of the missiles to determine exactly how much damage the system dealt. for a time (probably out to 200m), then add a random +0.1 to +2.0 damage from 200 to 270m.
If further positive balancing was deemed necessary, increasing the static damage component (as well as the random damage components) seem like no-brainer tweak possibilities to me.
The purpose is to keep the SRM balanced across
the entirety of it's range... and not make it stupid powerful up close, and completely laughable at range.
Edited by Vapor Trail, 14 March 2013 - 11:09 AM.