WardenWolf, on 14 March 2013 - 10:05 AM, said:
Why do we need to get the same in-game effect, though? If there is a bug (and I can't see having different effects on different mechs as anything but a bug) then why not simply fix it, rather than fix it and then balance damage to be the same?
What you propose would actually be a massive boost in SRM damage against larger targets, where the splash damage is less noticeable It would make splat-cats and the like more deadly against large targets, and honestly if anything they need to be less lethal against *everyone*... especially once S-SRM6 gets in during the Clan invasion.
I disagree - I think they should just remove splash and see how that is for a patch or two. Or, *maybe*, drop splash damage to something like 10-20% of the main missile damage instead of whatever it is at now... but honestly, I don't think splash damage is needed at all. It wasn't there in TT or other MechWarrior games...
If the game has been balanced for the last 4 months with this happening. Then yes.
Do you feel that currently in game when you are using them, that an SRM4 is overpowered? Or does too much damage?
Or when you shoot an LRM15 that it's way too uber?
I would wager if you asked anyone that right now. They'd say no they are fine.
So if you fix the bug you have to buff them.
Amaris the Usurper, on 14 March 2013 - 10:06 AM, said:
Why should we expect a single SRM 6 volley to core a Commando?
In tabletop, the COM-1B has 8 armor and 8 structure in the CT, but an SRM 6 only does 12 damage per shot (maximum). We would have to get very lucky and have all missiles hit and all missiles strike the CT to remove even 3/4 of the total HP there.
SRMs have traditionally been a "sand blaster" type weapon. Their ability to slaughter light 'mechs in MWO is a mistake induced by the broken (and unnecessary) splash damage mechanic.
This isn't about tabletop, but actual weapon use in the game.
Do you feel that an SRM 6 doing a lot less damage and having it be spread is going to be worth taking?