Nick Carlile, on 14 March 2013 - 01:20 PM, said:
So commando pilots and spider pilots?
F em, light mechs trolled everyone hard for MONTHS, let them suck for a while.
I'd honestly be fine if they just deleted the 3L at this point too.
It isn't just those - they are just where you see the worst-case scenario. Other smallish or more compact mechs, especially where a single hit could 'splash' across multiple armor zones, are also affected.
When I had heard them talk about 'splash' damage I always assumed it meant that a near-miss with missiles would do a little damage anyways (a missile exploding a meter away from a mech's foot would still do maybe 10 or 20% of its damage. I had no idea that they meant a full-on hit would do its own damage *plus* further splash... and certainly not that the splash damage could be equal to the initial impact.
Now I can't say what the Devs intended, though Paul's post a page back is very helpful, but I can say that personally as a player (and one who uses both Streak SRMs and LRMS on my two most played builds) I don't think this sort of multiplication of damage should be in the game at all.
If the game has been balanced toward this then I suspect that per-missile damage might have to be raised if the splash damage were taken away, but I hope that the Devs look at what simply dropping splash entirely does, and then decide if it should stay but be toned down (some combination of less damage on the splash and smaller explosion radius) or if it should be removed but the damage per shot perhaps increased slightly. We'll see in time, of course, but as others have pointed out this balance can spread and affect other aspects of the game too (cough, ECM, cough). I'm hoping it gets resolved sooner rather than later