Streak Srm Damage Is Much Higher Than Expected [Test Results Inside] - Updated 2013-03-15
#481
Posted 15 March 2013 - 07:35 AM
#482
Posted 15 March 2013 - 07:39 AM
Edited by Diablobo, 15 March 2013 - 07:40 AM.
#483
Posted 15 March 2013 - 08:28 AM
CTF-2X (430 armor, 653 HP)
srm damage = 2.1 per missile (87% of expected).
This is strange and requires further testing.
SPD-5D (208 armor, 319 HP)
srm damage = 7.5 per missile (287% of expected).
#484
Posted 15 March 2013 - 08:29 AM
Diablobo, on 15 March 2013 - 07:39 AM, said:
Agreed. splash damage shouldn't be in place for missiles. As these are missiles designed to attack other 'mechs, you're probably looking at armor-piercing rather than high explosive warheads, which don't do much damage beyond their point of impact, and since these 'mechs are armored then any secondary fragmentation or blast wave from the explosion should pretty much just bounce off. There's a reason you don't fire high explosive shells at tanks when you have AP handy, and that's because it's mostly just going to annoy the tank (until you have an HE shell of appropriate size, at least - there's always a breaking point).
Consider how strange the current splash damage mechanic is. It looks like any section within the splash radius takes full or close to full damage. That means that a missile that hits right on the seam between the left torso and the center torso will do about 2.5 damage to each section. But keep in mind that these locations are game abstractions - there's no actual 'seam' in the armor on the 'mech dividing the sections, it's just a way to track locational damage as a holdover from TableTop rules. A missile that hits a 'mech should remove 2.5 points of armor, total, no matter where it hits. Right now a hit on a large 'mech could remove up to 5 armor if it hit a seam somewhere, and as we've seen on the commando you might catch the whole thing in a blast, doing 15 points of damage with a single missile.
The two solutions that present themselves are the following:
1. Remove splash damage from missiles. If they hit a section, do 2.5 damage to that section - end of story. No need for extra blast radius calculations.
2. Keep splash damage, but divide the damage evenly among the hit components such that the damage adds up to 2.5. For example, when you hit a 'seam' between the torsos, each torso takes 1.25 damage.
Either of these would make the missiles make more sense, and addresses any possible future issues with hitbox locations. We've got the Flea coming, after all.
For those that are arguing that missiles need this sort of splash damage, I disagree, but even if you do think that this would somehow make missiles too weak, I suggest that they correct this particular mechanic and then re-balance missile damage and spread as necessary. Consider that the Splatcat is the current FOTM for good reason - a 90-point alpha in the back with the potential for several of those hits to do double damage is still incredibly nasty if those missiles aren't doubling their damage.
Edited by Comassion, 15 March 2013 - 08:31 AM.
#485
Posted 15 March 2013 - 08:37 AM
ciller, on 15 March 2013 - 06:38 AM, said:
Something is wrong with that. Those types of hits with that type of damage should devastate a light, yet they don't. It may be due to some sort of lag shield still but it frustrates me when I get the perfect shot with a major weapon on a light, it registers on the reticule as a hit and yet nothing really happens to the light, maybe a bit of yellowing in the armor. SO FRUSTRATING!
I know that has nothing to do with this threads bug fix, other then the srm's will do even less damage now, right? Which means they might survive 5-6 salvos to the face now.
(In training grounds the lights die instantly more or less to 1 or 2 shots.)
Ciller, this is a separate problem that many people in my corp, myself included, have noticed.
A point blank, group fired, stationary fired shot against a stationary target (like an Atlas), and the missile damage barely registers.
This is a server problem of non-registering hits.
This is separate to the splash-damage issue discussed here, and does not cancel it out.
Try chain firing the shots... see how you go.
#486
Posted 15 March 2013 - 08:58 AM
I aim at CT to avoid the legs and splash as many upper locations as possible. I'm looking for the upper limit of damage because this shows a correlation between geometry and damage taken.
I will need to test shots directed at the arms.
The point was to see if there is any correlation between Live and Testing Grounds. Can testing grounds numbers be trusted?
The answer is not conclusive yet and it's quite possible that there are server side issues.
#487
Posted 15 March 2013 - 08:58 AM
#488
Posted 15 March 2013 - 09:02 AM
Paul Inouye, on 15 March 2013 - 08:58 AM, said:
Good call, Paul - and thank you ever so much for keeping us up to speed on this!
#489
Posted 15 March 2013 - 09:08 AM
Paul Inouye, on 15 March 2013 - 08:58 AM, said:
and there was much rejoicing to be had!
#490
Posted 15 March 2013 - 09:10 AM
Raven hit locations are very compact so this explains why I seem to explode right away in my 2X or 4X when encountering ECM-Streak lights.
In a way, I don't see splash damage a real problem with dumb-fire missiles, but perhaps the streaks should be omitted any splash at all?
#491
Posted 15 March 2013 - 09:11 AM
#492
Posted 15 March 2013 - 09:14 AM
#493
Posted 15 March 2013 - 09:14 AM
#494
Posted 15 March 2013 - 09:17 AM
#496
Posted 15 March 2013 - 09:19 AM
#497
Posted 15 March 2013 - 09:20 AM
#498
Posted 15 March 2013 - 09:36 AM
Paul Inouye, on 14 March 2013 - 12:53 PM, said:
... so this is another case of going back to the source material for the solution. In the tabletop missles were always rolled in sets of 5 (I think) and you would roll the hit location each time. Right now it seems to be splashes based on geometric bounds and that obviously will not work across all the mechs. All you really need to do is take the damage and spread it to adjacent parts on a hit.
Example:
10 missiles hit ... roll a random number to hit X and the remainder goes random to adjacent hit locations.
RT hit will spread to the CT and RA for example but not do enhanced damage due to geometric spread.
LRMs and SRMs should not be precision weapons.
Thanks.
SS
#499
Posted 15 March 2013 - 09:39 AM
Astroniomix, on 15 March 2013 - 09:19 AM, said:
I agree. The change is simple in concept, but probably non-trivial in execution.
arghmace, on 15 March 2013 - 09:19 AM, said:
Test it on the Training Grounds and post a video/screenshots. This thread has proven that action will be taken on a verified issue.
#500
Posted 15 March 2013 - 09:41 AM
Paul Inouye, on 15 March 2013 - 08:58 AM, said:
I wouldn't mind if it didn't come back. Trying to balance a damage system designed for a taletop game that assumes every mech is the same size with splash damage on mechs with wildly different proportions and geometries can not be easy.
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