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Method For Observing Lrm Splash In Testing Grounds


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#1 Scop

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Posted 14 March 2013 - 08:57 PM

Dawning understanding of Streak and conventional SRM splash damage issues has me, for one, wondering about LRM splash as well. The general impression I've gotten from gleaning a few threads is it's a less major issue, but since we're on the topic, why not explore it?

Vapor Trail found an excellent way to feel out the splash radius of SRMs.

View PostVapor Trail, on 14 March 2013 - 08:51 AM, said:

Ok... some further testing...

Turns out SRMs have an approximate six to seven meter blast radius.

Six meters. Even as an approximate value it's huge for what is essentially a direct fire weapon.

No wonder a Commando takes it from toes to top-hat from an SRM strike.

Methodology: Use the 270m max range of SRMs to detonate them at a known point. Place the target outside this point and move it slowly closer until damage registers. Record distance. Repeat for veracity.

Demonstration Video:



Great for SRMs, but a seemingly impossible method to apply to LRMs in Testing Grounds without a buddy to relay the lock to the shooter while he stands just outside 1,000m from the test subject.

The idea I had was to manipulate the minimum range of LRMs and test the results. Screencaps follow under spoilers.

Setting Up the Trial
Spoiler

Performing Splash Test
Spoiler

Section Estimates Based On Paperdoll Information
Spoiler


Grains of Salt
Spoiler

Conclusions

This trial demonstrates a method of testing the splash damage of LRMs in Testing Grounds. It indicates that splash damage around the lower body of a Commando results in nearly as much damage (estimated 43) as a direct-contact salvo of the same LRMs (listed 45, not including splash). I encourage other posters to conduct their own trials and share their results, and look forward to further developments from devs and beta testers.

TL;DR

To test LRM splash damage, dumb-fire an LRM salvo into the environment near the test subject, and observe the results. Having high ground enhances the test.

#2 The Verge

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Posted 14 March 2013 - 09:43 PM

you have covered basically everything. well done!
second, LRM's have that arch and are generally used at ranges greater than 180 meters.
don't know how that will work out, but keep up the good work.

#3 Ralgas

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Posted 14 March 2013 - 09:45 PM

sounds good, i'd further suggest using a single tube launcher and lrm 5 to keep flight path deviation and the math simple

#4 Scop

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Posted 14 March 2013 - 10:27 PM

View PostV3rg3r3, on 14 March 2013 - 09:43 PM, said:

you have covered basically everything. well done!
second, LRM's have that arch and are generally used at ranges greater than 180 meters.
don't know how that will work out, but keep up the good work.


Thanks! Short range and high angle was the best option available since we can't take a friend into Testing Grounds to spot targets at this time. Until then, or I find a dummy standing right against a wall I can walk splash radii along, this is the method I have.

View PostRalgas, on 14 March 2013 - 09:45 PM, said:

sounds good, i'd further suggest using a single tube launcher and lrm 5 to keep flight path deviation and the math simple


My STK-5M has just such a launcher; I switched out its NARC in favor of an LRM 5. Next test I'll have to limit it to that weapon.

#5 Sug

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Posted 14 March 2013 - 10:36 PM

View PostV3rg3r3, on 14 March 2013 - 09:43 PM, said:

LRM's have that arch and are generally used at ranges greater than 180 meters.


You sir are correct.

#6 Karenai

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Posted 17 March 2013 - 08:47 PM

Just made a dumbfire test on the Awesome in Forrest Colony. It can be seen in a straight line for more then 1000m.


Using a 45 missle salvo Atlas:
At 1006m LRMs always register. At 1008m LRM register around 50% of the time.

The 1006m Alpha took 4%

Firing from the same line of sight, right from the front, with Artemis IV and TAG on target, from 750m destroys the Awesome from 100% everytime. Quite a difference in damage.
Spoiler


Going to try more with annother mech, which does not destroy the target in one Alpha.

The 1008m shots seem to implicate that the LRM do not quite fly the same pattern all the time.

Using C4 Cata with 1xLRM 5 without Artemis, without TAG and no modules (yes it is all broken in testing ground, nevertheless).

5 Salvos LRM 5 dumbfire one pass.

999m 79%
1002m 81%
1003m 85%
1004m 87%
1005m 84%
1006m 96%

It seems to drop linear up to 6m. After 6m any damage can be due to different flying patterns (some missiles explode to late).

Edited by Karenai, 17 March 2013 - 09:47 PM.


#7 Scop

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Posted 17 March 2013 - 10:52 PM

View PostKarenai, on 17 March 2013 - 08:47 PM, said:

Just made a dumbfire test on the Awesome in Forrest Colony. It can be seen in a straight line for more then 1000m.


Using a 45 missle salvo Atlas:
At 1006m LRMs always register. At 1008m LRM register around 50% of the time.

The 1006m Alpha took 4%

Firing from the same line of sight, right from the front, with Artemis IV and TAG on target, from 750m destroys the Awesome from 100% everytime. Quite a difference in damage.
Spoiler


Going to try more with annother mech, which does not destroy the target in one Alpha.

The 1008m shots seem to implicate that the LRM do not quite fly the same pattern all the time.

Using C4 Cata with 1xLRM 5 without Artemis, without TAG and no modules (yes it is all broken in testing ground, nevertheless).

5 Salvos LRM 5 dumbfire one pass.

999m 79%
1002m 81%
1003m 85%
1004m 87%
1005m 84%
1006m 96%

It seems to drop linear up to 6m. After 6m any damage can be due to different flying patterns (some missiles explode to late).


Very interesting!

That 45-LRM salvo should do 81 in direct damage. Give that much all to an Awesome's CT and you'll core it, of course; stock is 60 points of armor, all have 50 HP internal structure, and if engines have 15 HP, that'll be more than enough. That's saying nothing of how an AWS may or may not receive more damage in splash than other chassis. Not every LRM is going to hit CT, granted, but it's something. But this dumb-fire at max range should be a helpful method for learning more.

Unless you beat me to the punch, I'll have to dumb-fire at long range at an Atlas, then compare.

#8 M4rtyr

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Posted 17 March 2013 - 11:03 PM

One problem, Devs said TG damage numbers are all messed up, not the same as live. Not sure if its just splash damage or all, but since you are talking LRMs, its going to mess up your tests.

#9 Quinton

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Posted 17 March 2013 - 11:26 PM

query: LRM missiles explode at 1000m. when they hit this limit, will the exploding missiles cause splash damage? or do the missiles need to impact something (ground, wall, another mech) to activate the splash? could be an effective standoff weapon against ecm on larger maps.

Also, i've been hit with friendly LRM's before, taken no damage but been rocked quite a bit by them, usually from standing in the spot they last had a lock on their targeted mech. do LRM's do FF damage at this point? If not, could dumbfiring at a friendly in close proximity to an enemy mech trigger splash against that enemy mech?

Last question: do obstacles (walls, hills etc) soak up splash dmg? or does it propagate through/around those objects?

sadly, since TG is effectively single player only there really is no way to effectively test any of these, unless you happen to go 8-man dropping with some very helpful enemies.

#10 Scop

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Posted 18 March 2013 - 08:49 PM

View PostM4rtyr, on 17 March 2013 - 11:03 PM, said:

One problem, Devs said TG damage numbers are all messed up, not the same as live. Not sure if its just splash damage or all, but since you are talking LRMs, its going to mess up your tests.


That's absolutely true, but Paul's post also points out it doesn't invalidate the findings about splash having a bigger effect than it ought.

View PostQuinton, on 17 March 2013 - 11:26 PM, said:

query: LRM missiles explode at 1000m. when they hit this limit, will the exploding missiles cause splash damage? or do the missiles need to impact something (ground, wall, another mech) to activate the splash? could be an effective standoff weapon against ecm on larger maps.


I'll reply with another quote from Karenai's post above:

View PostKarenai, on 17 March 2013 - 08:47 PM, said:

Just made a dumbfire test on the Awesome in Forrest Colony. It can be seen in a straight line for more then 1000m.


Using a 45 missle salvo Atlas:
At 1006m LRMs always register. At 1008m LRM register around 50% of the time.

The 1006m Alpha took 4%
(snip)

999m 79%
1002m 81%
1003m 85%
1004m 87%
1005m 84%
1006m 96%

It seems to drop linear up to 6m. After 6m any damage can be due to different flying patterns (some missiles explode to late).


View PostKarenai, on 17 March 2013 - 08:47 PM, said:

Also, i've been hit with friendly LRM's before, taken no damage but been rocked quite a bit by them, usually from standing in the spot they last had a lock on their targeted mech. do LRM's do FF damage at this point? If not, could dumbfiring at a friendly in close proximity to an enemy mech trigger splash against that enemy mech?

Last question: do obstacles (walls, hills etc) soak up splash dmg? or does it propagate through/around those objects?

sadly, since TG is effectively single player only there really is no way to effectively test any of these, unless you happen to go 8-man dropping with some very helpful enemies.


Your anecdote about taking friendly LRM fire is interesting and informative, too. Yesterday during play a teammate walked into my Streak shot and I saw them impact his back clearly, but I assumed he took damage. It would've been wise to check his percentage on IFF, but I have definitely witnessed team-kills where a conventional splat-cat got overzealous in the middle of a furball and lit up a friendly. I assumed LRMs were just as dangerous to friendlies once they were armed, but it bears looking into.

To check the propagation of splash you'd need a dummy to stand near irregular environment and test. That sounds like another thing to include in 8v8 testing sessions.

I would indeed love to piggy-back onto Amaris's tests. As far as I can tell he's interested in including all missiles into his research. Training Grounds is controlled, but imperfect, and they always say it for a reason: "More research needs to be performed."

#11 Karenai

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Posted 18 March 2013 - 11:33 PM

Dumbfire Test Atlas Front on caustic
one pass
Spoiler

5x LRM 5 1008m                100% (zero hits)
5x LRM 5 1007m                100% (zero hits)
5x LRM 5 1006m                  97%
5x LRM 5 1005m                  90%
5x LRM 5 1004m                  89%
5x LRM 5 1003m                  86%
5x LRM 5 1002m                  84%
5x LRM 5 1001m                  86%
5x LRM 5 1000m                  85%
5x LRM 5 999m                    85%
5x LRM 5 750m                    92%
5x LRm 5 750 and TAG        93%

Edited by Karenai, 18 March 2013 - 11:45 PM.


#12 GalaxyBluestar

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Posted 18 March 2013 - 11:39 PM

give the op mc's and a cigar! great work you win the beta testers internetz!

hope this thread gets lots of good discussion happening.

i haven't read thoroughly but do the damage values change between dumbfire, locked fire, and artemis fire from the same distances? would be interesting to see what "boosts" to damage you may get for each method of lrm fire.

would love to have precise increments of damage done for each range, missle amount and type of fire. i know that would be a huge graph but i'm sure people would love to find out if that artemis was best or what amount of missles dictate viability and what is a waste of tonage ie, little damge from 50%+ of the fighting ranges compared to an alternate weapon system.

Edited by GalaxyBluestar, 18 March 2013 - 11:42 PM.


#13 CheezPanther

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Posted 19 March 2013 - 12:22 AM

I thought using BAP and sensor module would let me get a lock and see this myself at longer than 800.. But no.. Apparently both modules and BAP are not functional on the training grounds..

IS this a known bug?

#14 Karenai

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Posted 19 March 2013 - 02:23 AM

Damage numbers from controll lock on firing for dumbfire seemed strangly lower then dumbfire, so I ran a one pass test on dumbfire vs. lock on.
Shooting 10 times or until armor breach.

Spoiler

Atlas caustic from front lock on




1x 2x 3x 4x 5x 6x 7x 8x 9x 10x
LRM 5 98% 97% 95% 94% 93% 92% 91% 89% 88% 87%
LRM10 97% 95% 93% 91% 88% 85% 82% 79%
LRM15 95% 91% 87% 84% 81%
LRM20 94% 89% 84% 80%
LRM20TAG 94% 88% 83%

Atlas caustic from front lock on with target loss, locking annother mech




1x 2x 3x 4x 5x 6x 7x 8x 9x 10x
LRM5 98% 97% 95% 94% 93% 92% 90% 89% 88% 86%
LRM10 97% 95% 92% 90% 87% 85% 82% 80%
LRM15 96% 91% 88% 83% 80%
LRM20 95% 90% 86% 82% 76%
LRM20*looking way 94% 89% 85% 80%

Dumbfire 850m




1x 2x 3x 4x 5x 6x 7x 8x 9x 10x
LRM5 97% 94% 91% 89% 86% 83% 81% 78%
LRM10 94% 89% 84% 78% 73%
LRM15 92% 83% 76%
LRM20 88% 77%

Dumbfire damage is pretty much double then lock on damage. Losing lock does not change damage.

PS. No matter what I do, the post keeps its strange formating.

Edited by Karenai, 19 March 2013 - 04:14 AM.






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