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Until Splash Damage Is Removed From Missiles, Set Srms, Ssrms, And Lrms Damage To 0.1.


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#1 HRR Insanity

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Posted 14 March 2013 - 05:29 PM

Unless you have a way to disable a weapon from all 'Mechs (which you should have as part of good game management suite, in case of bugs/hotfixs being required)...

Just disable the damage and let people fight without having to deal with bugged weapons.

#2 Zyllos

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Posted 14 March 2013 - 06:00 PM

I am really surprised they even have splash in the game. Doesn't quite make any sense to have any...

#3 Nightcrept

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Posted 14 March 2013 - 06:03 PM

View PostHRR Insanity, on 14 March 2013 - 05:29 PM, said:

Unless you have a way to disable a weapon from all 'Mechs (which you should have as part of good game management suite, in case of bugs/hotfixs being required)...

Just disable the damage and let people fight without having to deal with bugged weapons.


Ummm.....no.

Splash damage is out of balance. But the game itself is still in balance.
Removing splash damage would then put it out of balance in game in a biig way.
Fix and remove in the same patch.

#4 Alan Wagner

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Posted 14 March 2013 - 06:03 PM

Unless there's a specific problem with the splash damage it makes sense. They're missiles, they cause explosions. Anything the explosions touches should probably be damaged a bit. Unless the damage is broken somehow I don't see what the problem is, even then it should just be tweaked.

#5 Nightcrept

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Posted 14 March 2013 - 06:09 PM

Splash damage was designed around the hit boxes for the four original mechs.

So when the devs balanced the new mechs they forgot to adjust the splash damage on them.

However unfortunately they balanced the new mechs against the effects the splash damage was having on them and our current weapons as well.

So outright removing splash damage removes the damage it has been causing in game this whole time and renders missiles and the new mechs out of balance.

The main issue discovered is that the splash damage radius per round hasn't been adjusted to the smaller mech frames so the damage overlaps. A lot. And is causing who knows what other problems to boot.

#6 Khobai

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Posted 14 March 2013 - 08:26 PM

splash damage unfairly punishes commandos and spiders

#7 Ralgas

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Posted 14 March 2013 - 08:37 PM

View PostKhobai, on 14 March 2013 - 08:26 PM, said:

splash damage unfairly punishes commandos and spiders


And hr's idea makes it pointless to even fire a missile at anything bigger than a hunch (dragon R/L torsos being an exception).

Suck it up for now, and enjoy the thought that splatapults, 3l's, trollmandos, and lrm boats are all going to see some balancing to a degree by the end of this

#8 Royalewithcheese

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Posted 14 March 2013 - 08:46 PM

Until crit-seeking is fixed, set machine gun damage to 0.1

oh wait

#9 Haitchpeasauce

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Posted 14 March 2013 - 09:19 PM

No even the Jenner is taking more damage than larger targets. I posted my findings in the General Discussion forum.

PGI has not been doing any balancing of splash damage, or else a bug has been introduced.

Splash must be removed in its current form because it favours large mechs and punishes small mechs.

That a Commando is taking 100 damage from a 15 damage srm6 is just plain wrong.

#10 WANTED

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Posted 14 March 2013 - 09:28 PM

Yes true. My Commando would explode from even the look of an SRM of any kind. Kinda sucked playing tonight knowing that. Unfortunately I just spent all this time ramping up my Commando for Speed Tweak which I got but it was quite painful along the way. Those spontaneous explosions are no fun.

#11 Kmieciu

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Posted 14 March 2013 - 11:37 PM

View PostWANTED, on 14 March 2013 - 09:28 PM, said:

Yes true. My Commando would explode from even the look of an SRM of any kind. Kinda sucked playing tonight knowing that. Unfortunately I just spent all this time ramping up my Commando for Speed Tweak which I got but it was quite painful along the way. Those spontaneous explosions are no fun.

Was that something they changed recently? Because you could always one-shot light mechs with a Splatpult, and two-shot them with CN9-A.

#12 Nightcrept

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Posted 15 March 2013 - 02:52 AM

Many of you guys do not seem to understand the issue.

This should not result in any change to your in game experience at all. Not in the least.

Your in game experience is balanced.


What was discovered is that the mechanic used to get to the end effect is messed up. So if it took a flight of srms to kill your mech it still will. The change will be server side and we shouldn't notice it.

What some of you are thinking would create massive balance issues.

#13 Zyllos

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Posted 15 March 2013 - 05:43 AM

View PostNightcrept, on 15 March 2013 - 02:52 AM, said:

Many of you guys do not seem to understand the issue.

This should not result in any change to your in game experience at all. Not in the least.

Your in game experience is balanced.


What was discovered is that the mechanic used to get to the end effect is messed up. So if it took a flight of srms to kill your mech it still will. The change will be server side and we shouldn't notice it.

What some of you are thinking would create massive balance issues.


I am not sure if your understanding the issue...

Any splash damage will be unbalanced against small mechs because it effects them more than large mechs. And if you make splash damage small enough to be balanced with small mechs, then it does nothing against large mechs, still creating an inbalance.

Unless your suggesting splash should never deal over a single missile's damage amount, which is then actually a nerf to missiles as they will spread their damage more on smaller mechs. I might be fine with this if that is the case.

Edited by Zyllos, 15 March 2013 - 05:46 AM.


#14 Sheraf

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Posted 15 March 2013 - 05:46 AM

0.1 damage is impossible. The current damage is fine, and the splash issue only take effects when you tanking a lot of LRM. May the cover be with you :P

Edited by Sheraf, 15 March 2013 - 05:46 AM.


#15 Mechteric

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Posted 15 March 2013 - 05:48 AM

Just wait til Tuesday, I'm sure they'll address something there

#16 General Taskeen

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Posted 15 March 2013 - 05:52 AM

View PostSheraf, on 15 March 2013 - 05:46 AM, said:

0.1 damage is impossible.


Impossible you say? An MG does 0.04 Damage.

View PostNightcrept, on 14 March 2013 - 06:03 PM, said:


But the game itself is still in balance.



Nope.

#17 Sheraf

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Posted 15 March 2013 - 05:54 AM

View PostGeneral Taskeen, on 15 March 2013 - 05:52 AM, said:


Impossible you say? An MG does 0.04 Damage.



?

#18 Gevurah

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Posted 15 March 2013 - 06:20 AM

View PostNightcrept, on 15 March 2013 - 02:52 AM, said:

Many of you guys do not seem to understand the issue.

This should not result in any change to your in game experience at all. Not in the least.

Your in game experience is balanced.


What was discovered is that the mechanic used to get to the end effect is messed up. So if it took a flight of srms to kill your mech it still will. The change will be server side and we shouldn't notice it.

What some of you are thinking would create massive balance issues.


This is where you and I continually diverge. I cannot fathom believing that smaller mechs are designed to explode at the mere scent of an SRM.

Otherwise, what is the point of armor values?

Your presumption continually that the way it is in game is the way it was intended simply due to them being slow to fix it shows a complete lack of experience in a development/programming environment (to which I have over 15 years).

Put this way: bugs can get into a game and stay there for months, even years - but that doesn't mean that it was intended to be that way. Often times devs are left scratching their head, observing, trying to figure out why behavior is occurring a certain way or in MOST cases just waiting for the right kind of bug report from a tester/user (which has just happened).

Moreover, since you DON'T work for PGI - please stop stating this as if it's fact. It's your opinion. And we all know what they say about opinions being like certain sphincter muscles.

#19 Gen Kumon

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Posted 15 March 2013 - 06:44 AM

View PostSheraf, on 15 March 2013 - 05:46 AM, said:

0.1 damage is impossible. The current damage is fine, and the splash issue only take effects when you tanking a lot of LRM. May the cover be with you :P


Wrong, wrong, wrong. The splash issue effects all three types of missile (Paul claims it's only SRMs and SSRMs, but testing seems to show otherwise), and are causing each *individual* SRM missile to do, for example, something like 10 damage against most light mech. A single set of 6 SRMs is not, in fact, supposed to be able to strip all three torsos of armor from even a Commando. But they do. A Splatcat should be doing 90 damage per volley, period...it usually ends up doing 160 *minimum*.

Research the bug before chiming in, please.

Edited by Gen Kumon, 15 March 2013 - 06:45 AM.


#20 MaddMaxx

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Posted 15 March 2013 - 06:44 AM

I read LRM's don't have Splash applied. Hmmmm. Anyways, leave Splash in, just correct it for damage amount applied. A weapons that fires a 5 pt damage burst, if it hits one section, should do 5 total damage to that section and any "splashed areas", or a very minor additional "splash" amount (+/- 2% max) to connected section.

Another item I would like to see, if it is currently happening, that frontal hits do not "splash" to rear sections and vise versa. Yes they are connected but that should only occur via "internal" transference only.

P.S. Dev please add the "splash radius + %" values to the local "Itemstats" file please. It would be good to have that data for future reference.

Edited by MaddMaxx, 15 March 2013 - 06:46 AM.






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