100% A-Grade Bugs:
- Explosive weapons do not do proper splash damage to moving Mechs
- SRM/SSRM/LRM missile damage is shown at the End of Round as doing more damage than intended.
There was little to say about LRM and splash, so PGI did not comment them, but buffed their leg damage now and is intent to removing LRM splash damage, as well.
"Scop" started the idea of testing LRM splash. The problem beeing, that you cannot lock on mechs beyond 1 km by yourself.
The only thing to do was dumbfire them on a target. (dumbfire means shooting missiles without having a lock on, but targeting them to hit the enemy because he is in their flightpath)
The numbers shew a 6 m splash radius for LRM and considerable more damage while dumbfiring.
The post Jagermech Patch numbers show a 8 m splash radius, overall higher damage, still more damage due to dumbfire and more spread out damage, aka later armor penetration.
This suggests bigger aoe splash (though the 2 exta meters get very little damage, they are there) and more spread overall for lock on hits. Lock on hits are not that far away from dumbfire, suggesting missiles hitting less tight. (it takes more missiles to get trough armor, and mech drop more percent of their overall health before there is a breach)
This would mean way more spread and way less potential to core, the bigger damage numbers beeing due to more damage done before coring.
It would be consistant with what can be seen ingame. Standing mechs holding their ground way better then walking mechs. Standing ones get spread with damage all over the mech, while walking mechs get additional spread damage to key parts of the mech.
Now for the numbers:
Test were conducted with a Catapult C4 without Artemis IV in testing grounds on caustic.
Dumbfire Test Atlas Front on caustic (splash radius test)
one pass firing a LRM5 5 times on target and looking at integrity left.
______________________old numbers_____________Jagermech patch
5x_LRM_5_1009m_______________________________100% (zero hits)
5x_LRM_5_1008m________100%_(zero_hits)__________98%
5x_LRM_5_1007m________100%_(zero_hits)__________98%
5x_LRM_5_1006m_________97%____________________93%
5x_LRM_5_1005m_________90%____________________90%
5x_LRM_5_1004m_________89%____________________82%
5x_LRM_5_1003m_________86%____________________84%
5x_LRM_5_1002m_________84%____________________77%
5x_LRM_5_1001m_________86%____________________81%
5x_LRM_5_1000m_________85%____________________81%
5x_LRM_5_999m__________85%____________________81%
5x_LRM_5_750m__________92%____________________85%
5x_LRM_5_750_and_TAG___93%____________________85%
Lock on test Atlas front on caustic
one pass (shooting 10 times or untill armor breach)
______________1x__2x__3x___4x___5x__6x___7x___8x___9x__10x
oldLRM5: ____98%_97%_95%_94%_93%_92%_91%_89%_88%_87%
newLRM5:____97%_94%_91%_88%_85%_82%_79%_77%_74%_71%
oldLRM10:____97%_95%_93%_91%_88%_85%_82%_79%
newLRM10:___94%_88%_82%_77%_71%_65%_59%
oldLRM15:____95%_91%_87%_84%_81%
newLRM15:___91%_83%_75%_68%_60%
oldLRM20:____94%_89%_84%_80%
newLRM20:___89%_78%_66%_55%
oldLRM20TAG:_94%_88%_83%
Lock on test Atlas front caustic losing lock
one pass (shooting 10 times or untill armor breach)
______________1x__2x__3x___4x___5x__6x___7x___8x___9x__10x
oldLRM5:_____98%_97%_95%_94%_93%_92%_90%_89%_88%_86%
oldLRM10:____97%_95%_92%_90%_87%_85%_82%_80%
oldLRM15:____96%_91%_88%_83%_80%
oldLRM20:____95%_90%_86%_82%_76%
oldLRM20*:___94%_89%_85%_80%
Dumbfire 850m test on Atlas front caustic
______________1x__2x__3x___4x___5x__6x___7x___8x___9x__10x
oldLRM5:_____97%_94%_91%_89%_86%_83%_81%_78%
newLRM5:____96%_92%_88%_85%_81%_78%_74%_70%
oldLRM10:____94%_89%_84%_78%_73%
newLRM10:___93%_86%_78%_72%_65%
oldLRM15:____92%_83%_76%
newLRM15:___88%_78%_67%
oldLRM20:____88%_77%
newLRM20:___84%_70%_0%
Overall the spash is bigger, the damage is higher, but less concentrated. It takes about the same number of salvos to breach armor, but more percent of the mechs integrity. That means a mech with breaches after the patch is probably in a worse state then he would be with its first armor breach before the patch.
Testing grounds are bugged and the numbers produced there are no where near the real life battle numbers, but they show tendences.
Edited by Karenai, 19 March 2013 - 11:04 PM.