


Why Do Missiles Have Splash Damage At All?
#141
Posted 22 March 2013 - 10:38 AM

#143
Posted 22 March 2013 - 10:51 AM
#144
Posted 22 March 2013 - 10:53 AM
Why is there splash damage at all?
The answer comes straight from the hotfix notes.
Paul Inouye said:
I know I did, but here's the kicker and yet another part of the mystery of missile damage. We tried removing splash damage
and it did exactly what you think it was going to do. Pinpoint on target damage. Cool right? Yes... but...
Doing this exposed a problem with the grouping/clustering of missiles. We now have a high percentage of any incoming missile targeting the CT. This is BAD.
Why there was splash damage originally? You guess... I'm going with because missiles had splash damage in the CryTec engine all along and they didn't take it out.
#145
Posted 22 March 2013 - 06:59 PM
DanNashe, on 22 March 2013 - 10:24 AM, said:
However, if the spread and flight pattern is done properly, the clumping itself will be essentially random will even out over multiple salvos. The problem is that right now, missile clouds are often narrower than mechs' upper bodies (or narrower than a single torso section in the case of SSRMs), which means that everything is landing on the torsos and hardly anything in the arms.
Regardless, would fixing the diffusion problem be easy? No, and after reading the hot-fix post, I must admit that I'm less certain of my assertion about the relative ease of fixing splash versus re-balancing without it, and you may well be right. Their implementation of damage tracking and mech components may be entirely different from what I'd imagined (I'd assumed minimal divergence from what's currently present in the CE3 Free SDK), and it may be pinpoint damage that would require extensive rewrites, not splash.
Thus, my position has changed somewhat: while I'm not in favor of splash damage in theory, I won't blame PGI one bit if they return to/stick with it.
ElLocoMarko, on 22 March 2013 - 10:53 AM, said:
Also, from what I've heard, missiles originally did pinpoint damage, and PGI only added splash at the insistence of the closed-beta community.
#146
Posted 22 March 2013 - 07:29 PM
#147
Posted 22 March 2013 - 08:44 PM
Radko, on 21 March 2013 - 10:06 AM, said:
Note: That's not eleven pounds of explosives. That is the entire missile, plus ammo feed. The actual explosive is probably less than a hand grenade.
Splash damage continues to prove computationally difficult, buggy, unstable, and perhaps impossible to balance.
Why not merely require missiles to hit the target to cause damage?
Only one small problem with this - LRM's do NOT have shaped charges. A shaped charge would be useless against a mech because of the "ablative armor" (a terrible idea in and of itself). It's supposed to act similar to layers of reactive armor, so you're destroying one very small tile. The idea of an LRM and SRM is to blow off large amounts of armor - hence the splash damage.
To be honest, bringing logic into this debate is rather pointless. Mechs aren't real, the TT game mechanics are broken, and nothing at all makes any sense. I'd prefer they make a fun game than one that makes sense to you.
EDIT: Oh, and if you hate splash damage now, just wait until swarms are in (http://www.sarna.net/wiki/Swarm_LRM)
Edited by S3dition, 22 March 2013 - 08:46 PM.
#148
Posted 23 March 2013 - 03:14 AM
S3dition, on 22 March 2013 - 08:44 PM, said:
I couldn't find info on standard LRM warheads on Sarna, so I can't say one way or the other if LRMs were shaped charges in the lore (by golly, they should be), but you're wrong about ablative armor. It has little in common with reactive armor and though it does nothing to defend against projectiles, it's very effective against lasers and particle beams. Ablated material is intended to form a boundary layer at the armor's surface which would absorb and diffuse significant amounts of the beam's energy before it reached intact armor.
S3dition, on 22 March 2013 - 08:44 PM, said:
Well, I thought TT mechanics worked quite well in TT, but otherwise I agree with you 100%. Hell, the armor described in BT lore wouldn't actually be ablative, and would have to be several inches thick in order to defeat man-portable weapons that have been manufactured in Iraqi goat-sheds.
Yes, if I were concerned about realism, I would stay far, far away from all things BattleTech.

#149
Posted 23 March 2013 - 04:15 AM
IrrelevantFish, on 23 March 2013 - 03:14 AM, said:
Well, I thought TT mechanics worked quite well in TT, but otherwise I agree with you 100%. Hell, the armor described in BT lore wouldn't actually be ablative, and would have to be several inches thick in order to defeat man-portable weapons that have been manufactured in Iraqi goat-sheds.
Yes, if I were concerned about realism, I would stay far, far away from all things BattleTech.

Actually, you're reading the wrong Sarna reference. The one you want is here: http://www.sarna.net...hs_%26_Vehicles
What you just referenced is infantry and wearable ablative armor.
The way it works is by covering the structure with hundreds of small plates. As a plate is struck, it breaks away "absorbing" the impact and protecting the structure. Reactive armor works the same way. When a round hits it, it detonates and directs the blast away from the vehicles primary armor.
In both cases, the armor can be disrupted by small arms fire that is strong enough to detonate/destroy the plates.
#150
Posted 23 March 2013 - 04:21 AM
This isn't UT where you can fire a rocket near the ground or a wall near an enemy and catch them in the splash, so why bother making the weapons code more complex and prone to bugging than it needs to be?
If you want to simulate the mechanism of missiles causing damage spread over the mech, well, that is handled by having missiles *hit* all those locations spread over the mech.
That's what Missile-Grouping is for, and that's why Artemis exists in this game, to reduce said grouping and better focus one's damage.
I mean, it's so simple, so why purposefully make it more complex?
Programmers man..
Missiles just need to be a basic projectile subclass, job done.
Edited by BigJim, 23 March 2013 - 04:21 AM.
#151
Posted 23 March 2013 - 04:33 AM
The area of impact and the amount of splash damage is debatable.
#152
Posted 23 March 2013 - 04:48 AM
Omni 13, on 21 March 2013 - 10:45 AM, said:
Speak for yourself - I'm not upset - I'll just boat MORE missiles

#153
Posted 23 March 2013 - 05:25 AM
Delas Ting Usee, on 23 March 2013 - 04:48 AM, said:

THIS! By nerfing missiles like they have you hurt boats a little yes, but you hurt every non boat build more. You just encourage dropping the weapon altogether, or making a bigger boat.
I really dont get why the concept of how missiles should work is so terribly difficult. In TT it functions as a dice roll so.... Why cant a similar mechanic work here?
Concept: Dice Roll For Hit.
Missile Fly in Three Phases:
- Launch: They Ascend to altitude from the launch height. This takes skill to learn just how far away from things your mech has to be to clear obstructions, Or if your exposed and have Direct LOS it just means you need to clear over any friendlies in the way.
- Cruise: Missiles fly across the intervening space. Not much going on here.
- Terminal: Where the missiles arc down and dive to attack the target or the last locked position. HERE is where the change I propose would occur.
#154
Posted 23 March 2013 - 05:31 AM
Vrekgar, on 23 March 2013 - 05:25 AM, said:
I really dont get why the concept of how missiles should work is so terribly difficult. In TT it functions as a dice roll so.... Why cant a similar mechanic work here?
Concept: Dice Roll For Hit.
Missile Fly in Three Phases:
- Launch: They Ascend to altitude from the launch height. This takes skill to learn just how far away from things your mech has to be to clear obstructions, Or if your exposed and have Direct LOS it just means you need to clear over any friendlies in the way.
- Cruise: Missiles fly across the intervening space. Not much going on here.
- Terminal: Where the missiles arc down and dive to attack the target or the last locked position. HERE is where the change I propose would occur.
I play my game with a keyboard and mouse. I'm not sure how you're playing with a pair of dice

Edited by S3dition, 23 March 2013 - 05:31 AM.
#156
Posted 23 March 2013 - 06:00 AM
Merky Merc, on 21 March 2013 - 01:20 PM, said:
I don't care if a shaped charge is a shaped charge, BT/MW is space magic and makes about that much sense.
Because this needs to be repeated. The question should be are LRMs being calculated as individual missiles or as a blob with randomized hit locations.
#157
Posted 23 March 2013 - 06:02 AM
But to be different from the other weapons I don't mind splash damage.
#158
Posted 23 March 2013 - 06:36 AM
S3dition, on 23 March 2013 - 04:15 AM, said:
What you just referenced is infantry and wearable ablative armor.
Nope. Check again. I got the right one.
However, though the armor described in the lore "ablates" in the Merriam-Webster sense of the word, it is not "ablative armor," which is effectively a militarized version of modern reentry vehicles' heat-shielding.
S3dition, on 23 March 2013 - 04:15 AM, said:
First, that is not how real-life reactive armor works. Second, reactive armor is not designed to defeat conventional explosives, and is probably less effective than the equivalent weight of solid plate (not that it matters, given how little solid plate is needed to defeat mundane explosives).
And finally, what's described in the lore is reactive armor without any core, something also known as "bad brigandine." The lamellar structure wouldn't increase stand-off distance between inner and outer layers and the detachment process would absorb very little additional energy while vastly increasing vulnerability to successive strikes in that area.
#159
Posted 23 March 2013 - 07:19 AM
Good? Bad? Whatever. Doesn't matter as long as the damage is spread around in a decent manner.
#160
Posted 23 March 2013 - 08:35 AM
However, SRMs do not need splash damage in this game. Splash damage for missiles was implemented in MWLL because there were battle armor and smaller armored vehicles, necessitating more realistic missile effects. In MWO, there are no combat units less than the size of a light mech. Therefore, splash damage is unnecessary. There is no way spalsh damage from a near miss of a mech's legs should do damage to the enemy mech. Point damage is sufficient to simulate the effects of missiles.
Edited by MadSavage, 23 March 2013 - 08:37 AM.
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