

Why Do Missiles Have Splash Damage At All?
#21
Posted 21 March 2013 - 10:22 AM
Loosen the spread, remove the splash, then tune total damage, Job done.
#22
Posted 21 March 2013 - 10:22 AM
Omni 13, on 21 March 2013 - 10:19 AM, said:
There's a reason tanks can shrug off artillery bombardments as long as they don't take a direct hit. (Not counting things like hits to the optics, which MWO doesn't model)
Livewyr, on 21 March 2013 - 10:19 AM, said:
You are aware that the RPG is a Rocket-Propelled-Grenade correct? It's not that big.. (trust me.. I know)
An RPG-7 weighs around fifteen pounds.
This distracts from the main point: We're talking about battlemechs, not watermelons.
Edited by Radko, 21 March 2013 - 10:26 AM.
#23
Posted 21 March 2013 - 10:25 AM
They should produce splash damage. But it shouldn't be additional to their damage on hit location.
So if a SRM is supposed to do 2.5 points of damage. A part of those 2.5 should be applied to the hit location and the rest should be scattered in a radius around the hit location as splash damage.
#25
Posted 21 March 2013 - 10:26 AM
Radko, on 21 March 2013 - 10:22 AM, said:
There's a reason tanks can shrug off artillery bombardments as long as they don't take a direct hit. (Not counting things like hits to the optics, which MWO doesn't model)
At distance.. yes.. but we're not talking about missile damaging a mech next to the target.. we're talking about a missile hitting one part, and damaging others.
A missile, or HE shell hitting the top of the hull of a tank will damage the turret near it...
#26
Posted 21 March 2013 - 10:26 AM
#27
Posted 21 March 2013 - 10:27 AM
Livewyr, on 21 March 2013 - 10:17 AM, said:
soo.. example being:
1.8 damage hits CT
Does 1pt to CT
Does .4pt to RT
Does .4pt to LT..
(And when total damage is brought down, scale accordingly.)
Assuming it worked in a non-bugged fashion this would be good because it would result in lrms softening up a target without relying on the missile spread pattern. Obviously these numbers may need to be higher or lower for balance, but the idea remains. This is the easiest way to prevent lrms working like ac 20s.
It also makes lrms unique. Kind of like guided artillery.I'm assuming they won't introduce the arrow IV. Mostly I think this would be less quirky than trying to design a spread that works perfectly. That said, I'm fine withgood missile spreads that just do x (1.4 or whatever) to the location they strike. As long as all missiles aren't homing in on the torsos. This would mean that lrms do more damage to big mechs than litle mechs, but that is a neat design too.
Point being, I'm happy either way as long as lrms spread their damage out in a way that doesn't deal 8 damage per missile :-)
Edited by DanNashe, 21 March 2013 - 11:13 AM.
#29
Posted 21 March 2013 - 10:27 AM
wish a command console added armor or hitpoints to your cockpit.
#30
Posted 21 March 2013 - 10:30 AM
Livewyr, on 21 March 2013 - 10:26 AM, said:
At distance.. yes.. but we're not talking about missile damaging a mech next to the target.. we're talking about a missile hitting one part, and damaging others.
A missile, or HE shell hitting the top of the hull of a tank will damage the turret near it...
This is untrue, unless the explosive is extremely large.
This is what happens when a rocket hits a tank:

As you can see, the shaped charge produces pinpount damage which can harm and even penetrate the armor.
The omnidirectional part of the explosive merely leaves a scuff mark.
Edited by Radko, 21 March 2013 - 10:31 AM.
#31
Posted 21 March 2013 - 10:30 AM
Radko, on 21 March 2013 - 10:22 AM, said:
There's a reason tanks can shrug off artillery bombardments as long as they don't take a direct hit. (Not counting things like hits to the optics, which MWO doesn't model)
#32
Posted 21 March 2013 - 10:30 AM
I only misunderstood what the op was talking about!
So please stop yelling at me

#33
Posted 21 March 2013 - 10:31 AM
Radko, on 21 March 2013 - 10:27 AM, said:
Why is splash damage for SRMs and LRMs a good game mechanic?
one could easily say why isn't it a good mechanic (when it's not broken as it is now)?
MrPenguin, on 21 March 2013 - 10:30 AM, said:
I only misunderstood what the op was talking about!
So please stop yelling at me

there there
#34
Posted 21 March 2013 - 10:31 AM
#35
Posted 21 March 2013 - 10:32 AM
Radko, on 21 March 2013 - 10:30 AM, said:

As you can see, the shaped charge produces pinpount damage which can harm and even penetrate the armor.
The omnidirectional part of the explosive merely leaves a scuff mark.
That's an awesome picture to illustrate the concept.
Edited by RiotGearEpsilon, 21 March 2013 - 10:32 AM.
#36
Posted 21 March 2013 - 10:32 AM
Braggart, on 21 March 2013 - 10:09 AM, said:
No actually. Armor values were doubled (increased 100%) while LRM damage was only increased 80%, so MWO LRMs actually do less damage than the TT version. Factoring in the "lock on" issue makes them more accurate than TT version, so in the end, it's prob about the same.
#37
Posted 21 March 2013 - 10:33 AM
...for the Arrow IV

LRMs don't need splash damage. They already cause damage over a larger area due to how the missiles can spread out.
#38
Posted 21 March 2013 - 10:35 AM
Omni 13, on 21 March 2013 - 10:30 AM, said:
Besides. Even if it is omnidirectional, it would need to explode directly against the armor to do meaningful damage, due to the inverse square law.
But aside from all that nerd crap, here's my problems:
1) It makes my mech feel like a rickety pile of cardboard if a piddly little LRM can hurt it by exploding ten feet away.
2) It is clearly proving difficult to model the damage in a remotely balanced way.
3) It doesn't add anything to the gameplay.
#39
Posted 21 March 2013 - 10:35 AM
#40
Posted 21 March 2013 - 10:36 AM
There.. realism argument is done. Lets get back to the game itself.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users