FireEater222, on 21 March 2013 - 11:00 AM, said:


Why Do Missiles Have Splash Damage At All?
#61
Posted 21 March 2013 - 11:04 AM
#62
Posted 21 March 2013 - 11:07 AM
I'm being serious, is this listed somewhere?
Edit: phone posting issues
Edited by Vasces Diablo, 21 March 2013 - 11:10 AM.
#63
Posted 21 March 2013 - 11:07 AM
Kraven Kor, on 21 March 2013 - 10:58 AM, said:
Watch a shaped-charge warhead hit a tank, and tell me you would want to be standing next to that tank when it happens.
I'm not demanding splash damage, but I'm OK with the concept in MWO.
Just not the current mechanics where the missile does more damage to the locations it does not hit than to the location where it does hit.
And if we really want to talk shaped charge warheads... have you seen what happens if a shaped charge fails to penetrate the wall of metal it strikes? "Splash damage" doesn't begin to describe. 6" chunks of shrapnel buried 2 inches into solid reinforced concrete 10 meters away is not adequately described by something so polite as "splash damage."
If I sit in another tank, I think I won't care. I just hope I didn't like th guys in that other tank, and that the shooter is out of rockets.
Edited by MustrumRidcully, 21 March 2013 - 11:08 AM.
#64
Posted 21 March 2013 - 11:08 AM
FireEater222, on 21 March 2013 - 11:00 AM, said:
How often do you think the tank parked next to that tank, or more often the tank firing the missile while face to face, goes away without pressure and shrapnel damage in your perfect world of shaped charges? I agree partially, distance is safety, but any explosion of any type regardless of shaping the resultant plasma, has pressure, heat and destructive energy.
Edited by Radko, 21 March 2013 - 11:08 AM.
#65
Posted 21 March 2013 - 11:08 AM
Omni 13, on 21 March 2013 - 10:45 AM, said:
which is why a lot of the LRM support players are upset, our(near useless unless boated) missiles are going to be made even less viable. (if previous patches are any sign of how it works)
Your a "support" player and in that roll you rarely get the kills. Your job is the keep the enemy's head down and strip armor and weapons which is what LRMs are good at doing. Just because your not getting kills with them does not mean they are not viable weapons
Edited by CutterWolf, 21 March 2013 - 11:09 AM.
#66
Posted 21 March 2013 - 11:10 AM
Hedonism Robot, on 21 March 2013 - 10:55 AM, said:
No, missiles splash all over the mech to soften it up. They don't need to also do splash damage to spread out the impact. it's redundant.
As long as the total damage is balanced where it should be, considering that any missile hit is actually multiple hits across various areas of the mech, it doesn't even matter if there is splash damage or not. It will still spread out damage either way. As long as it works, realism is unimportant.
#67
Posted 21 March 2013 - 11:11 AM
Asking for splash damage is just asking for small mechs and/or mechs with complex hitbox structures to be at a disadvantage – for no good reason. From a game design viewpoint, I don’t see any sane reason why I would want that. If lights would be overly missile-shielded without splash damage, then that should be addressed by other means – missile trajectories, speed. Heck, even angle-adjusted hidden missile hit tables for chassis would work for me.
#68
Posted 21 March 2013 - 11:15 AM
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?
it take what works best. it seems that splash damage on missiles do not, so i go with the no splash damage option.
#69
Posted 21 March 2013 - 11:17 AM
Kraven Kor, on 21 March 2013 - 10:58 AM, said:
Watch a shaped-charge warhead hit a tank, and tell me you would want to be standing next to that tank when it happens.
Do you really not understand the difference between flesh and armor. The blasts would have to be orders of magnitude larger than they could possibly be with standard warheads before the armor would give a damn.
Quote
Have you seen what happens to the wall of metal when that happens? Absolutely nothing.
Which one are we talking about in this game?
#70
Posted 21 March 2013 - 11:18 AM
So I really think the splash component of LRMs needs to be minor and the point damage raised to be reliable, predictable damage. Balanced for same.
#71
Posted 21 March 2013 - 11:20 AM
#72
Posted 21 March 2013 - 11:20 AM
Livewyr, on 21 March 2013 - 10:11 AM, said:
Because explosions are pinpoint..
Says the civilian with no military or explosive experience. You do realize you are piloting a multi-ton war machine specifically built to weather any outside damage, explosions included? A small fiery explosion does nothing but scuff the paint on a present day M1 Abrams with common earth found materials, you really think a small fiery explosion would hurt a futuristic bi-pedal armored machine of destruction?
Splash damage was a kind of "neato" idea, but it certainly isn't need in this game.
#73
Posted 21 March 2013 - 11:21 AM
#74
Posted 21 March 2013 - 11:24 AM
FireEater222, on 21 March 2013 - 11:00 AM, said:
Shrapnel from the blast? You might *hear* the shrapnel from the other tank, but not feel it.
#76
Posted 21 March 2013 - 11:34 AM
Radko, on 21 March 2013 - 10:06 AM, said:
find me a stable, balanced explosive and I will deem you a god....
the very idea of that comment blows my mind...
Erasus Magnus, on 21 March 2013 - 11:15 AM, said:
it take what works best. it seems that splash damage on missiles do not, so i go with the no splash damage option.
so what you're asking for is long range lock-on ballistics?
Splash damage needs to be "fixed" not "removed"
#77
Posted 21 March 2013 - 11:40 AM
Dreamslave, on 21 March 2013 - 11:20 AM, said:
Says the civilian with no military or explosive experience.
I'd be offended, but I'm laughing.
<-- 11C, 2-2SCR, 07-08, Baghdad/Baqubah. I enjoyed the MCV-B.
If you know what that translates to, you know I have a bit of knowledge about explosives. ("Comp B")
Against Chobham armor, Current small explosives don't mean too much. Chobham armor is also currently the best of the best of what we have thus far in production today.
If I drop a 120HE on a Steel Armored tank.. (like everything before Chobham) It was F'd up, horribly.
You can play the "Quality of Armor" vs "Quality of Weapon" game if you like, but explosions still damage armor.
And given that Machine guns are chipping away at this armor, I think it wouldn't be too far off base to say that they're going for the "Quantity over Quality" concept.
Edited by Livewyr, 21 March 2013 - 11:41 AM.
#78
Posted 21 March 2013 - 11:43 AM
#79
Posted 21 March 2013 - 11:46 AM
Neekoli, on 21 March 2013 - 11:34 AM, said:
find me a stable, balanced explosive and I will deem you a god....
the very idea of that comment blows my mind...
What? Why is that strange?
You're making no sense.
Quote
Splash damage needs to be "fixed" not "removed"
Why? What does missile splash do for gameplay?
No one has given a reasonable answer to this.
Livewyr, on 21 March 2013 - 11:40 AM, said:
And given that Machine guns are chipping away at this armor, I think it wouldn't be too far off base to say that they're going for the "Quantity over Quality" concept.
Edited by Radko, 21 March 2013 - 11:53 AM.
#80
Posted 21 March 2013 - 11:48 AM
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