Posted 22 March 2013 - 06:25 PM
Yes missles needed toning down. Both short and long, though I'm only addressing LRM's here. Especially one-shot head splashing. But not this far.
Currently, I'm far better support to a teamate by driving the K2 next to them, than I can hope to be in the C4. If the 'Support Mech' can't provide comparable support to having another mech next to you, then it loses it's place on the battlefield. That's partly attributable to map design. Cover is abundant on most. So the ability to bring effective support to bear on two widely dispersed fights (what would be a unique attribute for LRM support mechs) is a rare thing.
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Offered suggestions for solution to balance LRM performance and damage:
I think two things need to be addressed first. Before proper damage evaluating can be done.
First, LRM's need a noticably faster flight speed and perhaps adjusted turning radius to make them effective on all but the fastest light mechs and harder to reactively avoid. That's actually a critical change to how effectively they function.
Speed them up, watch the results, then see if they still need a slight dmg bump back up. I think they would, but one step at a time.
Second, flight formation and splash seems a big problem muddling the damage balance as well.
Since getting the desired working model for flight patterns that spread damage but reliably impact seems problematic, a different take on splash seems the better way to solve it. Why make it distance from impact and scaling reliant at all? I think some of the simulation aspect needs to be set aside in favor of gameplay at least for now. Until that more difficult issue of the flight mechanics and target hitting can be worked out, if it can.
Why not simply make it a flat % applied as splash? 50% of LRM damage to the component impacted. 50% split to any 'nearby' components. Model 'nearby' in whatever manner works best for balance. (Just as example percentages)
ie - LRM impacts on:
The LT -- 50% LT and 25% each to CT and LA.
or 50% LT and 16.6% each to CT, LA and LL.
The CT -- 50% CT, 25% each to the LT and RT.
or 50% CT, 12.5% each to RT, LT, RL and LL.
The RA -- 50% RA, 25% to the RT.
The LL -- 50% LL, 25% to LT (or 12.5% to LT and RL)
-Impacts to the arms or legs only do half the splash dmg. Makes sense to me, limb impacts being more diffused splash by open space around them than body ones generally. It also keeps this workable without arms excessively applying splash to just the side torso. Think of it as a 25% splash dmg cap per component.
-Since Front armor really means front -and- sides, arm or leg splash always applies to frontal armor values. Even a limb impact from a missle launched directly behind the mech is more reasonably going to splash the side armor than the direct back plates.
-Leave the Head off Splash dmg table. LRM's aren't for headshotting. Or cap it separately at a small % from CT impacts.
-Also alleviates front to back splashing. Or vice-versa.
While it may be less realistic, an LRM hitting your mech's foot isn't going to splash the CT in reality, it makes much more balanced and easy to adjust dmg modeling. Don't want to hear how your Raven's nose wouldn't splash damage to it's side because it protrudes so far. In terms of gameplay, splash is really just an alternative form of dispersion being used to mimic missle salvo spread.
LRM's that hit will behave the same way striking an Atlas as a Commando.
And I think it models the broad, indirect fire, armor-stripping purpose to LRM's more simply and effectively. That's what is desired. Whether it visually/mechanically looks like they are spreading impact or not. Using that type of dmg model it wouldn't actually matter as much if half the LRM's impacted the CT and half the LT....or if they all clustered on the CT. The dmg results would be much more similar and spread out. A look at how it might play out:
All impact CT - 50% CT
25% LT
25% RT
(or with leg splash)
50% CT
12.5% LT
12.5% RT
12.5% LL
12.5% RL
CT+ LT impact - 37.5% CT
37.5% LT
12.5% RT
12.5% LA
(or with leg splash)
33.3% CT
31.25% LT
14.55% LL
8.3% LA
6.25% RT
6.25% RL
Including legs in the splash of either side or center torso impacts (or both) could add to the dispersion. Think of the splash more as 'hip joint' dmg if that helps credibility. Or it can be uneven splash distribution. A CT impact doing 50% CT, 15% to each side torso and 10% to each leg (the hips). Whatever works, this is all just example to the premise.
But no matter if you include the legs or not - a full on dual LRM-15's impact on the CT isn't going to behave like an AC20 one. Assuming a 1 dmg value matching TT... It might do a bit more total dmg, on the rare occassion there's no AMS and no missles miss. But it won't ever do more directed dmg than the AC20 even if every single missle impacts the CT. And that's what I think most want.
You can do it without complicating things and overdiluting -total- dmg done with separate diminishing splash radius values. Just a flat LRM missle dmg value, then apply it based on component impacted.
And hey, it might just work out perfectly with the TT dmg of 1. That would be nice huh?
Fix those two factors of LRM performance, watch the results, and then decide what if any adjustments the dmg itself needs.
If you read all of that I salute you.