Hi!
So the SRM are nerfed to 1.5 dmg / each. But they also add a splash-dmg-factor of 0.4 to sec components.
What a dmg-type did they before the nerf? Splash 2.5 dmg around 4 meters? So 2.5 damage was SHARED to all components within 4 meters range of impact?
Old setting: If i hit with one missile between 2 componets (arm, torso), the total dmg of 2.5 is divided to 1.25 for arm and torso?
Now: 1.5 with splash 1.3 meters (dmg factor 0.4 @ 0 meters to 0 @1.3 meters).
This missile hit the arm with a distance to torso of 0.65 meters. Therefore 0.2 of 1.5 dmg is ADD to the torso? This makes a total dmg of 1.8?
no1337


Srm-Nerf And Splash-Dmg?
Started by no1337, Mar 23 2013 07:57 AM
4 replies to this topic
#1
Posted 23 March 2013 - 07:57 AM
#2
Posted 23 March 2013 - 08:22 AM
Yes, I believe that is correct. The splash damage is in addition to the direct hit damage, hitting an alternate compartment/component and halting, doing damage then. I dunno if it extends, I haven't had time to do any serious testing since patch.
ETA: SRM's still feel powerful to me, just not nuclear.
ETA: SRM's still feel powerful to me, just not nuclear.
Edited by ElliottTarson, 23 March 2013 - 08:23 AM.
#3
Posted 23 March 2013 - 08:29 AM
Actually - you're both wrong. AFAIK - before the hotfix, the damage for SRMs was 2.5 per missile, to every component (hitbox) within splash radius.
So essentially, the SSRM2, hitting CT and RA, would do 2.5 damage to CT, LT, RT, LA, RA, LL, RL, HD, and another 2.5 damage each (second missile) to RA, RT, CT, RL, HD, thereby doing 30+ damage per salvo, instead of close to 5 damage.
So essentially, the SSRM2, hitting CT and RA, would do 2.5 damage to CT, LT, RT, LA, RA, LL, RL, HD, and another 2.5 damage each (second missile) to RA, RT, CT, RL, HD, thereby doing 30+ damage per salvo, instead of close to 5 damage.
#4
Posted 23 March 2013 - 08:38 AM
qki, on 23 March 2013 - 08:29 AM, said:
Actually - you're both wrong. AFAIK - before the hotfix, the damage for SRMs was 2.5 per missile, to every component (hitbox) within splash radius.
So essentially, the SSRM2, hitting CT and RA, would do 2.5 damage to CT, LT, RT, LA, RA, LL, RL, HD, and another 2.5 damage each (second missile) to RA, RT, CT, RL, HD, thereby doing 30+ damage per salvo, instead of close to 5 damage.
So essentially, the SSRM2, hitting CT and RA, would do 2.5 damage to CT, LT, RT, LA, RA, LL, RL, HD, and another 2.5 damage each (second missile) to RA, RT, CT, RL, HD, thereby doing 30+ damage per salvo, instead of close to 5 damage.
Huh?...I was talking about now, not before. You're absolutely right about before.
#5
Posted 23 March 2013 - 11:54 AM
I personally felt srm's were a little over powered. I run a jenner with 2 srm 4, 2 medium lasers, 2 small lasers , and it was...it wasnt balanced IMO, being able to throw srm hell at people. In canon each missile did 2 damage, thats it. They doubles the armour values right? So players last longer and have a more enjoyable experiance, then why make weapons even more powerful right? Kinda defeated the purpose.
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