Aphoticus, on 25 July 2013 - 05:48 AM, said:
Something about this doesn't make sense to me for an area affect weapon; it should just be a mass of missiles falling on your general location with only limited targeting.
ManDaisy, on 25 July 2013 - 10:12 AM, said:
There should be no last minute tracking to screw with their grouping, as they are behaving as normal missiles would right now coming down as a cluster.
I'm not sure how 'normal missiles' would behave, because we generally don't see guided missiles travel close together, and rockets are usually fired one at a time also. I would expect tightly packed missiles to collide and interfere with the guidance fins, or get scorched by the exhaust gasses, etc. Putting that aside, there is a more relevant issue.
It really comes down to another case where the fidelity of the simulation may need to be sacrificed for the sake of improving the game.
The basic idea of LRMs would be that they come down in a circular area, centered on the target. They could either be evenly distributed in that circle, or concentrated towards the center with fewer missiles around the edge. This seems to make logical sense, but in the case of MWO, there is a critical flaw: the largest object within that circle will always be the torso of the target.
Consequently, the practical result is that regardless of apparent distribution within the area of effect, the majority of the missiles will hit the Center Torso armor location, followed by the Left Torso and Right Torso, with a handful hitting the limbs. This is no different than having all missiles track to the Center Torso, exactly the way that Streak SRMs were earlier in Beta.
I generally view LRMs as a 'pepper my target with damage' weapon, one that is virtually certain to cause damage to my target, and distribute that damage across multiple locations. Due to the way hit detection, hit boxes, LRM flight paths and LRM spread function in MWO, LRMs have become a 'smash the center torso of my target' weapon instead.
If the missiles were on a flat trajectory, like SRMs, then the "Just torso twist to defend your CT, noob" argument would be relevant. However, LRMs come down from above, and most of the 'head' of a 'Mech is counted as the Center Torso armor section. Many of us recall the disaster of the near-vertical LRM descent, which would quickly destroy the cockpit of any 'Mech with splash damage. Without splash damage, even on a shallower angle, LRMs are still focused on the upper torso and head. A Catapult might be able to use its high-placed arms as a shield to some degree, but an Atlas or a Hunchback has no chance.
For the sake of gameplay, it would be better if LRM damage was more evenly distributed across the armor sections of the target. Doing that on a per-missile basis would render LRM5 and LRM10 totally worthless, however, hence the 5 missile targeting group idea.
Using location targeting, as SSRMs currently do, has already demonstrated that it is effective at distributing damage. With limited development time and resources in mind, this seems like the most viable option for distributing LRM damage, even if the actual process seems a bit odd.