It is quite evident that missiles as whole benefit/suffer from splash damage. SRMs LRMs and most notably SSRMs deal absurd splash damage to the CT despite all the previous patches and 'fixes'.
Colour me biased, but my YLWs ac20 and 2 ML do not make magical CT hits. If anything the rewind is making close fighting even more difficult. Not sure if there is a lack of precision or if there are latent bugs, either way ballistic gameplay has stagnated while ppc/lrm have become a crutch for success.
To my understanding, ballistics and energy weapons dont deal splash damage, why should missiles? Even if they did, why value a weapon type over precision (ie: Aim) If I can repeatedly land CT hits why punish me when joe blow spam click gets a 20 bonus on all missles resulting in CT hits. An LBX10 doesnt make for a CT biased volley...
This post serves to raise the issue of the validity of splash damage on weapons. Most importantly the splash damage side effects of multiple missles landing on a single target.


Splash Damage, Why?
Started by Zakie Chan, May 22 2013 05:52 PM
7 replies to this topic
#1
Posted 22 May 2013 - 05:52 PM
#2
Posted 22 May 2013 - 11:34 PM
I can't see any reason to keep splash damage.
Remove it, then re-balance missile to do reasonable damage.
Remove it, then re-balance missile to do reasonable damage.
#3
Posted 23 May 2013 - 12:26 AM
I assume the point of the system is that it hits the CT often so the splash actually means less CT damage.
I think I read somewhere that it aims for certain "joints" in the mech? It seems to me that if they had more joints to choose from (e.g. the arm & leg "joints" were added) then damage would apply less to the CT.
I say "joints" because I think it relates to the internal skeleton rather than the movable joints you see on the mech.
I think I read somewhere that it aims for certain "joints" in the mech? It seems to me that if they had more joints to choose from (e.g. the arm & leg "joints" were added) then damage would apply less to the CT.
I say "joints" because I think it relates to the internal skeleton rather than the movable joints you see on the mech.
Edited by Jestun, 23 May 2013 - 12:26 AM.
#4
Posted 23 May 2013 - 12:48 AM
Afaik the Splash damage should simulate the missile spread over the target.
Smaller Hitboxes have more problems with splash damage, while bigger hitboxes are immune to splashdamage but vulnerable too direct fire weapons. (Although it sounds fine at first reading, it isn't)
Smaller Hitboxes have more problems with splash damage, while bigger hitboxes are immune to splashdamage but vulnerable too direct fire weapons. (Although it sounds fine at first reading, it isn't)
#5
Posted 23 May 2013 - 06:40 AM
Splash damage need to be gone for all missiles, but the random behavior and spread over must be corrected.
Nothing else.
If PGI can make SRM random, even with Artemis, they have to do the same with LRM. Then balance damage.
Not more, not less.
Nothing else.
If PGI can make SRM random, even with Artemis, they have to do the same with LRM. Then balance damage.
Not more, not less.
Edited by Crimson Fenris, 23 May 2013 - 06:41 AM.
#6
Posted 23 May 2013 - 07:36 AM
Karl Streiger, on 23 May 2013 - 12:48 AM, said:
Afaik the Splash damage should simulate the missile spread over the target.
Smaller Hitboxes have more problems with splash damage, while bigger hitboxes are immune to splashdamage but vulnerable too direct fire weapons. (Although it sounds fine at first reading, it isn't)
Smaller Hitboxes have more problems with splash damage, while bigger hitboxes are immune to splashdamage but vulnerable too direct fire weapons. (Although it sounds fine at first reading, it isn't)
Instead of SIMULATING missile spread (and getting it wrong), why not just have ACTUAL missile spread?
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