Kitane, on 25 May 2013 - 08:43 AM, said:
LRMs and SRMs are massively underperforming compared to TT.
Both missile systems are doing less damage per missile than in TT (0.9 vs 1.0, 1.5 vs 2.0). Both missile systems remain random in a game where all other weapons are able to fire with pinpoint precision at selected mech body parts.
The armor was doubled to compensate for pinpoint damage. And instead of increasing missile damage above TT values to compensate for buffed armor values and gimped accuracy relative to other weapons, missiles do actually less per hit.
Smart, really smart.
I don't even understand why SRMs have to spread out. I can understand why LRMs do it, but SRMs should fly in a straight line, launched in a rapid succession as a torrent of rockets. They would gain the same potential for precision fire as the rest of ingame weapons and the enemy would be able to distribute the damage by torso twisting.
Question, have you actually played the boardgame?
1st, there is whether or not you actually hit.
2nd, how many will hit.
3rd, divided into groups of 5, where they hit.
http://mwomercs.com/...16#entry2103216
Now, after the Hot patch March 21, 2013 the splash damage radius from 4.0 m to 1.8 m, with reducing damage being done in increments, starting at 40% of the initial warhead damage. (The new radius is now 0.05).
Are you able to answer how many times splash damage, in decreasing damage, was being applied? From what has been posted it is more than one time. It was and is a ripple effect. Now add multiple missiles to the equation and the overlapping splash damage is multiplied.
Imagine and lets make it simple LRM missile does 1pt of damage. Incremental splash damage with a radius of 1.8m (was this from the center of impact or an additional increase to the missile diameter?) is every 0.2m (imagine) with the damage starting at 40%. That is 8 times actual splash damage, in decreasing values, is being applied (9th is 0.0 damage).
1, 0.40, 0.35, 0.30, 0.25, 0.20, 0.15, 0.10, 0.05, 0.00 = 2.8pts damage, 1.8 is splash damage.
Smaller increment
1, 0.40, 0.30, 0.20, 0.10, 0.0 = 2.0pts damage, 1.0 is the splash damage
1, 0.40, 0.20, 0.00 = 1.6pts damage, 0.6 being the splash damage.
Again, besides the initial damage/missile, the initial splash damage starting at 40% of missile and the splash range (from center or additional increase on initial missile diameter), we do not know number of increments.
The difference between LRM and PPC/Gauss rifles/lasers? LRM do not require line of sight for by the shooter