YueFei, on 07 December 2013 - 09:27 PM, said:
Percentage based is NOT radius-based. Which is what I was talking about when you objected in the first place.
And how do you divide X, Y, and Z areas based on percentage? In the Commando example, if the left torso is 1 meter away, the leg is 3 meters away, and the CT and Head are 2 meters away.... what do? Arbitrarily decide that the left arm takes 50% damage just because it's at 0 meters? Then figure that the left torso should take 25%, just because....? And then give the CT 10%, the head 10%, and the left leg 5%? How do you plug distance from blast radius into that equation? Whatever numbers you come up with will be arbitrary, and inconsistent across different chassis.
And what the hell do you gain with such complexity? It doesn't add to the gameplay meaningfully. Just make it a damage transfer mechanic and be done with it!
Dude, are you seriously this dense or just a troll? There's nothing arbitrary about it. It's simple math based on how much area of each location was hit by the blast. If you can't figure it out from what I already typed, I don't have the time to explain it in small enough words for you.
And no, aniviron, SRMs don't work that way. If they did, there wouldn't have been a problem, since they never would have done more than the stated damage each, because the damage would be capped. As it was, the 2.5 damage SRMs were doing much, much more than 2.5 damage each. It's been a while and my memory is a little fuzzy, but I believe that in some cases they were doing as much as 3-4 times that. Maybe it's how they were supposed to work, but not how they did work, which is why SRM splash was reduced in size so as to make it effectively non-existent.