Ronyn, on 08 June 2014 - 09:19 AM, said:
With LRM's, it sounds like they are having problems with LRM damage at below 180 meters. If they just remove the damage variable, and decrease the LRM tracking below 180 meters, this would fix the entire problem. Not all 20 LRM's of a 20 rack hit to begin with. I'm sure they'd have to fiddle with it a bit, but nothing in comparison to the damage variable. Anyone who has been playing this game since closed betaa knows that they can easily fiddle with LRM tracking, they've been doing it for years. They just need to do away with the variable all together. LRM's do 1.1 damage each compared to SRM's doing significantly higher damage. The variable is unneeded. Clan LRM's should fire at 0 meters for full damage. But, the only time an entire LRM 20 rack does full damage with 0 range is if you face hug the firer.
The problem (again, I suspect) is one of variable statistics dependent on conditions which are, themselves, variable - and of course being able to account for all of that variability in predictable ways that lead to the desired result.
It's an easy thing to say that, below 180m, you do no damage. Relatively simple from a coding perspective. It's also an easy thing to adjust tracking strength. What you're looking at here are simple statistics that are fixed and do not vary or change state. Even if you technically have different rules between 1000-180m and 180-0m, the result at those distances never changes. But when you have to now compensate for an infinitely variable state between 180-0m, and a second state between 1000-180m that does not change, things get more than a little wonky. Especially with PGI's chosen system for netcode.