Mazzyplz, on 14 October 2015 - 06:25 AM, said:
if this is the case then throw out the SRM code and swap it with lbx code and tweak the graphics/dmg.
it was all the splash tweaks they did since open beta that keep making this weapon a laughing stock - instead of giving it code similar to lbx - they did a filthy hackjob by making the radius on the splash for each missile infinitesimally small, it's like one of those string theory extra dimensions -
could this sloppy programming trick explain many of the SRM woes? I SAY YES
Well, we could reduce simultaneous explosions.
Ever played MWLL? SRMs like that.
Single fire volley, either the current cLRM 0.05s, or shorter, reduce spread considerably (from ~12M to 2M or even less) and increase the speed.
That means instead of 30 simultaneous calculations, you have a max of 6 for SRMs (barring hitting different geometry).
Though, that means they have a longer 'duration' than 10 and lower cUACs (0.25 VS 0.22 for SRM6 VS cAC10). You could bring that number down.
That should improve hitreg (both because fewer calculation, and greater speed, which seems to affect hitreg) and increase weapon effectiveness (because LOL, 12M CoF).
See how that works on the PTS server; it should be adding a few lines of code to SRMs. Of course, give isSRMs greater damage when doing this.