As for my opinion they just should made at least simple blast wave simulation so you could possibly avoid it being behind the structure or in a trench, at least being in cover should reduce the damage. For now the explosion mechanics seems not that realistic and it is just like instadeath. I think this is the main reason of people complaining about it, because for now it looks like somebody at the enemy side just typed "/kill a,b,c"
The simpliest way to realize it is to spawn few dozens of heavy projectiles like AC20 or something heavier at the explosion center flying in random directions. This might be CPU/GPU intensive thing but worth trying. Maybe just with a tiny delay in some milliseconds between spawning the packs of projectiles will smooth it.
This mechanic possibly will make another problem that everyone who sees the smoke just run away under the cover to become invulnerable, so the one big explosion must be divided to series of them just like the normal artillery barrage works, or just the strike marker can be removed.
In real life MLRS systems or just tactical ballistic missiles contain thousands of so-called "prepared fragments" so the main damage made by them to armored vehicles is not just thermobaric or explosive but just plain oldschool armor-piercing action, it's just a heavy shrapnel or something similar like metallic rods.
Traditional barrel artillery shown to be inferior even nowdays - for example, 155mm artillery shoots for about 25km max and 300mm MLRS can shoot up to 70+. Single tactical missiles even better.
There is also some kind of reactive hybrid shells with extended range.
Sadly I couldn't really find any detailed information about Long Tom in tabletop. 5 shells per ton or 250kg... 155mm shell weights approximately 50kg. Soviet 420mm 2B1 "Oka" shells were about ~600 kg, 2C7 200mm ~130kg
So it could be something in between just like 300mm
And yeah, theoretically some nice 300mm barrage can cause such destruction and even in the bigger range (12x300mm MLRS shots can cause damage to 60 hectares area). But only if we're talking about the group fire and not single projectile.
Of course there is no point comparing fictional universe mechanics with real life.
Some things are really-really underpowered in the mechwarrior universe compared even to actual warfare and technology
p.s. damn, sorry for raising it, haven't seen another related topic and never posted here before
Edited by PrepareAngus, 29 April 2016 - 05:16 PM.