
I know long tom did some splash damage in MW4, I’m not sure about LBX damage mechanic (I used mostly UAC), but anyway. Why not to implement splash damage to all weapons which supposed to be based on splash damage? The same story for armor penetration (or call it hits to internal structure). This should be specific for each weapon to allow more balancing and also advanced tactics.
Here is one of possible solutions (% values for armor penetration are RNG based / all numbers only for orientation):
Lasers:
Armor penetration: 30 %
Additional penetration damage: - 70 % of base damage
Splash damage: -
Splash damage radius: -
Special: -
PPC:
Armor penetration: 5 %
Additional penetration damage: +25 %
Splash damage: decreasing
Splash damage radius: low
Special: +40% “armor penetration” damage only to electronics / EMP effect for 1 sec.
Gauss:
Armor penetration: 45 %
Additional penetration damage: - 75 % of base damage
Splash damage: insignificant
Splash damage radius: insignificant
Special: high kinetic impact (strong knock back effect)
AC (pierce rounds):
Armor penetration: 60 %
Additional penetration damage: - 85 % of base damage
Splash damage: -
Splash damage radius: -
Special: high kinetic impact (strong knock back effect)
AC (HE rounds):
Armor penetration: 5 %
Additional penetration damage: +10 % of base damage
Splash damage: high
Splash damage radius: high
Special: -
LBX:
Armor penetration: 5 %
Additional penetration damage: - 30 % of base damage
Splash damage: very high (same as base damage / it is more spread than splash damage)
Splash damage radius: very high
Special: -
LRM (HE) similar to AC (HE), maybe a version of LRM with hollow explosive charge (a bit similar to KE mechanic with low knock back effect):
However in this case more hit boxes will be probably needed, to balance all weapons with penetration and splash damage. Maybe the balance of the weapons would be even easier.
The increase in number of hit boxes could be relatively low. For example 4 segments per TT hit zone (-> 4 hit boxes on CT).
EDIT 2:
Implementation of armor modifiers against specific weapon types would not require RNG anymore.
Penetration damage could be implemented by:
dmg = (base damage)*(weapon modifier)*(armor modifier)
Splash damge would be added to close by hit zones depending on weapon type.
However additional penetration damage need to be changed then to:
Additional penetration damage: additional bonus damage to hit boxes.
Edited by Liam, 07 January 2012 - 11:26 AM.