Oh man, now I really want to tinker with LRM clustering chances just to see what happens. Maybe PPCS and AC/2s will become a bit more useful. But then again, it'll probably just mean even more AC/5s...
I did some test and they go again this assumption. See here:
https://forum.paradoxplaza.com/foru...h-weapon-balance.1097172/page-3#post-24354739
It looks like you have a pretty solid understanding of how the clustering mechanics work, but I have a couple corrections with regards to head hits.From what I've read, OriginalLocationMultiplier means on the centered part established by the first LRM that hits. If a head hit, probably the second LRM to hit establishes the cluster center based on that rule at the bottom there.
Agreed. I would top the +damage and +stability at 1 point each. A bonus to accuracy would be preferred. For range I might give an increased optimal range without changing the minimum range. Maybe even increase the max range too (it is not as if we fire at max range very often anyways ). Reduced heat is a good idea for + variants for just about all weapons.Another tweak to consider is limiting how much extra damage and/or instability the various + versions do, and giving them other bonuses to offset the loss of those factors, such as lower heat, better accuracy, lower min range, or something.
It looks like you have a pretty solid understanding of how the clustering mechanics work, but I have a couple corrections with regards to head hits.
First, if the first missile does hit the head, then the cluster is centered on the head. The torso locations get the x4 adjacent location modifiers and limbs are x1. What the "head never multiplied" line actually does is make it so that the head gets a x1 multiplied instead of the normal x8 multiplier for the center of the cluster. This actually makes it less likely that subsequent missiles in the volley will actually hit the head.
Second, if the cluster is not centered on the head, the chance of hitting the head is zero. There is absolutely no chance of getting a head hit if the cluster is centered on a torso, arm, or leg. I've tested this a lot. My results are in the OP.
I'm pretty sure the hit chance for destroyed sections remains and it just gets automatically transferred in. That is how it worked in TT and I see no reason why they would have changed it. I am pretty sure I have seen red damage numbers (showing internal damage) when the enemy had destroyed locations, but all existing locations still had armor. I think that happens when a shot hits a location which is already gone, which would be internal, but then transfers the damage.Ah, thx. But weird. Why not just make it impossible on all but the first hit. I can't think of any ways to exploit the rule if cluster damage from core to head were possible. Decent chance if there was just a leg left I guess but who cares at that point.
I'm wondering if you happen to know: when a part is gone, does its weight go away or does damage just get applied automatically to the first inward part that's intact as excess damage does when you destroy a part?
When in doubt, test it. I am happy to help people understand how the game works.I thank you to have taken the time to make all their test and long explanation. I made other test and they show some called shoot at 80% where only 50% of missiles go at the target. I can now only recognize that LRM called shoot use the cluster mechanic.