The new acid rocket damage system seems not to be working well.
I've been doing some research and these are the values of health/armor of a marine that takes damage from acid rockets:
Armor 0
----------
100 25
92 7
82 0
57 0
32 0
7 0
Armor 1
---------
100 45
92 27
85 10
77 0
32 0 <---------- notice the increase from 25 to 45 damage
12 0
Armor 2
---------
100 65
92 47
85 30
77 12
70 0
35 0
10 0
Armor 3
---------
100 85
92 67
85 50
77 33
70 15
62 0
35 0
10 0
If you compare these values to what they should be, considering that acid rocket deals double damage to armor (i.e. eliminates the damage negation effect of armor), you'll notice several discrepancies. But, these discrepancies seem to kick in in the line where you go from little armor to no armor.
Values seem right while we have armor. Now, when armor left is not enough to stop 70% of rocket's damage, is when the problem arises. For example, in the Armor 0 case, when we are at 92 7, next rocket should do 17,5 dmg to armor (70% of 25), and 7,5 to health (30% of 25). We only have 7 armor left, and this armor can only absorb 7 acid damage (if it were bite damage it would absorb 7 and negate 7, or what is the same, absorb 14). So we are left with 10,5 damage to be dealt to health, plus the other 7,5 that went trough the armor. This means we should drop from 92 7 to 75 0 (92 - 18 = 75). As you can see, we drop to 82, and this means that some of the damage is ignored.
Anomalities continue as we recieve another hit, not in the Armor 0 case, but in the Armor 1 case. After we are left at 77 0 (which should be lower), we recieve a rocket impact and go from 77 to 32, a huge 45 dmg blast. This repeats with armor 2 and 3.
This was tested with 3.0 final version and not with 3.01. Also I didn't test it with heavy armor. But, all of the values can be perfectly reproduced by shooting a marine with acid rocket and making sure every hit is a full hit.