Jump to content

Missile Damage Test Results


52 replies to this topic

#1 Amaris the Usurper

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 100 posts

Posted 19 March 2013 - 10:12 PM

Update (3/24): Based on further observation, it appears that, in Testing Grounds, every missile deals exactly 3 damage to the location it strikes. To see this, fire 20 SRMs at the center torso of the Awesome (60 armor), and observe that zero armor remains, with no damage to the internal structure.

In live testing, on the other hand, I have observed 1.5 direct damage per missile, as stated in the notes for the hotfix. This was determined by firing SRMs at a Cataphract with 60 armor in the front CT. It took 40 missiles (1.5 damage/missile) to remove the armor there, as expected.

Therefore, the results below (from Testing Grounds) are not representative of gameplay and should be ignored. (Originally, I noted that this might be the case; it is now confirmed.)

For what it's worth, 40 SRMs reduced the test Cataphract (574 total HP) to 85% health. This amounts to 2.2 damage/missile.

This thread originally dealt with missile damage in the first release of Patch 1.2.204. It is now updated with post-hotfix results. Additions are in bold (aside from minor edits). For information on the hotfix, see http://mwomercs.com/...rver-downtime/.

Many people have noticed enhanced missile damage with the new patch. Given that the patch "fixed an issue where firing SRMs at close range at an enemy BattleMech's leg does little to no damage," this is unsurprising.

Here are some missile damage test results for the new patch.

The test vehicle was a CPLT-A1. All tests were conducted against the stationary 'mechs on Testing Grounds. SRMs were fired at the center torso from a range of 35 m. LRMs were fired from directly ahead of the target at a variety of ranges (the range did not vary within a given test). All SRMs and most LRMs appeared to hit their targets.

In the post-hotfix tests, SRM 6s were fired from a CPLT-A1, and LRM 20s were fired from a CPLT-C1. The particulars are otherwise the same. As far as I know, this should not affect the results for damage per missile.

I highly encourage you to read the threads below for background information. The tests referenced were conducted with the previous version of the game, but the methodology remains the same. Regarding the original topic on missile testing (first link above), Paul stated that "Testing Grounds has quite a few issues when reporting damage and the numbers you're seeing are inflated quite a bit (almost double)." Therefore, take the results below with a grain of salt. For the time being, the fairest comparison (for purposes of determining what the patch actually did) is probably with my earlier Testing Grounds results (first link above).

LRM tests:

COM-1B (223 total HP)
Pre-hotfix: 5 missiles fired, 58% -- 19 damage/missile
Post-hotfix: 20 missiles fired, 78% -- 2.5 damage/missile

CDA-2A (271 total HP)
Pre-hotfix: 30 missiles fired, 37% -- 5.7 damage/missile

CPLT-A1 (601 total HP)
Pre-hotfix:40 missiles fired, 72% -- 4.2 damage/missile
Post-hotfix: 60 missiles fired, 81% -- 1.9 damage/missile

CTF-1X (575 total HP)
Pre-hotfix: 65 missiles fired, 21% -- 7.0 damage/missile
Post-hotfix: 80 missiles fired, 72% -- 2.0 damage/missile

AWS-8Q (733 total HP)
Pre-hotfix:40 missiles fired, 53% -- 8.6 damage/missile
Post-hotfix: 60 missiles fired, 79% -- 2.6 damage/missile

AS7-D (921 total HP)
Pre-hotfix:120 missiles fired, 33% -- 5.1 damage/missile
Post-hotfix: 100 missiles fired, 76% -- 2.2 damage/missile

SRM tests:

COM-1B (223 total HP)
Pre-patch: 17 damage/missile (weighted average over all tests) [Streak SRM 2]
Pre-hotfix: 4 missiles fired, 54% -- 26 damage/missile
Post-hotfix: 6 missiles fired, 84% -- 6.0 damage/missile

CPLT-A1 (601 total HP)
Pre-patch: 3.2 damage/missile [Streak SRM 2]
Pre-hotfix: 24 missiles fired, 71% -- 7.3 damage/missile
Post-hotfix: 30 missiles fired, 75% -- 5.0 damage/missile

CTF-1X (575 total HP)
Pre-patch: 4.0 damage/missile (weighted average over all tests) [Streak SRM 2]
Pre-hotfix: 26 missiles fired, 58% -- 9.3 damage/missile
Post-hotfix: 30 missiles fired, 77% -- 4.4 damage/missile

AWS-8Q (733 total HP)
Pre-hotfix: 46 missiles fired, 52% -- 7.6 damage/missile
Post-hotfix: 36 missiles fired, 82% -- 3.7 damage/missile

AS7-D (921 total HP)
Pre-patch: 3.5 damage/missile [Streak SRM 2]
Pre-hotfix: 40 missiles fired, 73% -- 6.2 damage/missile
Post-hotfix: 48 missiles fired, 76% -- 4.6 damage/missile

Edited by Amaris the Usurper, 24 March 2013 - 01:53 AM.


#2 Redmond Spiderhammer

    Member

  • PipPipPipPipPipPip
  • 421 posts
  • LocationCanada

Posted 19 March 2013 - 10:43 PM

ok are these your old tests or the new tests? where is the comparison?

#3 Alexander Leandros

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 40 posts
  • LocationCLASSIFIED

Posted 20 March 2013 - 12:51 AM

WOW!... so... they make it worse... and now we have 2 weeks of this until they fix it? I may need to take a 2 week break from MWO.

#4 AJ Frost

    Member

  • PipPipPip
  • 58 posts

Posted 20 March 2013 - 02:44 AM

I'm just going to mirror a post I did in another thread with some life fire data:

Missiles fired pre patch:
Weapoon system / Accuracy / Missiles hit / Damage / Damage per missile
LRM 15 / 40.1% / 10699 / 18253 / 1.7

Missiles fired post patch:
LRM 15 / 40.0% / 584 / 1768 / 3.0

Now it's a small dataset acquired over four games, but I dont think it should behave that significantly different. Whatever subgroup I create prior to that, it's not changing significantly from 1.7.. And it also kind of figures into the statement, that testing grounds is twice the damage compared to life , mine being 3, yours being 6 to 8.

Edited by AJ Frost, 20 March 2013 - 02:46 AM.


#5 Sturmwind

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 220 posts
  • LocationSolaris VII

Posted 20 March 2013 - 03:32 AM

Bottom line after playing for a couple hrs:

It's close to unplayable currently!
* ~ 90% LRMs + mostly getting headshotted by them (thanks for bringing that old bug back...although I'm assuming it's because of the insane splash damage?)

* SRM dmg to legs doesn't seem to be resolved either really

* the hitboxes on most mechs seem to be bugged on the head now

* You take damage to the head when getting hit in the REAR CT now (by any weapons! I HSed an Atlas with Dual Gauss in the rear?!)

...again I'm asking myself how such obvious bugs can be missed by the Q&A Team, sorry. The balance as it is right now is totally messed up, you introduced a good bunch of new bugs and seemingly reactivated a number of old ones...

Guess it's time to take a break from the game at its current state until stuff gets sorted out...

Edited by Sturmwind, 20 March 2013 - 03:34 AM.


#6 Cab

    Member

  • PipPipPipPipPip
  • IS Exemplar
  • IS Exemplar
  • 187 posts

Posted 20 March 2013 - 03:42 AM

Got headshoted 2 times this morning. From the rear.

#7 Vellinious

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • 254 posts
  • LocationCorn field

Posted 20 March 2013 - 04:38 AM

View PostCab, on 20 March 2013 - 03:42 AM, said:

Got headshoted 2 times this morning. From the rear.


BUT....BUT....THAT TAKES SKILL, MAN!! L2P!!

rofl

#8 Keltaris Bathana

    Member

  • PipPip
  • 35 posts

Posted 20 March 2013 - 04:57 AM

These patches have become so bad, its actually hilarious and im not even mad anymore

#9 Cest7

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,781 posts
  • LocationMaple Ditch

Posted 20 March 2013 - 05:44 AM

I bet the "missile splash damage to legs" fix somehow effects the head hitbox as well

#10 Kotsuno

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 224 posts
  • LocationSydney, Australia

Posted 21 March 2013 - 05:44 PM

View PostThontor, on 21 March 2013 - 05:35 PM, said:

the hotfix looks like it did it's job for the most part.. those numbers look reasonable.. and more importantly, are much more consistent across different mechs.


Aye numbers look good.

#11 OneManWar

    Member

  • PipPipPipPipPip
  • 192 posts
  • LocationMontreal, Canada

Posted 21 March 2013 - 05:49 PM

Just played a game with my dual ALRM 15 treb... 656 damage, 3 kills and 4 assists. Anyone who says they were nerfed into uselessness just doesn't know how to properly use LRM's. They still seem fine to me. Previously I'd be close to 1000 damage a game, sometimes more.

Edited by OneManWar, 21 March 2013 - 05:49 PM.


#12 Sable Dove

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,005 posts

Posted 21 March 2013 - 05:50 PM

Missiles seem to do a reasonable amount of damage now.
Ravens are less common, though with Streaks and ECM, they are still overpowered compared to other lights.

You seem to be making efforts to improve the game, finally, and as such, I shall give you money.

See? Was that so hard?

See about the MGs and Flamers and maybe you'll get some more money.

#13 Felicitatem Parco

    Professor of Memetics

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,522 posts
  • LocationIs Being Obscured By ECM

Posted 21 March 2013 - 05:59 PM

I see the OP was edited just before 6:30PM PST... LRMs seem to be spot-on as gleaned from this data, in the circumstances it was gathered under.

SRMs are still a bit more powerful than they should be... but it's better than before. At least now I won't lose all 3 sections of my Jenner's Rear Torso equally every single time someone hits me in the back with a SRM.

Edited by Prosperity Park, 21 March 2013 - 06:00 PM.


#14 xXBagheeraXx

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,707 posts

Posted 21 March 2013 - 06:54 PM

I haven't gotten a good chance to play my Lrm stalker at all with the case-ammo explosion issue, but i have noticed my head doesnt dissapear now with a single lrm salvo...sooo...Good job on the fix? LOL

#15 Dueliest

    Member

  • PipPipPip
  • Overlord
  • Overlord
  • 83 posts

Posted 21 March 2013 - 07:16 PM

First off I cant believe they leave such large game changes to an undocumented hotfix. Personally, I think they would have done better just hiking up the cool-down on the lrms if they wanted to nerf them. Granted there damage was disproportional to the rest of the weapons but if everything is equal in this game then customization is a lie! Further more lrms were already in a niche with the lrm, ecm, tag tri-fecta. Through this change they have just rendered lrms completely moot because now that there damage is brought on par its the extra mitigation offered through loss of line of sight and ecm which means they are now sub par. And who do they consult when making theses changes? An 8 Ball? Now we have to wait for them to "learn" what the effects of theses changes will be. This is enough to make me just want to stop playing games altogether because it never fails, people just cant stop trying to control EVERYTHING. And As I have said before and will say again, to the decisions makers, stroking there diabolical staff, in regards to the idea of "damage" anything less then WHOLE numbers is irrational and vain, truncate your obsession! Before you receive .00003995873758 damage from your fans! (which is basically nothing)

#16 Zordicron

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,547 posts

Posted 21 March 2013 - 07:51 PM

View PostDueliest, on 21 March 2013 - 07:16 PM, said:

First off I cant believe they leave such large game changes to an undocumented hotfix. Personally, I think they would have done better just hiking up the cool-down on the lrms if they wanted to nerf them. Granted there damage was disproportional to the rest of the weapons but if everything is equal in this game then customization is a lie! Further more lrms were already in a niche with the lrm, ecm, tag tri-fecta. Through this change they have just rendered lrms completely moot because now that there damage is brought on par its the extra mitigation offered through loss of line of sight and ecm which means they are now sub par. And who do they consult when making theses changes? An 8 Ball? Now we have to wait for them to "learn" what the effects of theses changes will be. This is enough to make me just want to stop playing games altogether because it never fails, people just cant stop trying to control EVERYTHING. And As I have said before and will say again, to the decisions makers, stroking there diabolical staff, in regards to the idea of "damage" anything less then WHOLE numbers is irrational and vain, truncate your obsession! Before you receive .00003995873758 damage from your fans! (which is basically nothing)

I disagree with your opinion and enjoyed my play session tonight 1000 times more then my session last night.

#17 Dueliest

    Member

  • PipPipPip
  • Overlord
  • Overlord
  • 83 posts

Posted 21 March 2013 - 08:05 PM

View PostEldagore, on 21 March 2013 - 07:51 PM, said:

I disagree with your opinion and enjoyed my play session tonight 1000 times more then my session last night.


Last night was a special circumstance regarding splash damage bug. I made no mention of it because it was irrelevant to normal game balance. Since then they have patched that but have added theses changes in on top of it. Regardless, that's great that you enjoyed your self as I would hope we all could.

#18 TheRulesLawyer

    Member

  • PipPipPipPipPipPipPipPip
  • 1,415 posts
  • LocationChicagoland

Posted 21 March 2013 - 08:37 PM

Damage seems okay until you realize how infrequently LRMs actually hit with full damage, or even at all.

#19 Draconeran

    Member

  • PipPipPipPipPip
  • The Hammer
  • The Hammer
  • 101 posts
  • Twitch: Link
  • LocationMontana, USA

Posted 21 March 2013 - 09:19 PM

I feel short changed. By the numbers approx 50% of my missles hit since they started to track it. I went from 400-600 dmg (pre-patch) to 800-1200 dmg (splash bug) to 200-400 dmg (nerfed fix). They are not messing with the other weapons as harshly. Tweaks need to be small til balance is met. Not drassically so I feel my enemy or myself is getting hosed.

Edited by Draconeran, 21 March 2013 - 09:20 PM.


#20 TheRevenante

    Rookie

  • The Named
  • The Named
  • 4 posts

Posted 21 March 2013 - 09:34 PM

Pretty pointless to play now. 8 LRM15Art and 4 dual PPC hits to the head didn't stop a Treb before he got into short range. What point is it to play an Atlas now ? Even worse, i barely make 200 damage with a Dual LRM15Art and a jamming Dual AC5. I wait for 2 weeks and Play Mechtactics.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users