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Streak Lock-On Can Be Achieved Without Pointing At The Enemy Mech...(Video Evidence)


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#41 PEEFsmash

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Posted 05 October 2013 - 11:36 AM

KRIVVAN'S MUCH MORE CONTROLLED DEMONSTRATION OF THE SAME PHENOMENON:
http://www.twitch.tv...van/b/467658468


Watch this if you had questions about the context/short time length presented in my video.

#42 Monky

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Posted 05 October 2013 - 11:38 AM

Streaks did not used to work this way. Something has changed.

#43 Krivvan

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Posted 05 October 2013 - 11:39 AM

View PostMonky, on 05 October 2013 - 11:38 AM, said:

Streaks did not used to work this way. Something has changed.


The only major thing that happened within the past few months in terms of how the game fundamentally worked was 3PV. Nothing with missiles (besides damage) from what I remember.

My hypothesis is something went wrong with the implementation of getting locks in both 3PV and 1PV, but I can't know for sure.

If anyone has any videos of using streak mechs before and after 3PV (or any point in time), that would be quite helpful.

#44 Wispsy

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Posted 05 October 2013 - 11:41 AM

View PostSephlock, on 05 October 2013 - 11:15 AM, said:

Your side's victory is inevitable anyway. PGI always sides with the "make things weaker" crowd sooner or later.


Ok it turns out I lied and I sneaked a peak and could not resist.
I do not want things to be weaker I want things to be balanced.

Anyway on topic...omg this makes me cry inside...honestly my original post was meant as sarcasm I thought it was a bug...is this not too much? I mean srsly wtf? You do not even have to have the mouse in the same quarter of the screen to fire magic missiles that never miss...

Why PGI...

Light mechs are not in a good place right now compared to the others...and you do this? :)

#45 PEEFsmash

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Posted 05 October 2013 - 11:48 AM

Krivvan showing that you only have to lock on to them ONE TIME the whole game. After that point, you will auto-lock any time they are in your FOV...doesn't matter how long it has been since you last targeted him. This is insane:

http://www.twitch.tv...van/b/467663275

#46 Krivvan

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Posted 05 October 2013 - 12:00 PM

View PostPEEFsmash, on 05 October 2013 - 11:48 AM, said:

Krivvan showing that you only have to lock on to them ONE TIME the whole game. After that point, you will auto-lock any time they are in your FOV...doesn't matter how long it has been since you last targeted him. This is insane:


It does stop happening when you target another mech. But there is no amount time when you'll stop having the reacquisition effect.

After more testing it seems to be based on the targeting FOV calculated for 3PV. If you can target (not see) in 3PV, then you can reacquire the target in 1PV, even if it's out of your view.

#47 Krivvan

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Posted 05 October 2013 - 12:05 PM

View PostGhogiel, on 05 October 2013 - 10:10 AM, said:

lock timer is still running even if you lose targeting acquisition. Wait a couple seconds before turning around and you would have lost lock.


This is not the case. No matter how long you wait before turning around again, you automatically regain the lock as long as it's in your FOV.

#48 Wispsy

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Posted 05 October 2013 - 12:10 PM

so if you have 360 retention and turn around it does still lose it at least right? must be in actual fov?

#49 Krivvan

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Posted 05 October 2013 - 12:13 PM

I found a video from a month ago. Even a month ago streaks lost lock when the reticule was off the target.

Was this added in last patch?

#50 Ghogiel

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Posted 05 October 2013 - 12:19 PM

View PostKrivvan, on 05 October 2013 - 12:05 PM, said:


This is a fairly recent "development".

#51 Colby Boucher

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Posted 05 October 2013 - 12:33 PM

Well, either way... not the way streaks should work, but PGI should figure out what went wrong and "break" LRMs in the same way. Would make them viable again.

Edited by Colby Boucher, 05 October 2013 - 12:33 PM.


#52 IronChance

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Posted 05 October 2013 - 12:35 PM

Yeah, I thought it had a decay timer. It used to. I guess it's not working. Report it as a bug.

#53 Krivvan

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Posted 05 October 2013 - 12:46 PM

View PostIronChance, on 05 October 2013 - 12:35 PM, said:

Yeah, I thought it had a decay timer. It used to. I guess it's not working. Report it as a bug.


I reported it as a bug, just waiting for a response now.

#54 Deathlike

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Posted 05 October 2013 - 01:10 PM

The worse case scenario is that this is working as intended for a future XBOX port.

#55 Sephlock

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Posted 05 October 2013 - 01:18 PM

View PostWispsy, on 05 October 2013 - 11:41 AM, said:


Ok it turns out I lied and I sneaked a peak and could not resist.
I do not want things to be weaker I want things to be balanced.

Anyway on topic...omg this makes me cry inside...honestly my original post was meant as sarcasm I thought it was a bug...is this not too much? I mean srsly wtf? You do not even have to have the mouse in the same quarter of the screen to fire magic missiles that never miss...

Why PGI...

Light mechs are not in a good place right now compared to the others...and you do this? :)

Light mechs deserve two things

1: A much higher rate of income. I get that they're cheaper and that if they had the same income/time as Assaults, that would be wildly unbalanced, but it's absurd how little a light pilot will make unless he brings his A game (or runs into a room full of terribad randoms, which I admit isn't that uncommon). That + the increased speed = a honeytrap for noobs. They come for the speed, and stay because they can't afford anything bigger :).

2: To suffer the slings and arrows of.. KNOCKDOWN. If I hit your 20 ton mech in the back with an AC/20 round as you are fleeing at full speed, you should go skidding into the dirt and tumble over and over like a car in GTA V. If I manage to trip you as you turn at maximum speed around me, you should faceplant and lose half your armor, followed by the other half as I blast you into oblivion while you struggle to slowly rise to your feet.

BWAH HA HA HAAAA!

#56 Asakara

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Posted 05 October 2013 - 01:36 PM

View PostPEEFsmash, on 05 October 2013 - 11:36 AM, said:

KRIVVAN'S MUCH MORE CONTROLLED DEMONSTRATION OF THE SAME PHENOMENON:
http://www.twitch.tv...van/b/467658468


Watch this if you had questions about the context/short time length presented in my video.


Nice find. That looks like a bug to me as It didn't usted to be that way. It will probably be patched in a month or two.

#57 Sephlock

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Posted 05 October 2013 - 01:41 PM

Please delete this thread so that SSRMs don't get just a little bit worse.

I wasn't even aware of this but giving the devs any excuse whatsoever to start nerfing means they will do whatever is needed X 4000000%, and the next thing you know SSRMs will be exploding into bursts of confetti and granting health to the targets.

#58 Krivvan

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Posted 05 October 2013 - 01:52 PM

View PostSephlock, on 05 October 2013 - 01:41 PM, said:

Please delete this thread so that SSRMs don't get just a little bit worse.

I wasn't even aware of this but giving the devs any excuse whatsoever to start nerfing means they will do whatever is needed X 4000000%, and the next thing you know SSRMs will be exploding into bursts of confetti and granting health to the targets.


Ok, I actually like SSRM mechanics (when they're working right), but this is ridiculous. This isn't changing SSRM values, this is getting rid of a bug that shouldn't even affect mildly decent players.

Ideally, the skill behind using and avoiding SSRMs should be about breaking locks through movement, terrain use, and cover. This bug kind of negates that whole dynamic.

Edited by Krivvan, 05 October 2013 - 01:56 PM.


#59 PEEFsmash

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Posted 05 October 2013 - 03:16 PM

View PostSephlock, on 05 October 2013 - 01:41 PM, said:

Please delete this thread so that SSRMs don't get just a little bit worse.

I wasn't even aware of this but giving the devs any excuse whatsoever to start nerfing means they will do whatever is needed X 4000000%, and the next thing you know SSRMs will be exploding into bursts of confetti and granting health to the targets.


Its better that they explode like confetti than they be an incredibly stupid, no skill to use, incredibly light, yet incredibly effective weapon that super-hard-counters light mechs but is useless against almost anything else.

Edited by PEEFsmash, 05 October 2013 - 03:16 PM.


#60 Sephlock

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Posted 05 October 2013 - 03:48 PM

View PostPEEFsmash, on 05 October 2013 - 03:16 PM, said:


Its better that they explode like confetti than they be an incredibly stupid, no skill to use, incredibly light, yet incredibly effective weapon that super-hard-counters light mechs but is useless against almost anything else.

When you have enough of them in a mech that is fast enough to stay close to the light to keep firing at it, maybe. Also "its better it be nerfed into oblivion than continue to be useful" is the thinking that got the game to the state it is currently in.





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