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Reported Missile Damage Bug - May 20Th


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#101 Foxwalker

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Posted 21 May 2014 - 06:46 AM

View PostKoniving, on 20 May 2014 - 11:11 PM, said:

Now as a random thing of interest... I had very little trouble dealing damage with LRMs beyond 500 meters. But between 250 and 180 they seemed to be foam darts.

So what was the Clan minimum range that they decided for LRMs? It was supposed to be 75 meters right? Or did they seriously make it 'drop' damage gradually from 270 meters and under?


So if I can have my Steak Missile Range increased to above 500 meters they will start doing damage? Cool. :D

#102 Kjudoon

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Posted 21 May 2014 - 06:47 AM

Thank you PGI for addressing this quickly.

#103 Ngamok

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Posted 21 May 2014 - 06:49 AM

View Poststjobe, on 21 May 2014 - 06:31 AM, said:

There's a world of difference between "a" bad patch and every patch being bad in some way or another.

Anyone but the most rabid of haters can forgive a bad patch once in a while; we all know **** happens. But when the good patches are the ones that are few and far between, and when missiles once again get broken - it seems to happen every time they change something in the code, be it related to missiles or not - for the umpteenth time, it's not a question of "a bad patch".

It's a systemic error with their QA, and it's an issue with the missile code being fundamentally broken. AFAIK we're still running with the same broken missile code that they can't patch splash damage out of - you know the one that they tried to remove splash damage from, but that led to 50%+ of the missiles going CT? (this was about a year ago, I'm sure some of the older hands here do remember).

They need to step up their QA, and they need to go back and rewrite the missile code from scratch; it's blatantly obvious to anyone that's been here for more than a few patches that neither are up to par.


I understand, not knowing exactly who or what their QA is, I'd just assume it's 1 person and he isn't as thorough as some of you. These guys are a lot smaller than the Call of Duty guys who take 1 month to fix the Javelin Death Fire bug. That was a real LRMaggeddon.

Edited by Ngamok, 21 May 2014 - 06:51 AM.


#104 Mister Blastman

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Posted 21 May 2014 - 06:51 AM

View PostRuss Bullock, on 20 May 2014 - 10:20 PM, said:

Throughout the day on May 20th after the patch, there were increasing reports of greatly impacted missile performance. This was surprising as no missile changes have been implemented in several patches. Even at this time we are not 100% certain what is causing the bug however there was some work implemented to support the upcoming Clan LRM's. It was expected these changes would not have any impact on the game after patch, obviously this seems to be our culprit. We will look into this issue first thing tomorrow and if a problem is found we will release a hotfix as quickly as possible. Sorry for the disturbance in your regular play style and enjoyment.

More info tomorrow as soon as we have it.


Russ, our "regular" playstyle is...

2 PPCs + 2 Autocannon 5s on a mech for maximum pinpoint damage, since everything else is penalized/nerfed/disadvantaged.

Yes, SRMs are broken into dust right now, being four times less effective than they were a year ago when a month ago they were sixty percent less effective than a year ago... we still wouldn't be using them but they aren't even worth their tonnage at the moment.

Do the right thing. Don't just release a hotfix. Completely remove host-state-rewind on missiles alone. It has been a failure on them. Then, revert SRM flightpaths back to how they were in closed beta (the tight spread -> wider -> back to tighter pattern), put splash damage back in and set the damage to 2.5 (of course, leave splash off on Streaks and LRMs).

Do this... and you'll have a very happy community. You might even start earning some purchases.

Last night was epic fail of the highest order.

Edited by Mister Blastman, 21 May 2014 - 06:52 AM.


#105 Harathan

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Posted 21 May 2014 - 06:54 AM

View PostDamocles69, on 21 May 2014 - 05:56 AM, said:

... what an absolute bafoon

Two options: Either he's lying and hoping we're not smarter than he is, which was a terrible move; or he's clueless about what changes really went live, which is a terrible admission.

Either way if the man had any credibility left, it's gone now.

#106 Koniving

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Posted 21 May 2014 - 06:57 AM

Dear PGI, please read this. It's a much better idea than "scaling" missiles and apparently not going to cause the bugs you're experiencing!

View PostQuax1102, on 21 May 2014 - 02:40 AM, said:

That's exactly what they talked about last time I remeber. Scaling them down to zero damage instead of lowering min range. However, they would have ****** up the current game either way, so basically it doesn't matter.

That's a serious problem. I'd prefer a hard 75 meter minimum range, or a freaking intelligent design. Using LRMs as a brawling weapon was common practice. But, LRMs were NOT fast firing, could NOT spam, and only had 120 missiles per ton instead of 180.

A much better solution is not having missiles fire so fast and instead making them a more tactical weapon instead of a 'hold button to win' weapon.

Random examples: Double cooldown, double damage, double heat. Maintains DPS and HPS, cuts back on the spam (LRM 20 fires a second time at 9.5 seconds, LRM 15 at 8.5 seconds, LRM 10 at 7.5 seconds, LRM 5 at 6.5 seconds). (LRM 5 would then deal 11 damage. LRM 20 fired would then be 44 damage. Heat doubled on all. 120 missiles instead of 180 per ton.)

Currently LRM-5s do more damage than StreakSRM-2, and fires at 3.25 seconds (the StreakSRM-2 fires every 3.5 seconds). Why would you ever bother with a streak, especially when Clan LRM-5 is 1 ton?

But if it takes longer to reload LRMs, streaks would obviously be better for close range fighting even with 0 minimum range on Clan LRMs.

Fun, isn't it? Truth be told, in the long run it'd be a step into making LRMs much more tactical and less "spammy."

Something said in the past.
Spoiler


Now, someone had an interesting thing about this.
Spoiler


To note something else. In TT, LRMs did 1 damage to 1 point of armor. Atlas had 304 points of armor.
1:1 ratio.
In MMWO, LRMs do 1.1 damage to 2 (double the armor), Atlas has 608 armor.
1.1:2 ratio; reduced is 0.55:1 (ever wondered why LRMs felt so weak?)
This adjustment brings LRMs to 2.2.
1.1:1 ratio.

If 2.2 damage per missile turns out to be too much it can be scaled back to 2 for a 1:1 ratio.
This means we aren't doing anything overpowered.

Long term, SRM and Streak once SRM hit registration is reliable.
Spoiler

Edited by Koniving, 21 May 2014 - 07:38 AM.


#107 Harathan

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Posted 21 May 2014 - 06:58 AM

View PostcSand, on 21 May 2014 - 06:33 AM, said:

You know what amazes me most, is how unreasonable, pretentious, and just effing straight up childish half the people on this board are, with your smug little responses and personal digs at the developers who you don't even know, and also at other players who actually have a level head

I honestly think the internet is the only place where these people can have that little tiny bit of satisfaction in their life. It is almost sad. It's like some kind of douche-cultivating farm in here half the time.

get over it, mistakes are made and not as often as the the hyperbole forum-bandwagon would have you believe. You want an example of a real train-wreck? Talk to fans of the X series

You guys wanna know what is actually one of the big problems is with this game? It's whiney, self-entitled, pretentious forum base which is the public representation of the community, and makes all the many decent folks who play this game look bad. Believe me, there is a reputation for MWO community being mostly a bunch of ****** and every day I'm here I see the cold hard evidence

the world does not revolve around you, **** happens, get over it

See you on the battlefield, those of you who actually do more than just forum-complain (once missile are fixed, anyways :D )

PGI, you done messed up but thanks for acknowledging and hopefully it is fixed soon. I for one have learned in my life to "deal with it"

CSAND OUT

As I've said elswhere, accepting games as broken by default is not a sustainable point of view. That road ends with having to pay for patches and updates.

#108 cSand

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Posted 21 May 2014 - 07:02 AM

View PostHarathan, on 21 May 2014 - 06:58 AM, said:

As I've said elswhere, accepting games as broken by default is not a sustainable point of view. That road ends with having to pay for patches and updates.


It is not "broken by default" and there wasn't anything in my post even saying that would be acceptable

It was an error in a patch. It sucks, yes, but it's not the end of days

Understand that your opinion, if you choose to break the trend around here, does not equal fact, nor should it be the opinion of everyone else.

Edited by cSand, 21 May 2014 - 07:05 AM.


#109 oldradagast

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Posted 21 May 2014 - 07:03 AM

View PostQuax1102, on 21 May 2014 - 02:47 AM, said:

After all, I really wonder what they will break in the way of fixing the current bug. Any bets? Movement code would be a new thing to break for example .. like you cannot move faster than the "one-legged" maximum. But let's see .. PGI sure will over-deliver on communitiy expactacions :D


Some possible ideas:

1) Random changes in movement arch-types for mechs. So, a light now counts as an assault, assaults now count as lights... maybe my beloved Awesome will somehow end up with the movement profile of a Locust!

2) Random speed changes, both in turning and movement itself

3) Permanent arm lock, forever...

As for missiles, yes, it looks like they somehow added in the Clan missile code and messed up IS missiles completely in the process. I shudder to think how this is possible. I've written a few little fan-games in a language close to C, and even I didn't mess things up like that... and I'm one guy doing this in his free time for no income.

Also, if Clan weapons are going to scale like this in actual game play - in other words, if we're all basically playing with Clan missiles right now - don't even bother continuing down this path since they are useless.

#110 Harathan

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Posted 21 May 2014 - 07:05 AM

View PostcSand, on 21 May 2014 - 07:02 AM, said:


I'm not accepting anything here.

It is not "broken by default"

It was an error in a patch. It sucks, yes, but it's not the end of days

Understand that your opinion, if you choose to break the trend around here, does not equal fact, nor should it be the opinion of everyone else.

That's where we disagree, cSand. Despite what you imply, I am not the only person who thinks the game IS broken by default, and those of us who hold that view are not all rabid nutters with an entitlement complex. Furthermore, many people are choosing to vent not because they feel hard done by, but because they love the IP and watching what is being done to it by PGI is hugely depressing.

Edited by Harathan, 21 May 2014 - 07:06 AM.


#111 VanillaG

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Posted 21 May 2014 - 07:11 AM

My guess to the cause is that the missile code was looking for some values in the xml config files that are not there and instead of not executing if they are not there, they are using fall back values instead. It would explain why this did not show up on dev systems, because they have the values, and would explain Paul's comment of nothing changed in the xml configs. It will interesting to see how they fix it.

#112 John Norad

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Posted 21 May 2014 - 07:14 AM

It's good to get confirmaton on this. Thanks.

What's not so reassuring, though, is:

View PostDeathlike, on 20 May 2014 - 10:50 PM, said:

It does smell of poor coding practices.

Well yes, it does. Being understaffed and probably stretched too thin often leads to this. Understandable, but still no excuse.

View PostKilo 40, on 21 May 2014 - 12:25 AM, said:

all I play is missile boats, so now I just wait a day or two until they fix it. No big deal.

Good job for those who pointed it out, but I have to say, now that it's been pointed out and acknowledged there isn't a need for all the wailing, hyperventilating, and pearl clutching that's going on.

some of you really need to grow up.

The first 2 1/2 sentences are fine and kinda level-headed. Should've left it at that. But a snarky remark in a condescending tone - I hope that's not your definition of grown-up. You missed your own mark there.
People will complain and rage regardless. That's nothing such an unnecessary statement is going to change.

View PostKmieciu, on 21 May 2014 - 12:29 AM, said:

It would be so much better if they scraped the explosion code altogether. There is really no need for any "splash damage" effects in MWO. This neither Quake nor Crysis. MWO missiles are armor piercing, not anti-personel. A missile should deal damage to a single hitbox. If a missile hits the ground, it should deal 0 damage. Simple as that.

If a SRM hits the cockpit it should deal 2 points of damage TO THE COCKPIT. Not 5% to the cockpit, 95% to the center torso, because the cockpit hitbox is so small. This would make SRM hit detection as easy to predict as ballistics. It would both take the load off the servers, and improve close range brawling.


I tend to agree. If that splash damage comes at the price of significantly increased server load or greater chance of bugs. After all LRMs already spread out their damage. At least they're supposed to.

All in all I think they need to step up their quality standards and balancing/tweaking development pace. Things like this, especially if it has even remotely to do with bad quality code or missing documentation, shouldn't happen.
Apart from that a bit more out-of-the-box thinking also wouldn't hurt. Continuously firing autocannons? An overhauled heat generation/dissipation system? Maps and game-modes more geared towards different roles? Dare to be bold..

#113 cSand

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Posted 21 May 2014 - 07:19 AM

View PostHarathan, on 21 May 2014 - 07:05 AM, said:

That's where we disagree, cSand. Despite what you imply, I am not the only person who thinks the game IS broken by default, and those of us who hold that view are not all rabid nutters with an entitlement complex. Furthermore, many people are choosing to vent not because they feel hard done by, but because they love the IP and watching what is being done to it by PGI is hugely depressing.


That's fine, and I respect that. We have a difference of opinion about this game - no big deal. As an aside, I think there are certainly many problems with this game, but they are generally outshone by how much fun I've had playing it regularly over the last couple of years.

There is a big difference between you and the handful of people like you, and the vast majority who actually are "rabid nutters"

MY post, was not directed at you or those others who can wear big boy pants and act like an adult, even on the internet

I will e-handshake you

Edited by cSand, 21 May 2014 - 07:21 AM.


#114 Xune

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Posted 21 May 2014 - 07:30 AM

View PostIceGryphon, on 20 May 2014 - 10:51 PM, said:

Someone must of Hacked Paul's twitter.
Posted Image



Isent that totaly normal ?

I can remember numerous occasions where Paul state things which where simply untrue.

Starting with " There will never be a Madcat/Timberwolf in game" before Open beta.

#115 Fate 6

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Posted 21 May 2014 - 07:36 AM

View PostDaelen Rottiger, on 20 May 2014 - 11:29 PM, said:

Gotta say it again - I work for an IT-company and I am aware of arising problems and uncertainties - but even here the "Patch, Hotfix, Patch, Hotfix, Patch, Hotfix" - pattern does not seem professional to our customers

At least, not at the rate they are hotfixing and patching. If you look at Warframe you'll see they patch bascially every Wednesday and then release between 1-3 hotfixes THAT DAY to fix any issues that come up. Their hotfix release is a matter of hours not days/weeks.

#116 Deux

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Posted 21 May 2014 - 07:39 AM

View PostNgamok, on 21 May 2014 - 06:14 AM, said:




Every Game I have played to date has released a bad patch. There is always something that gets through no matter how well you test something. And some of these games did it months to years after release. Don't act like this is the first game this has happened to.


Nope it's not....but unlike other games it doesn't happen veryyy single time they release a fluff patch.

#117 Deux

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Posted 21 May 2014 - 07:44 AM

View PostcSand, on 21 May 2014 - 06:33 AM, said:

You know what amazes me most, is how unreasonable, pretentious, and just effing straight up childish half the people on this board are, with your smug little responses and personal digs at the developers who you don't even know, and also at other players who actually have a level head

I honestly think the internet is the only place where these people can have that little tiny bit of satisfaction in their life. It is almost sad. It's like some kind of douche-cultivating farm in here half the time.

get over it, mistakes are made and not as often as the the hyperbole forum-bandwagon would have you believe. You want an example of a real train-wreck? Talk to fans of the X series

You guys wanna know what is actually one of the big problems is with this game? It's whiney, self-entitled, pretentious forum base which is the public representation of the community, and makes all the many decent folks who play this game look bad. Believe me, there is a reputation for MWO community being mostly a bunch of ****** and every day I'm here I see the cold hard evidence

the world does not revolve around you, **** happens, get over it

See you on the battlefield, those of you who actually do more than just forum-complain (once missile are fixed, anyways ;) )

PGI, you done messed up but thanks for acknowledging and hopefully it is fixed soon. I for one have learned in my life to "deal with it"

CSAND OUT


Not crying sir, I just look at how much money this player base ( well not all) have invested in hoping that this game will shine, unfortunately putting lipstick on a pig doesn't make it any prettier. If forum raging is the only thing they understand in order to get a message across then that is what ppl will do.

#118 NeoRocket

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Posted 21 May 2014 - 07:47 AM

View PostDeathlike, on 20 May 2014 - 10:50 PM, said:

How does one actually believe this...



When this is happening...


I dunno... it doesn't sound like it was tested (the extra holiday for Canadians didn't help there).


It does smell of poor coding practices.

I was thinking the same thing actually...

#119 Thoughtfulwander01

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Posted 21 May 2014 - 07:47 AM

Thanks for the clarification of the issue PGI. Look forward to the patch. And thanks for all that you do to allow us to play a FREE game. That is very fun even when it is messed up a little ;)

In Him,
TW

#120 Fate 6

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Posted 21 May 2014 - 07:50 AM

Imagine, if they had just put every IS weapon on the same cooldown and kept their original heat values and the original heatsink values, they could have then modified clan weapons to fire X% faster/slower at X% more heat with Y% more range or whatever.

Boys and girls, this is why we don't do sloppy coding/developing. It WILL come back to bite you in the ass when you try to build on it later.





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