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Nose Diving Lrm's


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#1 Xephan

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Posted 18 June 2014 - 10:13 PM

I noticed now and then after securing a target lock with my clan lrm's they will sometimes nose dive into the ground well before the target often close to the location of the curser.

This is with a full lock that is kept the entire flight time.

Has anyone else seen this?

#2 FREDtheROLF

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Posted 19 June 2014 - 01:07 AM

- New lock established
- fire
- lrm into the ground

chance for that to happen 10%

it appears that keeping the lock a little longer before firering can reduce the risk for that.
so it might be an synchronization issue between UID which shows the lock and client/server calculating the required flightpath.

FtR

Edited by FREDtheROLF, 19 June 2014 - 05:44 AM.


#3 Kibble

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Posted 19 June 2014 - 01:08 AM

Yep. Happens to me maybe once or twice a match.

#4 Why Run

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Posted 19 June 2014 - 01:36 AM

Not only that. Often if you fire immediately after acquiring a lock the missiles will go to the targeted spot, not the target. I'd say this is 25% of the time in my TBW with C-LRM20s. It's frustrating with the low ammo counts too.

#5 Svidro

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Posted 19 June 2014 - 01:41 AM

Yep, seen this as well.

#6 RazarG

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Posted 19 June 2014 - 01:53 AM

Seen this with IS LRMSs too recently.

#7 B L O O D W I T C H

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Posted 19 June 2014 - 02:12 AM

yes, happens sometimes. breaking the lock and renew it helps. it kinda happens more often if the targeted mech is light (small).
pre lrm buff, i ditched 4 tons of lrm 30 (15/15) salvos right into the ground, 5 meter before a commando on the training grounds from roughly 300 meter away.

#8 Koniks

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Posted 19 June 2014 - 07:21 AM

Yeah, the HUD indicator for missile lock still seems to trigger before actual lock is achieved.

#9 Clementine

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Posted 19 June 2014 - 07:25 AM

Frankly the more of your missiles that miss, the better. Spammers need to go or the LRM speed/noheat does.

#10 Koniks

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Posted 19 June 2014 - 09:49 AM

View PostClementine, on 19 June 2014 - 07:25 AM, said:

Frankly the more of your missiles that miss, the better. Spammers need to go or the LRM speed/noheat does.

You mean ECM, Radar Deprivation module, and 2 AMS buff modules aren't enough? And LRM10, 15, and 20 launchers are all linked for ghost heat if you carry and fire more than 2 at a time.

#11 Clementine

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Posted 19 June 2014 - 01:33 PM

View PostMizeur, on 19 June 2014 - 09:49 AM, said:

You mean ECM, Radar Deprivation module, and 2 AMS buff modules aren't enough? And LRM10, 15, and 20 launchers are all linked for ghost heat if you carry and fire more than 2 at a time.


none of what you mentioned matters against another team that on average 2 of out of each lance has an lrm setup of some sort. LRM 100 every 4 seconds means certain death no matter what you are running for counter. Dual ams is gone in 3 minutes of gameplay usally even with 2 salvos.

#12 Smudge504

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Posted 19 June 2014 - 05:18 PM

What I personally believe has broken this is, Pre last patch the Lock icon would stall every now and then before you get a solid lock. it's something they apparently patched out. but what if: we see a solid lock but the server still sees a stalled locking icon, you fire and everything flies to the cross hair not the lock.

Can this please be investigated? and can we get a response from Niko or any PGI Dev to say this is being looked at?

#13 PharmEcis

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Posted 19 June 2014 - 05:22 PM

Yeah experiencing this a lot, annoying the crap out of me as I've wasted many tons blasting rocks into bits. I should have been a miner. :)

#14 FREDtheROLF

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Posted 20 June 2014 - 04:04 AM

More dangerous if you have a blue teammeber in 180m+ in LoS but have a lock on the red guy 300m behind him.

Those nose diving LRM hit the blue guy :angry:

#15 Harathan

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Posted 20 June 2014 - 08:26 AM

Spec'd a disco the other night who was getting LRM'd. Opponent had all the time in the world to get a solid lock, the Incoming warning was flashing, but the LRMs (IS) were hitting the ground 10 feet away.

Edited by Harathan, 20 June 2014 - 08:27 AM.


#16 9erRed

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Posted 20 June 2014 - 03:44 PM

Greetings all,

This is not a normal thing that should be happening, if it is a difference between the 'lock-on' indicator and actually having a lock, the missiles should act as a dumb fire and go to the reticle indicated location on the ground.

- This is not the case as these effects see the missiles take a steep nose dive directly into the ground, sometimes only meters in from of the launcher.
- I have a Mech with 4 x 10 packs and 2 of the 4 will dive into the ground with the follow on 2 completing the normal arc up to the target.

Something is broken when firing at Clan Mech's, even with a solid 'lock-on' held for a few seconds, or within line of sight.

Add on Note: Yes, I too have watched in spectator mode a disconnected Mech being struck by LRM's, the explosions are happening on the Mech chassis, but the missiles are slamming into the ground about 20 meters away.
- Now this may be something to do with the actual spectators view as I have seen this when 2 players are spectating another player - all 3 on comms, the Mech fires at a specific rock, one spectator see's the impact to the right of the location the other see's it to the left or some other place. (it's something within the spectator mode that causes this.)
- The firing Mech see's the impact and splash where is should be, so it doesn't matter what we see, we're only along for the ride.
- But this may cause some issues if there is a tournament and spectator viewing Judges must make a hit call, they will not see what the Pilot see's.


PGI , please look into the LRM ground slamming issue.

9erRed

Edited by 9erRed, 20 June 2014 - 04:11 PM.


#17 Kazairl

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Posted 20 June 2014 - 10:36 PM

There is definitely a lock registration issue.

#18 Foxfire

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Posted 21 June 2014 - 07:40 AM

The target retical is de-synced from actual lock on. You have to go by sound, not the graphics, to tell you when you have achieved lock.

#19 Motroid

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Posted 21 June 2014 - 08:40 AM

Clearly another de-sync issue.
Like about 70% of my shots having actual effects on target. Not the red reticule or flashing paperdoll, that happens everytime and fools most players, I mean actual damage.
I experienced this "missle nose dive issue" as well and it feels just like damn de-syncing from host server. I wonder if we ever get regional servers so this nightmare has an end.

#20 wanderer

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Posted 21 June 2014 - 08:57 AM

View PostMotroid, on 21 June 2014 - 08:40 AM, said:

Clearly another de-sync issue.
Like about 70% of my shots having actual effects on target. Not the red reticule or flashing paperdoll, that happens everytime and fools most players, I mean actual damage.
I experienced this "missle nose dive issue" as well and it feels just like damn de-syncing from host server. I wonder if we ever get regional servers so this nightmare has an end.


I'm getting it too- from the US East Coast, and we're talking under 100 ping here. Something tweaked in the LRM coding seems to be the issue here.





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