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Hitreg & Srms


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#1 Weeny Machine

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Posted 27 September 2015 - 12:12 AM

After the last big Hitreg "fix" I got the impression that SRMs worked fine. Today I decided to run my Oxide and Huggin and... I was shocked at the low damage numbers.

First I was not sure but than I had a match which really gave me a WTF moment. I ran my Oxide in a match which went just great. I got the opportunity to fire point blank (I nearly humped them from behind so close was I) most of my missiles at enemy assaults' backs/sides. At the end of the match I had about 60 missiles left (of 450)

So, ca. 390 SRMs should have hit home. Let's say 300 to have a (big) margin for failure. That would still be 600 damage. I did 320...

It seems the closer you get when you fire, the more missiles are not calculated by the hitreg system.

Has anyone made the same experience?

Exactly the same crappy rate we had before the hitreg overhaul


Yeah, laser meta for the win I guess

Edited by Bush Hopper, 27 September 2015 - 12:14 AM.


#2 Alistair Winter

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Posted 27 September 2015 - 12:18 AM

Posted Image

#3 El Bandito

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Posted 27 September 2015 - 12:18 AM

If you have Nvidia driver, I suggest you to use Shadowplay to record such event so we can see it for ourselves and render judgement.

#4 Haike

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Posted 27 September 2015 - 12:19 AM

SRMs are having troubles with hit reg for me too. I downgraded from SRM6s to SRM4s for a better result. Nowadays i try not to use SRM builds because of this too

#5 Sarlic

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Posted 27 September 2015 - 12:23 AM

I always have problems with SRMs. The first week of launch EU servers worked flawless, a couple of days after the patch as well and then everything goes to hell. But SRMs have naturally alot of spread.

Things seems to be worse the weekend though.

But when the server-hit-god is with me these SRMs absolutely smash face.

Edited by Sarlic, 27 September 2015 - 12:26 AM.


#6 zagibu

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Posted 27 September 2015 - 01:45 AM

It was only briefly better, maybe for one or two weeks, then they went back to being crap. You blarg a full 16 salvo right into their rear CT, and it goes from yellow armor to orange. Happens all the time.

But when they DO work, it's pretty satisfying. I've had a match lately in a Thud with 2xAC/5, 3xML and 1xSRM6 and lost the AC arm early into the match. I still absolutely wrecked faces, because in this match, my SRM6 was registering EVERY TIME.

#7 Weeny Machine

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Posted 27 September 2015 - 02:05 AM

Tried a streakcrow. 2 broadsides then I got a headshot (2*5*6 SSRMs also point blank). That should have been 120 damage. I did 94. So 1/3-1/2 of the missiles are not registering. In a shooter. Ok...


Edit: No obstacles were there to intercept the missiles

Edited by Bush Hopper, 27 September 2015 - 02:12 AM.


#8 Nothing Whatsoever

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Posted 27 September 2015 - 02:11 AM

velocity and net code

#9 John1352

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Posted 27 September 2015 - 02:53 AM

There was a consensus in a thread a few months back about a missile count beyond which SRM hitreg fails spectacularly. I think 12 was the number. I've stopped using them other than on lights (with less than 12 tubes) to get some low heat damage.

#10 sneeking

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Posted 27 September 2015 - 02:56 AM

Ouch !!!

Maybe this isn't the best time for snee to come back....

Given his love of huggin :/

#11 TheCharlatan

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Posted 27 September 2015 - 03:01 AM

Sometimes my SRMs hit like a truck. I see heavies and assaults twist desperately after being hit by them and having understood that they have come to the wrong neighbourhood.
But most times, i get no effect at all.
I've stopped using SRMs after making some calculations and discovering that the hitreg went as low as 25% of missiles registering.

#12 sneeking

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Posted 27 September 2015 - 03:42 AM

I always suspected they used hit reg as a form of pseudo ballance and that match maker guided outcomes by fiddling with it.

#13 sneeking

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Posted 27 September 2015 - 03:49 AM

Because it always seems like if you're slated to lose you cant hit a barn door with a machine gun but if you're penciled in for a win you can peg a spider running flat out across alpine from 1200m with a ppc...

Go figure...

Personally i don't trust that kind of crap and when i see it i start thinking.

#14 sycocys

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Posted 27 September 2015 - 04:02 AM

I've noticed distance to target plays a huge factor because SRMs have a magical launch spacing that is about as wide as an Awesome.

SRM4 - 50m minimum before they get on their correct spread.
SRM6 - 80m minimum

#15 oldradagast

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Posted 27 September 2015 - 06:11 AM

Spread weapons are terrible not only because they spread damage (unlike Gauss and, to a lesser level, Lasers), but they are also terrible because of the shaky hit registration.

Sure, I've seen damage just not happen (or be mostly ignored) from all weapons at some point, but SRM's in particular seem to do nearly nothing half the time. You can empty clouds of them into a target at point blank range, and they rarely seem to care. LBX's have similar issues, though I haven't really used them in a while.

Of course, hit reg is off in this game anyway. After watching a hopping Griffin (before they fixed some of the jump-jet animations) barely feel 6+ AC 20 hits to the chest at about 100 m, you can't take it too seriously anymore.

#16 InspectorG

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Posted 27 September 2015 - 06:55 AM

Ill have to experiment with my SRM Warhawk. 4ASRM6 doesnt seem to do what it should. Maybe drop it to 4ASRM4 and add more Wubs?

#17 MechWarrior3671771

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Posted 27 September 2015 - 07:04 AM

I'm having similar damage registration issues, but I'm not game-savy enough to be certain I'm not imagining things.

I run a Raven 3L - 1M(10) and 1M(20) tubes - with 8 SRM artemis (2x4), and another 3L with 12 SRM artemis (2x6).
The 8a *seems* more accurate than the 12a, and more money for my buck (both carry 1.5 tons ammo).

SRMs also *seem* to have inconsistent damage output.
I have matches where I am like "ha! lets see you try to walk that one off!"
and others where its "hey I just power-washed your armor, tip me please..."

Again, I don't know enough about lag, latency, or game mechanics to be sure, so I might just be imagining things and aiming poorly, but something feels off with SRMs.

Edited by Fenrisulvyn, 27 September 2015 - 07:06 AM.


#18 Sorbic

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Posted 27 September 2015 - 07:28 AM

Been playing around with 16-14 tubes of SRM and definitely seems to be on and off when it comes to hr. Last night I had a locust get right up next to me and slow to a crawl while he tried to take aim. I smiled as I unloaded my tubes and UAC5 (both immediately jammed lol) at him. Then frowned as he barely took a lick of dmg. I lost a rack and fired 12 more which had the same weak sauce affect.

Then a few matches later it's ripping through big and lil mechs alike. I imagine it's on more than off and I'm just focusing more on the frustrating bits.

#19 MechWarrior5152251

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Posted 27 September 2015 - 07:50 AM

Solution....STREAKS.

#20 Bulletsponge0

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Posted 27 September 2015 - 07:52 AM

I'm not convinced there was any kind of hit reg fix at all





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