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Ssrm Flight Path Bugged

v1.0.142

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#1 Eldakkar

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Posted 06 November 2012 - 03:53 PM

Not sure if it was intended for SSRM to act like SRM's but they currently spread out in random directions and pepper the target instead of zeroing on a specific spot. Quite irritating if you ask me. Please fix this...

Also, please actually make DHS REAL DHS....

#2 Harddown

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Posted 06 November 2012 - 03:55 PM

View PostEldakkar, on 06 November 2012 - 03:53 PM, said:

Not sure if it was intended for SSRM to act like SRM's but they currently spread out in random directions and pepper the target instead of zeroing on a specific spot. Quite irritating if you ask me. Please fix this...

Also, please actually make DHS REAL DHS....


1) Streaks aren't supposed to hit the same section. They're supposed to guarantee a lock, meaning all missiles hit, but they don't have to hit the same section. That's how they're supposed to work.

2) Meh.

#3 Tokimonatakanimekat

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Posted 06 November 2012 - 03:56 PM

View PostEldakkar, on 06 November 2012 - 03:53 PM, said:

but they currently spread out in random directions and pepper the target instead of zeroing on a specific spot.


HOORAY!

#4 Cynwulf

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Posted 06 November 2012 - 03:57 PM

this is a skill based fps thus you should be able to aim those streak srms at chosen target weather head, shoulder or torso just like all other weapons other than indirect.

#5 Renthrak

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Posted 06 November 2012 - 04:03 PM

View PostHarddown, on 06 November 2012 - 03:55 PM, said:

1) Streaks aren't supposed to hit the same section. They're supposed to guarantee a lock, meaning all missiles hit, but they don't have to hit the same section. That's how they're supposed to work.


I've been seeing half my streak volleys fail to track from time to time. Firing 2 SSRM2s at once, one pair of missiles tracks and the other flies off in a straight line. Targeting a random armor location is fine, but I was under the impression that they were supposed to hit it.

#6 WaKK0

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Posted 06 November 2012 - 04:04 PM

Not sure what changed, but the Streak SRMs when firing more than 1 at a time now misses consistantly. If you go to cycle the streaks, they hit as expected.

#7 Harddown

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Posted 06 November 2012 - 04:05 PM

yeah they are. -that- is a bug.

#8 Forkme

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Posted 06 November 2012 - 04:10 PM

i've noticed that StreakSRMs have an increased spread and a longer lock-on time

Also, 1-3 missles will not hit the target if you alphastrike. even when the enemy was at 60m i saw my missles missing as well as my teammates.

Edited by Forkme, 06 November 2012 - 04:22 PM.


#9 Selfish

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Posted 06 November 2012 - 04:15 PM

View PostCynwulf, on 06 November 2012 - 03:57 PM, said:

this is a skill based fps thus you should be able to aim those streak srms at chosen target weather head, shoulder or torso just like all other weapons other than indirect.

This is a mech sim. You either go with the locking streaks, or you buy an SRM2 and aim them yourself.

#10 Corvus Antaka

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Posted 06 November 2012 - 04:21 PM

The fix is good..however some ssrms are now completely missing the target...not good.

#11 Blood78

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Posted 06 November 2012 - 04:38 PM

So I was running a Jenner K with 1 streak srm-2. Both streaks missed an Atlas standing still at 100m in the open. Mind you I was running at it at full speed of 130-140kph and I fired my ssrm at 100m directly in front...yet both missed.

Also half the ssrm miss at 50meter...

Streaks needed balancing but this is too much. I might as well sticking LRM5 on my jenner and fire that instead.

#12 Firebat 15

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Posted 06 November 2012 - 04:47 PM

agreed. they need to rebalance streaks now. they were OP, now they are pretty useless

#13 screw ball

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Posted 06 November 2012 - 04:48 PM

i was in game and witnessed this and can confirm it

#14 Cest7

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Posted 06 November 2012 - 05:06 PM

This was the wrong approach to fixing streaks. Streaks were fine as they were. This seems like a kneejerk reaction to the sudden popularity of streaks brought on by the pathetic netcode and hit detection.

Its like putting a band-aid on a blown off limb.

#15 Mounty

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Posted 06 November 2012 - 05:54 PM

I just found a Catapult backed up against a wall, looked like it was a disconnect. I was standing 27 meters away (according to the HUD), that Cat took up fully one third of my screen. I was firing Streak SRM 2's with both of us stationary, each shot 1 missile hit target 1 went wide and missed.

At that range I would expect to have a 100% hit rate with unguided SRM's, there's no way Streaks should be missing.

#16 Mawai

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Posted 06 November 2012 - 06:18 PM

Did the Cat have an AMS system? AMS works against SSRMs so I am not surprised that it might take out one missile out of two. I did notice a big increase in survivability for my Jenner against SSRMs when I fitted an AMS system.

#17 ZoomThruPoom

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Posted 06 November 2012 - 06:31 PM

Noticed the EXACT same thing as the OP only I was shooting at a disconnected Cicada.

#18 Alamaurie

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Posted 06 November 2012 - 06:36 PM

I'm experiencing extreme miss rates with SSRMs as well - might as well just throw on an SRM2/4 w/ an artemis.

#19 Rainlyte

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Posted 06 November 2012 - 06:37 PM

I've noticed a lot of them going wide. Seems like they might have gone overboard with the attempt to nerf them. Simultaneously I'm pretty surprised and disappointed that LRMs seem to be doubly buffed due to the new trajectories as well as artemis assistance... They've been more deserving of a nerf IMO.

Edited by Zo San, 06 November 2012 - 06:38 PM.


#20 Starsider

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Posted 06 November 2012 - 06:39 PM

Same problem....extreme miss rates with SSRM/2.

Edited by Starsider, 06 November 2012 - 06:40 PM.






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