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Srm Hit Detection Problem


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#21 Ashnod

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Posted 07 March 2013 - 05:58 PM

View PostSnib, on 07 March 2013 - 05:43 PM, said:

It's simply lag. Check your hit rates. You're not hitting. Compared to lasers which now do full damage.


And it's way worse than it used to be.. State rewind must of affected it somehow..

I have yet to have one volley that made a direct hit do the damage it should.. And my SRM hit rate is abysmal even though I have made the majority of my shots.

#22 Snib

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Posted 07 March 2013 - 06:02 PM

View PostAshnod, on 07 March 2013 - 05:58 PM, said:

And it's way worse than it used to be.. State rewind must of affected it somehow..

I have yet to have one volley that made a direct hit do the damage it should.. And my SRM hit rate is abysmal even though I have made the majority of my shots.

Yep I got about 50% SRM6 hit rate. And I rarely fire from further than 100m away. But then streaks are at 65%, so I guess it's pretty good. :P

#23 EmCeeMendez

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Posted 08 March 2013 - 03:35 AM

View PostAshnod, on 07 March 2013 - 04:33 PM, said:


It's worse, I've done near point blank and hit all SRM's on a moving target and done next to nil damage with 5-6 SRM 6's, how can a full alpha to a back of an atlas going around 30 kph hardly scratch the armor? Back armor to yellow... Stop being ignorant please.


Well that's not very nice Ashnod.

In my experience, SRMs are as broken this patch as they have been since December. The three Alphas to breach an Atlases back armor anecdote is something that's been happening to me for months. Other games, a single backshot will kill an Atlas. It varies.

SRM 6 hit rate around 66%.

#24 UphillMercury

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Posted 08 March 2013 - 08:13 AM

I can vouch for this as well. I was playing my SRM A-1 and fired four salvos directly into the side torso of another mech, only barely managing to strip any armour.

#25 Spunkmeyer

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Posted 08 March 2013 - 09:14 AM

I've experienced a significant decrease in hit detection with SRMs as well. It seems like the missiles phase through a target instead of making contact, especially when moving fast. My nominal ping hovers around 30; perhaps state rewind is contributing to the problem adversely?

#26 deforce

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Posted 08 March 2013 - 11:56 AM

View PostAshnod, on 07 March 2013 - 02:42 PM, said:

It's a lot worse this patch, never had what appears to be around 90% damage loss on direct hits.



yeah ill agree. MULTIPLE times last night i was in my Cent and I pulled up behind a STATIONARY assault and fired my srm+arty volley, NO red reticle, NO updated rag doll damage, but visually every missle hit a torso. waited, fired 2nd volley same result.

def, need to check this as an issue. ive noticed this happens a LOT more with my mechs that have artemis rather than non artemis srm's.

#27 deforce

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Posted 08 March 2013 - 01:12 PM

here is a video from one of my streams last night.

if a dev does read this, watch around the 28 min mark. you will see multipe incidents of me firing SRM's at fairly close range and all missiles hit, but it does not register.

http://www.twitch.tv...rce/b/375076146

#28 Ashnod

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Posted 09 March 2013 - 02:40 AM

bump.. seems to be affecting the AC 20 as well..

#29 Murfph

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Posted 09 March 2013 - 03:07 AM

sometimes with my ERPPC my shots look like they miss (goes just over the shoulder, or past the side of the arm) but it does damage anyway..

Edited by Murfph, 09 March 2013 - 03:08 AM.


#30 John MatriX82

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Posted 09 March 2013 - 04:37 AM

I too have experienced poor or total lack of hit detection for SRMs (artemised ones) from point blank to very short ranges.. and no, no lag or ping. It looks like we fell back before the big patch fixing the hitboxes back 1 month ago or so.

#31 Spunkmeyer

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Posted 09 March 2013 - 09:25 AM

View Postdeforce, on 08 March 2013 - 01:12 PM, said:

here is a video from one of my streams last night.

if a dev does read this, watch around the 28 min mark. you will see multipe incidents of me firing SRM's at fairly close range and all missiles hit, but it does not register.

http://www.twitch.tv...rce/b/375076146


Good fraps. There is pretty obviously something wrong here. You got off maybe 8 solid volleys that did nothing.

#32 Ashnod

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Posted 09 March 2013 - 05:55 PM

Really hope this gets fixed soon.. So many of my mechs run SRM's ATM..

#33 Bazukyuu

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Posted 09 March 2013 - 07:49 PM

Maybe latest patch has removed splash(explosive) damage from SRM.

#34 krolmir

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Posted 10 March 2013 - 12:19 AM

SRMs (dummy kind) no longer stay tightly grouped on firing, they insta spread even when face hugging the enemy. I think this was done intentionally in the last patch. However, Artemis now works wonders for the spread, at close range all the way to max the spread never gets bigger than an Atlas's torso.

#35 deforce

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Posted 11 March 2013 - 11:45 AM

so can a dev respond to this and aknowledge this is a problem? It keeps happening at really close range with no hit reg at all.....

#36 Targaryen X

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Posted 11 March 2013 - 12:32 PM

Yah we noticed this during 8man sync drops the other night. I was in a C9a (3srm6a, 2ml), last alive on our team so everyones watching through my cockpit, brawling a 3d pop tart at close range I hit him repeatedly center mass with srms, negligible damage. It was the dead people watching that made the observation as I was too fixated on not dying.
I do not think it was lag as the 3d was basically stationary, I was circling it.

#37 Arcturious

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Posted 11 March 2013 - 12:45 PM

I just built an SRM6 Artemis mech (Awesome with 4x launchers). Testing this can confirm it is royally fubar. Direct hits do nothing. Full alphas do nothing. An enemy atlas had a red CT. Walked up to 50m away and gave him all 4 launchers direct to the chest, nothing. His CT flashed but stayed red, it was like 1 missile hit.

Have played quite a few games with this awesome now, and every game feels horrible. I'm going to be taking SRM6 off my mechs I think, mothballing the Awesome and going back to lasers. Will also put some feedback into State rewind as I think this is part of the problem.

Edited by Arcturious, 11 March 2013 - 12:45 PM.


#38 deforce

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Posted 11 March 2013 - 01:23 PM

yes, it is really really broken right now, and i am almost positive it is not a netcode issue.

i have many videos saved on my streams that shows it happening on various mechs (d-dc, cn9-a, a-1, st-3f). i notice it happens more often with artemis on, but on my a-1 i took it off and no reg still happens quite often.

#39 TheMagician

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Posted 11 March 2013 - 01:30 PM

Agreed. Having SRMs on targets sitting still and periodically getting no damage. I'd say its happening almost 20% of the time, but its hard to guess.

Edited by TheMagician, 11 March 2013 - 01:31 PM.


#40 and zero

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Posted 12 March 2013 - 11:50 AM

I took a 6 srm 6 splat cat to test this and there is definitley a serious issue here. Numerous times I have walked up to a stationary mech, alpha strike from 30 meters and their armor only turns slightly yellow.





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