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Srm Hit Detection Problem


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#1 Tuku

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Posted 05 March 2013 - 03:10 PM

I have noticed something with the 3 SRM6 on my atlas. Other friends of mine have noticed the same thing in stalkers and catapults or I would have just assumed that it was me noticing what was not there. .

It just seems as if they are not doing full damage. Point blank I dump 4 vollys of 3 SRM6 into the same side torso of a stalker and it only rips the armor off and turns it orange. Get a good hit on a passing comando and no damage registers.

Went into training grounds and tested this....Comando was oneshot by my SRM6 volly and the stalker took more damage as well.

Not sure what is going on but if you could check on it in acual matches. I can't seem to re create it in testing grounds but I can in game.


Running about 50 or 60 ping most of the time so that isn't the issue.

#2 Royalewithcheese

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Posted 05 March 2013 - 04:05 PM

Trainer mechs have less armor?

#3 Team Leader

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Posted 05 March 2013 - 04:11 PM

View PostRoyalewithcheese, on 05 March 2013 - 04:05 PM, said:

Trainer mechs have less armor?

They do. The stock configs rarely have full armor

#4 Thuzel

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Posted 05 March 2013 - 04:17 PM

Just concluded LRM testing and I thought that might be the case, but the training mechs responded to lasers as I would expect from properly armored stock builds.

They didn't respond to LRM's properly, but I think there's a bug with LRM's.

#5 Buffalo Six

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Posted 05 March 2013 - 04:29 PM

2 volleys of LRM15+artimis killed a Awesome 8Q on training river city night.......if only they worked that well

#6 Tuku

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Posted 05 March 2013 - 04:31 PM

SRMs is what im looking at cant speak to LRMs because I rarely use them.

#7 TheRuslan

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Posted 05 March 2013 - 10:35 PM

SRMs do almost none of the damage. I noticed, that they tend to curve away from target or fly through them. My damage output is reduced by 40-60 % with that pach.

I say again: PGI testcrew DOES NOT WORK !!!!

or they are blind.

#8 ShdwWraith

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Posted 06 March 2013 - 10:23 PM

Yeah there is something wrong with the damage/hit detection. Shot a hunchie with no rear armour in the back six times with 3xSRM6, his CT went from orange>red.

At least splatcats may be a little less useful.

#9 Divine Retribution

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Posted 07 March 2013 - 02:26 AM

Since the patch I've noticed that my srms need to hit behind a circling target (look like they miss), with just a few possibly hitting the trailing arm, for the most damage/hits to register. Stationary targets seem to take damage fine. Before the patch srms would hit if I saw them hit or if the srms were slightly ahead for lights. Now on a circling Dragon or Hunchback I need the srms to look like they are hitting the trailing arm for damage to register on all 3 torso sections; on lights they need to miss almost completely behind the target. My ping is typically between 90 and 110. It's like lag shooting in reverse..... Random guess is this is an unexpected consequence of state rewind, because nothing else comes to mind.

#10 BloodyDziq

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Posted 07 March 2013 - 03:34 AM

had the same problem some time ago ... 2 voles of 3x srm6, point blank at a Spider (torso) and he did not even get red ... (wtf!?)

there is a serious problem whit multiple srm hits

#11 Segoris

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Posted 07 March 2013 - 09:33 AM

I have noticed it against lights mostly (with both regular and artemis SRM), and once against an Atlas. I usually run with 25-45 ping and no graphic lag issues. Of course once I turn on fraps it stops happening :D

On a brawling stk-5m I have had a commando and a spider both eat 2-3 salvos of missiles and maybe have one piece of armor in yellow (all shots within 150m)
On an HBK-4sp I have had spiders not show any damage from ASRM6x2 with graphics appearing to have hit them directly within about 100m
On a splatcat I had a jenner on me (we did break off of each other at times during this fight which changed locations about 3-4 times), he ate 3 salvos of SRMs within 100m, a number of controlled shots from individual SRM6 and was fine with only an arm and leg turning yellow. In the meantime, I dropped a hunchback, a cataphract, and assisted on a stalker with all those missiles hitting just fine.

I have only had one issue against a bigger mech, an Atlas D, which just would not die with point blank SRMs to the torso from a splatcat. I was able to drop his right arm and his AC/20, but his right torso and center torso only went down to yellow after about 4-5 salvos from a splatcat. I was almost facehugging the Atlas being less than 50m away, so these are not misses.

#12 Ashnod

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Posted 07 March 2013 - 01:16 PM

I can confirm.. Ran a 5 SRM 6 Artemis stalker last night.. Had to hit an atlas 3 times in the back to breach his armor.. In general felt like even though I was connecting with all my missiles it was hardly doing damage examples..

5x SRM 6 into side torso dead on.. Torso goes to yellow.. General low damage elsewhere on mech.. Fire again no missing, orange and low damage

Splatcat, full no missing alphas hardly scratching mechs, takes multiple alphas just to breach rear torso armor..

Splatcatx2, hitting ravens cicadas and commando's and hardly scratching armor, one raven took 5 full alphas and still didn't drop.. Commando took a whole alpha and didn't even breach his armor

I believe it has to do with the new state rewind change somehow messing up SRM hit detection.

Edited by Ashnod, 07 March 2013 - 01:17 PM.


#13 deforce

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Posted 07 March 2013 - 01:30 PM

i have gotten no damage on ragdoll and no red reticle on SRM's at close range quite often. My visual shows a direct hit, but nothing. It has happened on stationary mechs as well, so its not the netcode.

this has been a issue for months and is not new to this patch.

#14 Ashnod

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Posted 07 March 2013 - 02:42 PM

View Postdeforce, on 07 March 2013 - 01:30 PM, said:

i have gotten no damage on ragdoll and no red reticle on SRM's at close range quite often. My visual shows a direct hit, but nothing. It has happened on stationary mechs as well, so its not the netcode.

this has been a issue for months and is not new to this patch.


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

#15 Zeus X

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Posted 07 March 2013 - 03:07 PM

I can vouch for this problem too, running a splat cat and a splat stalker, both resulted in little damage to mechs I was dealing with.

Training grounds do not have this problem, so it seems this is a server side issue.

#16 Huron Fal

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Posted 07 March 2013 - 03:11 PM

I can also confirm reduced damage from srms (I use artemis)

#17 EmCeeMendez

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Posted 07 March 2013 - 03:14 PM

It's not just this patch. It's been like this since late December. 90-150 meters is the sweet spot, closer than that and you risk no damage per volley.

#18 Ashnod

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Posted 07 March 2013 - 04:33 PM

View PostEmCeeMendez, on 07 March 2013 - 03:14 PM, said:

It's not just this patch. It's been like this since late December. 90-150 meters is the sweet spot, closer than that and you risk no damage per volley.


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.

#19 Arcturious

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Posted 07 March 2013 - 05:34 PM

Anyone monitoring their new stats to confirm this? Perhaps check average hits vs damage done with their SRM's.

If you normally run SRM6, perhaps change to SRM4 so you know all SRM4 entries are for this testing and vice versa.

#20 Snib

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Posted 07 March 2013 - 05:43 PM

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

Edited by Snib, 07 March 2013 - 05:49 PM.






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