Streak Srm Damage Is Much Higher Than Expected [Test Results Inside] - Updated 2013-03-15
#101
Posted 13 March 2013 - 05:02 PM
#102
Posted 13 March 2013 - 05:03 PM
Next patch: nothing
Devs announce: This is intended behaviour.
AFAIK there is no official documentation whatsoever to what those stats (e.g. SRM2 5 dmg in mechlab) mean. It could as well be that when RT is destroyed and you shoot CT, splash dmg could be transfered from RT to CT and increase pin-point dmg. Who knows?
Only way to find out if this really is an issue: Form a group, drop and test online. Don't rely on health % unless tested on the servers, alternatively try to core a section where you do know the amount of armor.
Edited by Phaesphoros, 13 March 2013 - 05:04 PM.
#103
Posted 13 March 2013 - 05:03 PM
#104
Posted 13 March 2013 - 05:06 PM
Chemie, on 13 March 2013 - 05:01 PM, said:
Man, I hope so, because if this bug extends into server-side gameplay as well, it has absolutely HUGE implications for the weapon balance of the entire game. I seriously hope that this is just a training grounds bug.
#105
Posted 13 March 2013 - 05:12 PM
#106
Posted 13 March 2013 - 05:16 PM
#107
Posted 13 March 2013 - 05:16 PM
#108
Posted 13 March 2013 - 05:21 PM
Papaspud, on 13 March 2013 - 05:16 PM, said:
I have no streak stats with new stat system. Guess I need to drop with my raven a bit.
Still not clear to me if parts blown off by weapons and damage done by secondary explosions from ammo is credited to the weapon that inflicted the causal blow.
And I am still positive there are real differences in observed behavior on lots of things between training ground and actual game.
PS my in game damage stat for over 25k SRM hits is ~2.32 damage per.
Edited by shabowie, 13 March 2013 - 05:34 PM.
#109
Posted 13 March 2013 - 05:26 PM
shabowie, on 13 March 2013 - 05:21 PM, said:
Still not clear to me if parts blown off by weapons and damage done by secondary explosions from ammo is credited to the weapon that inflicted the causal blow.
That's been the question of the patch. My first game had Mlas that did 5.8 damage on average.
However, Testing Grounds is NOT indicative of in-game mechanics. Lasers start recycling once fired in TG, they recycle once the beam dissipates in game. It's not crazy to suppose some of the damage mechanics aren't working as intended as well.
#110
Posted 13 March 2013 - 05:32 PM
#111
Posted 13 March 2013 - 05:32 PM
Some one Suggested removing splash all together, it seems the most straight forward fix so they should give it a shot.
#112
Posted 13 March 2013 - 05:37 PM
But I have seen multiple posts about streaks doing more than 2.5 damage. This probably should be looked into. This is only going to get worse as time goes on when other streak launchers are added.
And for those of you that say the Devs are clueless and don't know what they are doing. Their changes have to be tested. Its very easy for something like this to slip by a small alpha testing team. They don't have a team of a thousand beta testers... well actually they do. You're it. When you signed up for Open Beta you agreed to be a Beta Tester.
Whether you know it or not, you said you would sign on and help test. You are only as good as your word. Its your responsibility to find these bugs and report them as you can and provide constructive feedback. OP did a good job at displaying this.
#113
Posted 13 March 2013 - 05:43 PM
#114
Posted 13 March 2013 - 05:45 PM
Edited by Ryche, 13 March 2013 - 05:46 PM.
#115
Posted 13 March 2013 - 05:50 PM
I've not read the entire thread in detail - but are we finding that normal 'dumb fire' SRMs are also doing too much damage? if so, that is easy to test in live against a friendly. Someone please confirm that should be valid and I'll try to test...
#116
Posted 13 March 2013 - 05:54 PM
Sephlock, on 13 March 2013 - 04:06 PM, said:
SSRMs are already useless unless you have ECM mounted (or are a crack shot with a ppc and are willing to risk being swamped by multiple ECM mechs).
If past patches are any indication, the devs will immediately overnerf SSRMs into the dirt, making them do ridiculously low, machinegun-level damages and then... about half a year later, they'll give them "crit damage" or something else ridiculous and utterly useless to compensate.
Then they'll release another hero mech.
Just fix it from completely wrecking commandos. In my commando, if I have to face a 3L (which is almost every match) I'm totally screwed.
#117
Posted 13 March 2013 - 06:01 PM
One game:
80 missile hits, 264 damage.
3.3 Damage per missile.
Clearly doing more than the 2.5 advertised on the tin. Missiles shot at a Centurion, Trebuchet and Awesome.
Conclusion:
Yep, it's not just the testing grounds, SSRM do at the very least 35% more damage per missile than advertised.
#118
Posted 13 March 2013 - 06:02 PM
#119
Posted 13 March 2013 - 06:04 PM
(worked out from 14,431 dmg / 5,557 successful hits) = 2.596905
Edited by Primetimex, 13 March 2013 - 06:06 PM.
#120
Posted 13 March 2013 - 06:09 PM
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