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Streak Srm Damage Is Much Higher Than Expected [Test Results Inside] - Updated 2013-03-15


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#101 One Medic Army

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Posted 13 March 2013 - 05:02 PM

Someone confirm this in an actual match please.

#102 Phaesphoros

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Posted 13 March 2013 - 05:03 PM

Prediction of what will happen:
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 ViKingOmega

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Posted 13 March 2013 - 05:03 PM

if this is true that would make sense. ive noticed since i bought an x-5 the day it came out and then i was dying with it so very quickly when hit by missiles. i thought maybe the mechs armor was bugged as i am a veteran cicada pilot and am used to surviving many a streak and standard srm barrage in my cicada 2a. we need an answer from the devs cause this could be ruining the game if true.

#104 MuonNeutrino

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Posted 13 March 2013 - 05:06 PM

View PostChemie, on 13 March 2013 - 05:01 PM, said:

laser recharge is broken so maybe other things too (but just in proving grounds)


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 shabowie

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Posted 13 March 2013 - 05:12 PM

I have observed training ground and regular game behavior not matching. This does illuminate the fact we need more detailed logging that we can access during and after matches. All kinds of things might come to the surface if we are allowed to actually beta test the game.

#106 Papaspud

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Posted 13 March 2013 - 05:16 PM

This is the way it works in game too. I was wondering why my ssrm's were causing 3.7 damage when I looked at my stats.

#107 Sug

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Posted 13 March 2013 - 05:16 PM

Amaris the Usurper for Star Lord in 3050!!

#108 shabowie

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Posted 13 March 2013 - 05:21 PM

View PostPapaspud, on 13 March 2013 - 05:16 PM, said:

This is the way it works in game too. I was wondering why my ssrm's were causing 3.7 damage when I looked at my stats.


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 Selfish

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Posted 13 March 2013 - 05:26 PM

View Postshabowie, on 13 March 2013 - 05:21 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.

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 Sephlock

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Posted 13 March 2013 - 05:32 PM

This was never a problem before, when we didn't know about it! Let this thread die! The devs must not hear of this! Remove ECM and everything will be fine!

#111 SensualBubblegumX

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Posted 13 March 2013 - 05:32 PM

This is actually pretty scary since I haven't even been playing a week. The devs NEED to fix this or it's going to push new players like myself away.

Some one Suggested removing splash all together, it seems the most straight forward fix so they should give it a shot.

#112 Taemien

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Posted 13 March 2013 - 05:37 PM

From what I've seen on weapon stats posted before LRMs and SRMs seem to do about .1 less than their listed damage per missile. This is probably about right where they should be (a random missile even on a good hit has a good chance to miss).

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 Orbit Rain

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Posted 13 March 2013 - 05:43 PM

...looking forward to an official response...if it bares out, prime example of poor balance/testing/*something* that the devs have done to help drive people away from game...and of course, giving them money.

#114 Ryche

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Posted 13 March 2013 - 05:45 PM

That would explain the stupendous pounding my phract is getting from LRM spam and why my raven is hitting such high damage so regularly.

Edited by Ryche, 13 March 2013 - 05:46 PM.


#115 WardenWolf

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Posted 13 March 2013 - 05:50 PM

So we need live test data. It is hard to get a guaranteed drop on opposite sides in the live game - but we can't test S-SRMs against teammates (they won't lock / fire).

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 Sagamore

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Posted 13 March 2013 - 05:54 PM

View PostSephlock, on 13 March 2013 - 04:06 PM, said:

I beg the OP to delete this thread, for the good of the community.

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 Mahws

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Posted 13 March 2013 - 06:01 PM

Just did a quick run to test SSRM2 in an online game. Haven't used them since the start of stat recording so I had a clean slate.

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 Felbombling

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Posted 13 March 2013 - 06:02 PM

I don't own a Mech with missile slots, or I'd offer to take a TK on my record just to test this out with a friend. Anyone else willing to provide some TK love to the cause? Probably faster and more accurate than some sync drop on opposing sides.

#119 Primetimex

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Posted 13 March 2013 - 06:04 PM

I'm a regular SSRM2 user and my stats works out the average damage to be 2.59~ per missile - so not exactly 2.5 as stated but it's a very small deviation and not way out of range like 3 dmg plus per missile.
(worked out from 14,431 dmg / 5,557 successful hits) = 2.596905

Edited by Primetimex, 13 March 2013 - 06:06 PM.


#120 DubBucket

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Posted 13 March 2013 - 06:09 PM

Just tested live with a single SRM 6 to my commando. result = destroyed





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