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Missile Damage - Feedback


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#101 Tarman

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Posted 20 March 2013 - 10:58 AM

View PostHayashi, on 20 March 2013 - 10:45 AM, said:

Actually they already have internal testers. But apparently either they're not LRM fans, or something is not the same between the live servers and test servers such that this didn't get reflected.

I'm already doing whatever I can to escalate this theory for consideration/rule out to the devs. If it turns out to be correct we might save some time troubleshooting leading to a faster fix.



I appreciate your work, you're earning your green today.

If their testbed server is this far off from the live server, then that may be what really needs to be addressed. I knew lurms were borked in the first five minutes of gaming post-patch. I'd be totally willing to run in a larger live testbed if that's what the game needs. Second Rain would have been better to inflict upon people who were ready for anything game-borking.

If this is not a feasible testing system then they need to get working on a more robust hotfix system so that they can bork, tweak and recall things faster. I'm less concerned with things being unbalanced if I know I'm intentionally testing something unknown and that it can be tweaked or rolled back in a more speedy fashion. More volatility in gameplay is tolerable if the overall work on it is quicker.

#102 Corbon Zackery

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Posted 20 March 2013 - 11:02 AM

details please so the community can discuses and debate the fix and or change before you lay a 3rd whoop in the woods nest.

#103 3rdworld

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Posted 20 March 2013 - 11:03 AM

There used to be a command chair post after the Artemis fiasco, about them getting a better internal test environment.

Given recent events, I assume this has not yet happened.

Edited by 3rdworld, 20 March 2013 - 11:03 AM.


#104 Hammer Hands

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Posted 20 March 2013 - 11:04 AM

View PostQuantumPeep, on 20 March 2013 - 10:03 AM, said:

I usually just lurk on these forums, but I have to ask: Does PGI have QA??? Seriously, if you'd tested the patch, (and it takes like a max of 2 rounds), you'd have realized that LRMs are totally borked now!

Not if the devs don't run LRM boats, which as we know, most don't play missile boats.

#105 Tennex

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Posted 20 March 2013 - 11:06 AM

View PostKhanahar, on 20 March 2013 - 09:58 AM, said:


StarCraft would like to have a word with you.

Oh, and League of Legends too.


Nothing is horrifically OP in league of legends. make a note of how on top of it their balance team is.

and in Starcraft hard counters (signifcicantly OP against certain things) are in place, because players can utilize all counters. You can build and switch your army composition to the counter. and your opponent has the same opportunity. And this adds depth to the game.


One person in MWO can't use all the counters. one mech doesn't mount ECM and LRMs and TAG and is also a brawler etc etc. There is no oppretunity to switch between tactics, and the games are decided before they begin.

Edited by Tennex, 20 March 2013 - 11:08 AM.


#106 Hammer Hands

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Posted 20 March 2013 - 11:10 AM

The LRMs need a friggin hot fix, but they busted *** match making doesn't?

#107 Hayashi

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Posted 20 March 2013 - 11:11 AM

View PostTarman, on 20 March 2013 - 10:58 AM, said:

If their testbed server is this far off from the live server, then that may be what really needs to be addressed. I knew lurms were borked in the first five minutes of gaming post-patch. I'd be totally willing to run in a larger live testbed if that's what the game needs. Second Rain would have been better to inflict upon people who were ready for anything game-borking.

And when I talked about it early on ingame, people asked me to L2 pilot mechs, that Commandos should know how to seek cover, that missiles are fine, etc etc.

Ultimately until they slap 'Release' on it I'm still actually totally fine with borked patches actually, as long as they are addressed fast. Already kind of have the game-borking expectation since this is still labelled a beta - one of the reasons why I haven't activated my premium time yet either.

Just watching and waiting at the moment. They've done all the right steps so far where reacting to this bug is concerned.

View PostHammer Hands, on 20 March 2013 - 11:04 AM, said:

Not if the devs don't run LRM boats, which as we know, most don't play missile boats.

My Merc Corp members have spotted dev accounts running heavy LRM boat builds shortly after this message was posted, so they're definitely testing. =P


View PostTennex, on 20 March 2013 - 11:06 AM, said:

One person in MWO can't use all the counters. one mech doesn't mount ECM and LRMs and TAG and is also a brawler etc etc. There is no oppretunity to switch between tactics, and the games are decided before they begin.

AS7-D-DC, RVN-3L. Someone actually posted a viable build for the AS7-D-DC doing this earlier on this thread, IIRC. XD

Edited by Hayashi, 20 March 2013 - 11:14 AM.


#108 Phoenix Gray

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Posted 20 March 2013 - 11:13 AM

View PostBryan Ekman, on 20 March 2013 - 08:18 AM, said:

We are currently assessing the increase in LRM/SSRM/SRM damage currently on the live production servers. Expect an official response later today. A hot fix is likely this week.



Is a hot fix anything like a hot mess?

#109 Felicitatem Parco

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Posted 20 March 2013 - 11:14 AM

View PostHayashi, on 20 March 2013 - 11:11 AM, said:

And when I talked about it early on ingame, people asked me to L2 pilot mechs, that Commandos should know how to seek cover, that missiles are fine, etc etc.


And we're all better at dodging LRMs now. See? Silver Lining.

Edited by Prosperity Park, 20 March 2013 - 11:15 AM.


#110 Hayashi

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Posted 20 March 2013 - 11:15 AM

View PostProsperity Park, on 20 March 2013 - 11:14 AM, said:

And we're all better at dodging LRMs now. See? Silver Lining.

Was good ever since the 40th pointless death on the Commando...

#111 Von Falkenstein

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Posted 20 March 2013 - 11:16 AM

Thanks for the quick response PGI! Consider me a happy customer. :P

#112 Stone Profit

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Posted 20 March 2013 - 11:17 AM

View PostBryan Ekman, on 20 March 2013 - 08:18 AM, said:

We are currently assessing the increase in LRM/SSRM/SRM damage currently on the live production servers. Expect an official response later today. A hot fix is likely this week.

Thank you Bryan. Im at a point where playing is no fun because of the preponderence of overpowered lrms, and that makes me sad. Thank you for the swift response and I look forward to playing again soon.

#113 Shumabot

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Posted 20 March 2013 - 11:25 AM

View Postjay35, on 20 March 2013 - 08:42 AM, said:

*yelling like a fanboy*
I LOVE YOU BRYAN EKMAN

edit: Yes, even though you didn't get Hero mech repainting in this week's patch...


Even though you shipped a major patch with many game breaking issues and seem to do no QC testing at all.

#114 stjobe

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Posted 20 March 2013 - 11:28 AM

View PostProsperity Park, on 20 March 2013 - 10:49 AM, said:

Edit - Fewer now.. I just did some tests and the Missiles don't have a 10m spalsh radius, and splash is less than 10dmg for SRMs and LRMs.

I do think the latter possibilities are still possible... but back to testing!

EditTwo - So, I see that SRM and LRM Splash does indeed taper-off as a function of distance from impact...

The numbers I've seen (and tested myself for the SRM bit) is 8 meters splash radius for LRMs and 6 meters for SRMs. At least for SRMs, they do their full damage all the way out to the 6-meter radius - I haven't tested if this is the same for LRMs.

Seems like a lot of splash radius for 'mechs that are 9-18m tall - the Commando is basically enveloped in the splash radius of any missile - and if those splashes do full damage to every hitbox they intersect...

All tests on the Training Grounds.

#115 Clownwarlord

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Posted 20 March 2013 - 11:37 AM

I HAVE FOUND THE CAUSE OF THE ISSUE!!!

http://mwomercs.com/...ound-in-forums/

click here and find out why they might have issues with QC :P Niko may need more help <_<

#116 Hayashi

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Posted 20 March 2013 - 11:39 AM

View Postclownwarlord, on 20 March 2013 - 11:37 AM, said:

I HAVE FOUND THE CAUSE OF THE ISSUE!!!

http://mwomercs.com/...ound-in-forums/

click here and find out why they might have issues with QC :P Niko may need more help <_<

Posted Image

Edit: At this rate I might need to Imgur-mirror everything just to be safe. Darned direct-linking blocks.

Edited by Hayashi, 20 March 2013 - 11:44 AM.


#117 Clownwarlord

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Posted 20 March 2013 - 11:42 AM

View PostHayashi, on 20 March 2013 - 11:39 AM, said:

Posted Image

I only get broken image ...

#118 Bunko

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Posted 20 March 2013 - 11:43 AM

View PostBryan Ekman, on 20 March 2013 - 08:18 AM, said:

We are currently assessing the increase in LRM/SSRM/SRM damage currently on the live production servers. Expect an official response later today. A hot fix is likely this week.


Thank you. I was seriously thinking of putting Mechwarrior Online aside till this was addressed last night.

#119 BoPop

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Posted 20 March 2013 - 11:46 AM

well, i don't know. there are some variables to consider.

i'd say right now it's lrm/ballisticwarrior for 2 reasons. 1) missles got a buff, more people are checking it out 2) jaggers are out, lots of them on mine/enemies team, getting hit with lots of ballistics.

after the patch the first thing i did was hop in my atlas and got owned by a couple jaggers. i thought "oh no... a new super mech" but then i got owned for a few rounds by LRM's and thought, "Good lord." So I went back to my catA1 to fine tune and see what all the hubub was.

first i went with non artemis - i got owned. the regular LRMs still suck. my team left me and i got ripped up by a jenner... then i went artemis after a few rounds of getting pounded and doing almost no damage. damage went up more but i still had to stick with the team, dodge bullets left and right, lock targets (cuz teammates don't...) and all that.

i wont be one of those who say it takes zero skill to play an LRM boat, it's true you don't have to be a "good shot" but you still have to play by the LRM's abilities and limitations. for example, i waste ALOT of the lrms they hit other things. i pretty much have to get good line of sight, wait for the lock and then hope i don't loose that lock in the last second or hope the enemy doesn't simply step behind a wall OR the ultimate nemesis to LRM's the ECM atlas and Ravens that run around and cover the team. i have to do this while shifting with the team. furthermore i got an advanced sensor module, advanced target decay and target info gathering and a beagle, all things i had to earn/buy to make an LRMboat moar powerful!!

i have to say after this patch i see much more grouping and team play, much more huddling around ECM umbrellas and well, it's kinda fun and intense. I did have a couple rounds where i did some pretty sick damage with LRM's but that's because i launched A LOT of them (most misses) and ran my *** off trying to get good locks and hits. After having played several rounds now in my lrm boat, most of the time my dmg is 300'sh. kinda feels more right. i'm not kidding lrm boats pretty much suck to play.

all in all i hope the LRMs aren't nerfed back into the ground cuz honestly i hadn't played my LRMcat since i mastered it cuz LRMs just sucked, even with artemis. do LRMs need a tweak? yea probably, a SMIDGE, otherwise the only reason so many people are dying from LRM's is because EVERYONE and their brother is checking out LRM's again OR a Jagger.

you're going to get hit by two things right now after this patch, a ballistic, or an LRM.

#120 Zerstorer Stallin

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Posted 20 March 2013 - 11:51 AM

Tweeking missle damage is only hiding the real problems. I guess with everything else this is the best we can hope for.





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