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Missile Damage - Feedback
#41
Posted 20 March 2013 - 09:13 AM
#42
Posted 20 March 2013 - 09:13 AM
![Posted Image](http://cdn.memegenerator.net/instances/400x/36419377.jpg)
#43
Posted 20 March 2013 - 09:13 AM
Thontor, on 20 March 2013 - 08:46 AM, said:
I'm personally wondering if there's actually anything wrong with the jager's head hitbox at all, or whether it's just the same missile splash bug that's affecting everyone right now and people who hadn't piloted anything else last night just assumed it was something to do with the jager in particular. It might just be that the jager's head is a *bit* above average size, like the cat, and they're just falling victim to the same lrmageddon as everyone else. Definitely needs testing, though.
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I agree this is most likely the issue... And the "fix" to leg damage made it even more apparent. I hope this is the change they decide to do in the hotfix
My personal guess as to the cause of this whole thing:
The Patch Notes said:
Thing is, this wasn't just SRMs. This was a bug with explosive weapons in general:
Thomas Dziegielewski said:
BUG : We have been adding more and more pieces to the legs of mech for various reasons. This has caused our explosion engulf code to exhibit an issue by dealing less damage than it should to the leg components from explosive weapons in certain situations.
NOTES : The system has now been upgraded to instead of using the number of pieces in the leg to the actual volume the pieces take up. Way more accurate, way more robust. This would also have affected arms if they were made of many pieces, but none really are.
ESTIMATED PATCH : March 19th 2013
So this *should* have affected LRMs as well, however, I'm guessing nobody really noticed. After all, 'I just fired 36 SRMs into that guy's leg and the armor only turned yellow' obviously denotes something wrong, but people *expect* LRMs to mostly damage the upper body. I don't think anyone ever really realized that every LRM missile that *missed* and exploded on the ground nearby would have been doing full splash damage to the legs if it wasn't for this bug.
I'm also guessing (although this is *PURE* speculation) that this particular 'components not taking full damage from explosive weapons' bug was *also* keeping heads from taking damage, but again it wasn't noticed because nobody *expected* heads to be falling off left and right whenever people got hit by missiles, even though that *should* have been happening if not for this bug.
So, my guess: they fixed a bug that was first noticed with SRMs not properly registering damage against legs, not realizing that this bug was also covering up a horrific balance problem with missile splash in general against heads, and LRM splash in particular against legs.
#44
Posted 20 March 2013 - 09:14 AM
#45
Posted 20 March 2013 - 09:15 AM
Receptivex, on 20 March 2013 - 09:14 AM, said:
rules for beating missile boats still apply and ECM still neuters them
#46
Posted 20 March 2013 - 09:18 AM
Hayashi, on 20 March 2013 - 09:07 AM, said:
So many VolMods are hesitatnt to express their opinions if contrary to the party line. It's nice to see a 'real' opinion from a greenie. Kudos to you good sir
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
Mr 144
#48
Posted 20 March 2013 - 09:20 AM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/laugh.png)
#50
Posted 20 March 2013 - 09:25 AM
#51
Posted 20 March 2013 - 09:25 AM
#52
Posted 20 March 2013 - 09:27 AM
#53
Posted 20 March 2013 - 09:28 AM
#54
Posted 20 March 2013 - 09:29 AM
Mr 144, on 20 March 2013 - 09:18 AM, said:
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
There really is no party line - if there was I would have been removed a long time before now. We have about as much diversity in our views as there is diversity in people on the forums. We share moderation procedure in common, but that's all we uniquely have in common. We share faith that this game will succeed, but that's something I would say we have in common with nearly all founders and some non-founders. This doesn't mean that we shouldn't say something is an issue when we think there is an issue - and we may disagree on what we think needs change among ourselves. But back to topic...
Edited by Hayashi, 20 March 2013 - 09:31 AM.
#55
Posted 20 March 2013 - 09:31 AM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
#56
Posted 20 March 2013 - 09:35 AM
Just once, I need to live my dream of a near-suicidal emo gundam pilot raining down hundreds of missiles on unsuspecting Leos.
#57
Posted 20 March 2013 - 09:37 AM
#58
Posted 20 March 2013 - 09:38 AM
#59
Posted 20 March 2013 - 09:38 AM
MuonNeutrino, on 20 March 2013 - 09:19 AM, said:
One horrifically OP thing countering another horrifically OP thing is not exactly an optimal balancing method.
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
I agree, both should be tweaked such that LRM is a bit more consistent, instead of the current binary effect of LRM either being super OP or completely useless.
#60
Posted 20 March 2013 - 09:39 AM
Acid Phase, on 20 March 2013 - 08:55 AM, said:
This would work how? During cooldown, wouldn't one just reestablish the lock? What skill does this involve beside wearing my r key down?
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