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Hotfix March 21/2013 - Missile Fix And Server Downtime


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#41 Sable Dove

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Posted 21 March 2013 - 03:39 PM

What about SSRMs? Can I take my Spider out without instantly dying to the first 3L or 2D that I meet?

#42 Aeronerd

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Posted 21 March 2013 - 03:40 PM

Thank you for addressing this quickly! I'll be buying more MC to keep playing soon!

Edited by Aeronerd, 21 March 2013 - 03:40 PM.


#43 Death Dealer 199

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Posted 21 March 2013 - 03:40 PM

So what you did was take a wepon that uesd to be able to do 17 point of damage (lrm 15) and nerf it to 10.5. This will totally break this wepons system. Why even carry a LMR. Spit balls now do more damage.

#44 shabowie

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Posted 21 March 2013 - 03:40 PM

My favorite bit is we are asked to test this by "feel" rather than use math. Yeah, makes sense, since math has proven that the damage and heat relationship in this game has been and continues to be completely screwed.

#45 Rebas Kradd

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Posted 21 March 2013 - 03:41 PM

I reject this explanation. The presence of any splash damage whatsoever is P2W.

#46 Jman5

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Posted 21 March 2013 - 03:41 PM

Quote

I know I did, but here's the kicker and yet another part of the mystery of missile damage. We tried removing splash damage and it did exactly what you think it was going to do. Pinpoint on target damage. Cool right? Yes... but...

Doing this exposed a problem with the grouping/clustering of missiles. We now have a high percentage of any incoming missile targeting the CT. This is BAD.


I think we need to stop beating around the bushes and accept the obvious.

The code for the missile AI has become self aware. Every time you try to nerf it, the AI adapts by finding new way to maintain its dominance on the battlefield. The lock-on code has given it one singular purpose in life: To kill mechs no matter how hard they try to escape. And it will do whatever it takes to accomplish this.

God help us all...

#47 TimTheEnchantor

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Posted 21 March 2013 - 03:41 PM

Thanks for the update and the quick fix. I'll post feedback like asked.

#48 Arcturious

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Posted 21 March 2013 - 03:41 PM

Really appreciate the late hours you guys put in to get this fixed. Now go home to your families and get some sleep!

Can't wait to get back into game (at work now) to test how missiles "feel". Will run a bunch of LRM heavy mechs and see how it goes.

#49 RoboPatton

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Posted 21 March 2013 - 03:41 PM

Huzzah! Hopefully this will mean people start gravitating more towards "skill" based weapons.

#50 Ulvar

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Posted 21 March 2013 - 03:41 PM

View PostRocketDog, on 21 March 2013 - 03:38 PM, said:

Thanks for the quick work. Looking forward to trying this out.


yeah right.. quick?

its not like the patch which screwed this up should had ever gone live.

Edited by Ulvar, 21 March 2013 - 03:45 PM.


#51 Gothic Salad

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Posted 21 March 2013 - 03:41 PM

Thanks for the Fix, Missles were crazy there lol.

#52 Jetfire

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Posted 21 March 2013 - 03:42 PM

This sounds perfect. Ready to feel the heck out of this hotfix.

#53 Watchit

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Posted 21 March 2013 - 03:43 PM

View PostOmni 13, on 21 March 2013 - 03:00 PM, said:

and now my catapult is useless jee thanks >_>


Not useless! Just no longer the all powerful death machine that made lesser mechs quake at the sight!

#54 Noesis

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Posted 21 March 2013 - 03:43 PM

People need to re-read the post as the damage numbers as quoted refer to the impact damage and people are forgetting to include the additional splash component to them.

(Please try not to interpret as per the "spreadsheet warrior online" mode) :ph34r:

#55 ReissTC

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Posted 21 March 2013 - 03:44 PM

View PostStoicblitzer, on 21 March 2013 - 02:59 PM, said:

I thought they doubled the armor from TT values so now LRMs do half damage?


Armour values were doubled. TT missile damages were 1 per LRM and 2 per SRM (we had 1.8 per LRM and 2.5 per SRM +splash before now). AFAIK no other weapons in the game got damage boosts as large as the missiles when going from TT to this game.

In any case... sounds like this could be fun.

#56 ArmageddonKnight

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Posted 21 March 2013 - 03:46 PM

This sounds great imo.

Those who used to always use missiles can carry on using them and adapt as they should always have had. Those using them simply becouse they were OP will now most likely move on the the next flavor/cheese mech they find, after QQ'ing.

You wil get alot of QQ but im sure u expected this.

Hopefully LRM boating will now turn from Alpha LRM's to sustained LRM's. Meaning going from stacking loads of LRM launchers for massive alphas, to and loading up on tonns of ammo instead with fewer launchers. Doing less dmg instantly but learning to fire more often.


EDIT: For those talking about damage being lower than TT. Remember its 0.7 + Splash damage. So its roughly 1 DMG per on LRM's.

Edited by ArmageddonKnight, 21 March 2013 - 03:49 PM.


#57 Goose

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Posted 21 March 2013 - 03:47 PM

[watches the "firepower" numbers on the LRM-boats dwindle]

#58 Riffleman

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Posted 21 March 2013 - 03:49 PM

I take it the football field sized head of the jagermech is a more complicated problem not solvable this quickly.

#59 MadPanda

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Posted 21 March 2013 - 03:49 PM

Back in the days when LRM damage was 1.6, everybody thought LRM's are useless. You dropped the damage now to 0.7. Really? If you don't want me to freak out, then tell me how the behavior of LRM's has actually changed that such a huge damage drop is "okay". If the lrm's work same as always, then you just killed a whole weapon type. Welcome laserwarrior online.

#60 Texas Merc

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Posted 21 March 2013 - 03:51 PM

ok 1 match LRMs do less damage overall but still center on CT with arty tag and all the goodies





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