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Hotfix March 21/2013 - Missile Fix And Server Downtime


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#181 Viges

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Posted 21 March 2013 - 06:39 PM

good fix devs

hope it lasts

Edited by Viges, 21 March 2013 - 06:43 PM.


#182 saintchuck

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Posted 21 March 2013 - 06:45 PM

Do you not have testing software? Something that's feeds the same stuff to the server every time it's ran and spits out damage logs that you can compare to a baseline? If you don't, maybe you should.

#183 BlackDrakon

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Posted 21 March 2013 - 06:47 PM

Its not a good fix, they broke the best brawler wpn, the SRMS. They were the most important thing in a brawler, even more important than the AC/20....And the LRMs are doing almost nothing, again....

Can you find a middle spot when u do something like this? I mean cmon....

#184 RiceyFighter

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Posted 21 March 2013 - 06:50 PM

SRM6 been a staple for most medium mech builds including Cent, HBK 4SP, and Trebuches, It feels like when you nerfed SRMs you nerfed many medium mechs as well. I understand that splatcats ruined SRMs, but medium mechs with SRMs took a huge hit. SRMs on medium mechs require skill and careful aiming, but with this nerf they made SRMs unviable for medium mechs in general. I recommend pushing the damage of SRMs from 1.5 to 2.0.

#185 xxx WreckinBallRaj xxx

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Posted 21 March 2013 - 06:51 PM

It was fun while it lasted. Time to put LRM Carriers back into the trashcan now though. :huh:

*puts "The once great C1F" back into its grave*

#186 loliza

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Posted 21 March 2013 - 06:53 PM

View PostRixsaw, on 21 March 2013 - 04:58 PM, said:

Look, the problem you had with the LRM's& SRM's was splash dmg. So fix the splash dmg. Why would you also nerf the Dmg? Rule 1 in troubleshooting, change 1 thing at a time. That way you know what fixed it when you finally fix something. If you had left the DMG where it was, and simply nerfed the splash dmg, it WOULD have solved the problem.

Instead you just broke every mech in the game that runs missiles.

Fix the Head Hit Box on the Jagermech.

Fix internal Armor on the Guass Rifle.

Return SRM and LRM dmg to 1.8 and 2.5 without splash dammage.

Never Ever Ever make 2 changes at once. Every time you do, you break everything. You did the same thing with Guass, when you nerfed internal armor and gave it explosive effect. Now its completely useless. Undo one of those 2 changes and its useful again.

All my guys are now bitching that the SRM's were nerfed to sh|t, now we get to wait 2-3 months for you guys to figure out you farked it up and change it back? Heck no FIX IT NOW!

i agree if you want to test a chemical reaction you make a control experiment and test 1 new change at a time, you dont just take a flask and start throwing random crap into it untill you think you got it right,

#187 loliza

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Posted 21 March 2013 - 06:54 PM

View PostThontor, on 21 March 2013 - 06:53 PM, said:




Missiles were too good before.. there should not be one stand out "best brawler weapon"...

the fact that they were the best brawler weapon was the problem.. now they are pretty much on par with the other brawler weapons...

I just did some tests with 3 Artemis SRM6s in the training grounds... that's 12 tons of weaponry it took 5 volleys at 100m to kill an Atlas... 0.9 tons of ammo

It would take 8 AC/20 shots to kill that same Atlas.. 14 tons of weaponry ... 1.14 tons of ammo

sounds pretty balanced to me... 3 Artemis SRMs at 100m are still more powerful than an AC20

u mean in the horribly bugged testing ground?

also just noticed 8 shots of ac20 ?
what atlas has 160 hitpoints on CT

Edited by loliza, 21 March 2013 - 06:56 PM.


#188 Asgenard

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Posted 21 March 2013 - 06:54 PM

SRM usless now!!! the reason of using SRM is because we like close combat, now i get 60% of the damage my mech can resist before reaching my target an i need 10 shots to kill 1 cata i ran out of ammo fighting the second mech hows that possible, i understand why lower the dmg of the lrm but the srm why?? we pay a high price for getting close to targets

#189 Hellhammer

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Posted 21 March 2013 - 06:56 PM

NIce hotfix. Thank you!

#190 loliza

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Posted 21 March 2013 - 06:57 PM

View PostThontor, on 21 March 2013 - 06:55 PM, said:

try the same thing on live.. i'm sure you'll find it to be the same

u also said 8 shots with ac 20 thats 160 dmg what atlas has 160 armor front center torso?

#191 Maurdakar

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Posted 21 March 2013 - 07:03 PM

I did not like missile damage but this nerf is, excessive to say the least... You should take smaller swings at weapons especially with hard numbers like this. Slowly tweak and watch damage.

I did not like missile damage but this nerf is, excessive to say the least... You should take smaller swings at weapons especially with hard numbers like this. Slowly tweak and watch damage.

#192 SolCrusher

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Posted 21 March 2013 - 07:04 PM

So I'm in testing grounds trying out LRM5 volleys.

Took me 6 volleys to kill the Commando
Took me 13 volleys to kill the Cicada
Took me 17 volleys to kill a Catapult
Took me 23 volleys to kill the Atlas
Took me 15 volleys to kill the Jenner
Took me 11 volleys to kill the Centurion
Took me 18 volleys to kill the Cataphract
Took me 18 volleys to kill the Awesome

So this isn't too bad, it's pretty good damage however it's not spread very well at all. All center torso kills now, with some decent splash damage on legs. None of these mechs were moving so, I targeted them from 250 meters and I have Artemis.

I really think this is a good stop gap fix while they address the issue at hand, hopefully they'll get them were they don't just core mechs like they do now, and then they could boost the damage back up and maybe increase the splash radius some. But the little commando will suffer if splash is increased too much.

Also remember in the testing grounds you're aiming at stock mechs so they don't have max armor, so the number of volleys per mech would increase if they had full armor.

#193 Strucker

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Posted 21 March 2013 - 07:05 PM

And let the 3L's QQing about the loss of their ez-mode as uncontested only viable light mech begin.

#194 N0MAD

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Posted 21 March 2013 - 07:12 PM

TY. Post is apreciated.

#195 Wildstreak

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Posted 21 March 2013 - 07:13 PM

Noting 1 thing others are missing, even with Splash damage, I was on the Testing Grounds with the Trial Stalker and its lone LRM10. Took 5 volleys to take down the Awesome, even though missiles hit all over, the CT got hit more.

I note that because it was stated here officially that if splash is removed, the CT would really get hit.

I don't like splash and hope someday they fix it so splash is not needed while missiles hit all over but for now I see no big problem so far.

View PostThontor, on 21 March 2013 - 06:02 PM, said:

you don't have to expose yourself with LRMs

you don't have to keep your target in sight with LRMs

you don't have to actually aim with LRMs


Yes you do have to expose yourself to fire LRMs unless someone TAGs for you and that is not always the case.

Yes you do have to keep your target in sight again unless someone TAGs for you. The sight reference you quoted was also a reference to needing Lock-On before firing something Ballistics and Energy don't have to deal with.

Yes you do have to actually aim or missiles lose lock on and go to the last locked on location of the target where they usually are not.

I know all this from whenever I have fired LRMs including on the current Trial TBT-7M and STK-4N.

Finally, if you read the post you quoted from UberFubarius, he did not say LRMs exclusively, he said missiles that includes SRMs and SSRMs.

All three of your points are wrong on SRMs and SSRMs too.

Even if someone TAGs for you and you are not exposed, you have to wait for Lock-On plus you have to know the terrain of the map else you are dumb firing and your shots could still hit terrain if the distance is long enough.

#196 xxx WreckinBallRaj xxx

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Posted 21 March 2013 - 07:13 PM

View PostStrucker, on 21 March 2013 - 07:05 PM, said:

And let the 3L's QQing about the loss of their ez-mode as uncontested only viable light mech begin.


Streaks weren't nerfed FYI, only SRMs and LRMs. 3L remains as OP as ever.

#197 mekabuser

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Posted 21 March 2013 - 07:15 PM

good post.. QUick temp fix.. kudos.Imo, a perfectly flavored dev post.

#198 JoraM Darkblade

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Posted 21 March 2013 - 07:19 PM

weee yes!

#199 Arnold Carns

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Posted 21 March 2013 - 07:21 PM

View PostDivine Decoy, on 21 March 2013 - 04:34 PM, said:

PERFECT SUGGESTION!!! Something like this for LRMs would be great, they are what.... heat guided. The hotter a mech is the more dispersed their damage should be, random selection with old damage make them "soften uppers" that they should be. LRMs should be like artiliary, plenty of damage but not specific spot damage. I bet if you pull the stats, less ten half of LRMs hit anyway, their hit % must be close to that of the TAG laser (close to ZERO) even in the best load outs/mechs.....

SRMS should group close to where they were aimed. So you can aim at the legs and hit both. Aim at the CT and hit the 2 side torsos, aim at the arm (and may get lucky to hit something cuz that's hard)


That doesn't make much sense. If the missiles are IR guided, a hotter target would be easier to maintain a lock. The result would be that more Missiles would hit, not less! And in the other case more missiles would hit the center of the heat emission source.

#200 D1G17AL

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Posted 21 March 2013 - 07:22 PM

A discussion I just had with friends and foes after a match there was a decent consensus that there should probably be diminishing returns on the number of LRMs and SRMs hitting the same spot. With that you could rebuff damage slightly but not have the same level of over powered ability against mechs with overlapping hitboxes.





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