So playing my Raven and my DC recently I've run into a weird bug.
It normally happens on light mechs, or something that gets really close.
Upon locking and firing my SSRM's sometimes the SSRMs circle the mech very quickly and never make contact.
Anyone else running into this? Not sure how it effects DPS overall, but there are a few missiles that never make contact.
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Ssrm Bugged? (Missle Circles Mechs, And Explodes)
Started by Casty, Mar 25 2013 11:30 AM
8 replies to this topic
#1
Posted 25 March 2013 - 11:30 AM
#2
Posted 25 March 2013 - 11:31 AM
The missile does eventually make contact. That orbiting is just an artifact of the ridiculous turn radius on streaks. It's been around forever.
#3
Posted 25 March 2013 - 11:33 AM
Which is odd.. because I never ran into the issue prior to this last hotfix. Wondering if I can duplicate this in the training grounds to verify the actually do hit and cause damage.
#4
Posted 25 March 2013 - 11:36 AM
I find it odd that you've never seen it before. I've seen it a ton when shooting at lights. Heck I've also seen them orbit and then launch off away from the enemy mech. That actually seems to happen mostly when the enemy uses jump jets right when I fire at them and for some reason mostly against trebs.
#5
Posted 25 March 2013 - 11:37 AM
Casty, on 25 March 2013 - 11:33 AM, said:
Which is odd.. because I never ran into the issue prior to this last hotfix. Wondering if I can duplicate this in the training grounds to verify the actually do hit and cause damage.
The orbit has been around for a while, you might have just missed it for some reason. It mostly happens to light mechs. Grinding jenners I felt like a planet with SRM moons most games (then exploded).
#6
Posted 25 March 2013 - 11:39 AM
I'm just going to hijack this to point out that SSRMs are ridiculous and need a good working over. Weapons should loose effectiveness if the pilot falls asleep, really.
#7
Posted 25 March 2013 - 11:41 AM
Gaan Cathal, on 25 March 2013 - 11:39 AM, said:
I'm just going to hijack this to point out that SSRMs are ridiculous and need a good working over. Weapons should loose effectiveness if the pilot falls asleep, really.
Yeah, their only functional use is to hit and kill lights, free of skill or difficulty. They're pretty much useless in all other scenarios. That's a terrible weapon implementation.
Edited by Shumabot, 25 March 2013 - 11:41 AM.
#8
Posted 25 March 2013 - 11:57 AM
Until you've seen the fiery missle bolo of doom destroy the CT of a 100% Jenner when he was fool enough to slow down.....You've seen nothing.
#9
Posted 25 March 2013 - 12:16 PM
Shumabot, on 25 March 2013 - 11:41 AM, said:
Yeah, their only functional use is to hit and kill lights, free of skill or difficulty. They're pretty much useless in all other scenarios. That's a terrible weapon implementation.
Technically that's just Streak2s. Streak4s and Streak6s are a thing, and they will happen. And they will be ******* dreadful for gameplay. Catapults with 6x6Streaks? Timberwolves (which should appear about the same time) and Vultures boating them?
Streak, as an SRM upgrade, is several orders of magnitude better than Artemis, and actually cheaper until you get to 6-packs where it costs a whole half ton more, and one less crit. A ton upgrade to tighten flightpath, or a ton and a half to never miss or have to aim?
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