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Lrm Splash Damage Never Fixed


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#1 MeatForBrains

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Posted 21 May 2013 - 01:42 PM

OK so we're back to getting headshotted by LRM's. I thought PGI supposedly did something about splash damage the last 2 months. Did they really just tweak the speed and damage?

The speed is great, but the splash didn't change at all. I guess we're back to two months ago. Good news though, no poptarts.

Also Elo went back to 5 DDC vs. 5 spiders....

#2 Zyllos

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Posted 21 May 2013 - 01:46 PM

No, I think the missile hotfix is next month.

Yes, they did just tweak the speed and damage, but also changed the trajectory.

I have not yet tested it.

Edited by Zyllos, 21 May 2013 - 01:47 PM.


#3 Tie Ma

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Posted 21 May 2013 - 01:47 PM

well they changed the spread of LRMs.

whether or not the new spread "spreads" damage over the mech(like they intended) or still targets the CT i don' tknow.

#4 Sephlock

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Posted 21 May 2013 - 01:48 PM

Lrms are a little weak right now, I think they need a bit more of a damage buff :D.

#5 MeatForBrains

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Posted 21 May 2013 - 01:49 PM

Well regardless, I'm boating LRM on my stalker now.

#6 MeatForBrains

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Posted 21 May 2013 - 02:09 PM

Also seeing Charlie Lance as empty. Which would mean 12v12 yet no 12v12

#7 stjobe

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Posted 21 May 2013 - 02:21 PM

View PostMeatForBrains, on 21 May 2013 - 01:42 PM, said:

OK so we're back to getting headshotted by LRM's. I thought PGI supposedly did something about splash damage the last 2 months. Did they really just tweak the speed and damage?

I posted this in another LRM thread, but it fits here as well. Here's Paul:

View PostPaul Inouye, on 21 March 2013 - 02:46 PM, said:

But Paul, you said you'd REMOVE splash damage!!!!
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.

See that next to last sentence? That code is still in the game, and the only thing that was keeping it from absolutely wrecking the game was the rather severe damage nerf they did. Now they upped damage again, increased speed, and changed flight paths - so here we are again, with the very, very broken missile code rearing its ugly head again.

#8 aniviron

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Posted 21 May 2013 - 02:39 PM

View PostMeatForBrains, on 21 May 2013 - 01:42 PM, said:

OK so we're back to getting headshotted by LRM's. I thought PGI supposedly did something about splash damage the last 2 months. Did they really just tweak the speed and damage?

The speed is great, but the splash didn't change at all. I guess we're back to two months ago. Good news though, no poptarts.


They did nothing about the splash and headshot/ct targeting behavior. They just decreased the damage so much that it didn't matter and since nobody used LRMs we all forgot about it.

#9 MeatForBrains

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Posted 21 May 2013 - 03:06 PM

Yeah PGI must have had some crack head in charge of this who literally sat on his *** and did absolutely nothing for two months. WTF PGI

I was just about to spend another $50, but NOPE

#10 Mazzyplz

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Posted 21 May 2013 - 03:09 PM

broken ppc mechs that don't poptart (awesome) SRM still useless (unfairly nerfed after LRMgeddon) and now back to LRMgeddon.

yes. pgi were completely drunk for the last 8 weeks, don't count on it getting better

#11 Powder Monkey

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Posted 22 May 2013 - 05:32 PM

Interesting how they say they have removed Splash Damage.

Go into the testing ground and stand BEHIND a target. Hit it full in the back with your LRM's, and watch the center torso forward armor vanish!

#12 Ted Wayz

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Posted 22 May 2013 - 05:36 PM

View PostTie Ma, on 21 May 2013 - 01:47 PM, said:

well they changed the spread of LRMs.

whether or not the new spread "spreads" damage over the mech(like they intended) or still targets the CT i don' tknow.

Full on CT, no splash from the matches I have been in. With the new trajectory it is just bad news.

#13 IceCase88

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Posted 22 May 2013 - 05:56 PM

Here is my first complaint post.... OMFG LRMs are ridiculously OP. I love LRMs but they are out-of-control. I prefer the PPC wars to this non-sense. They lock way too quick, they curve around buildings way too much, and they group together too well. The increased damage is just icing on the cake. It has made the game pretty unplayable. I am going to keep trying but it is pretty bad. Lower damage, increase their speed, and decrease their grouping. They seem to be doing even more damage then just the slight damage increase.

#14 armyof1

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Posted 23 May 2013 - 12:26 AM

View Poststjobe, on 21 May 2013 - 02:21 PM, said:

I posted this in another LRM thread, but it fits here as well. Here's Paul:


See that next to last sentence? That code is still in the game, and the only thing that was keeping it from absolutely wrecking the game was the rather severe damage nerf they did. Now they upped damage again, increased speed, and changed flight paths - so here we are again, with the very, very broken missile code rearing its ugly head again.


You gotta hand it to them though, it only took two months to not fix the CT targetting.

#15 jeffsw6

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Posted 23 May 2013 - 12:43 AM

View PostSephlock, on 21 May 2013 - 01:48 PM, said:

Lrms are a little weak right now, I think they need a bit more of a damage buff :).

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#16 stjobe

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Posted 23 May 2013 - 01:12 AM

View PostWraeth Nytes, on 22 May 2013 - 05:32 PM, said:

Interesting how they say they have removed Splash Damage.

They never said that.

They said they tried to remove splash damage, but that made more missiles hit CT than they wanted. So they left it in, but reduced the radius, capped the splash damage at 40% of direct damage, made it fall off with distance to impact point, and lowered direct damage.

Now they've upped direct damage, adjusted speed and flight paths, and that old more-missiles-hit-CT-than-intended bug is visible again.

They really, really, need to fix their missile code. It's broken as all hell, and missiles will never be properly balanced while that old, broken code is still in the game.

#17 Crimson Fenris

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Posted 23 May 2013 - 01:21 AM

the main problem remain the perfect LRM grouping VS the SRM random behavior.

SRM acts pretty much like intended (random hit location like in the Lore), so LRM must adopt the same scheme, or they will totally remain OP.

#18 General Taskeen

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Posted 23 May 2013 - 05:07 AM

I think they really just need to hire the guys that were charge of missile programming in MW:LL. At the very least, examine their work if they haven't already.





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