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Incoming Hot Fix - 24/05/2013 (Updated!)


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#61 Sephlock

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Posted 23 May 2013 - 10:06 PM

Hopefully all missiles will be getting a damage buff, and Artemis SRMs won't be so....


Edited by Sephlock, 23 May 2013 - 10:06 PM.


#62 Grimmnyr

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Posted 23 May 2013 - 10:06 PM

The missiles just need to be 1 point of damage per LRM with no splash and slightly more horizontal trajectory.

#63 BLUPRNT

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Posted 23 May 2013 - 10:10 PM

Thank you devs for your efforts on this.

#64 Deathlike

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Posted 23 May 2013 - 10:27 PM

If only the hotfix included the late streak changes that did not make it in this patch...

The crazy diving arc was crazy (especially considering the angles).

The accelerated CT coring splash needed to be fixed anyways.

#65 BrainFlush

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Posted 23 May 2013 - 10:29 PM

I just wanted to comment just so I could see my Founders Badge for the first time in 4 days. :) Fix it!

#66 Mynder

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Posted 23 May 2013 - 10:31 PM

Okay. So LRMs still hit 0.9 damage per missile, the splash damage got reduced so they don't all hit the CT, and the (crazy) trajectory was dialed back some.

I think these changes are wonderful. If LRM damage is too weak again, they can simply slightly buff the damage each missile does in small intervals until they're viable but no more or less powerful than other weapons.

All in all, I like the way PGI are going on about this particular balancing.

#67 Sephlock

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Posted 23 May 2013 - 10:31 PM

View PostBrainFlush, on 23 May 2013 - 10:29 PM, said:

I just wanted to comment just so I could see my Founders Badge for the first time in 4 days. :) Fix it!
Posted Image

#68 Xyco

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Posted 23 May 2013 - 10:35 PM

View PostPaul Inouye, on 23 May 2013 - 07:37 PM, said:

LRM flight path has had it's drop point moved back along the path by 23% when using indirect firing. Splash damage drastically reduced. Damage per missile and all other aspects have not been changed.

The flight path change makes it so that when you have indirect firing capabilities, the missiles don't come down at 80'ish degrees. They now come down between 60-70 degrees allowing you to take cover much easier. Stay out in the open and you're still going to feel the pain.


Thank you for this. Been wondering the last few games why the rock/building I was hiding behind didn't seem to give the cover I expected.

#69 Kiiyor

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Posted 23 May 2013 - 10:48 PM

View PostHaniwa, on 23 May 2013 - 07:33 PM, said:

so my bet is, youre going to nerf missles to uselessness again.
Although the flight path was a little bit to good, it didnt felt overpowererd much. I didnt die once to LRM only in the past 100 games.


THEN TELL ME YOUR SECRETS.

I will try any sorcery to achieve LRM immunity. The only successful tactic I have found so far is to disconnect.

#70 PunKBusta

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Posted 23 May 2013 - 10:49 PM

Genious, i have a Lrm boat and a k2 so the fix fits perfect to bouth

#71 VXJaeger

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Posted 23 May 2013 - 11:05 PM

I'd have settled for tuesday, but this is good :)

#72 Hayashi

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Posted 23 May 2013 - 11:18 PM

If only this happened with the initial patch this might have been one of the better-received updates to date.

It's funny also how some people are saying this nerfs missiles back into uselessness when relative to before the Tuesday update:

LRMs do more damage
LRMs fly faster
LRMs can take targeting information from the new UAV consumables
LRMs still have a sharper declination angle when there's a spotter for it.

It's a buff in every conceivable way to the LRMs.

Thanks for the update, I was expecting to have to wait till June playing World War 1 style, but it seems things will get better earlier than expected.

Meanwhile we're still waiting for the SRMs to get the buff they need, and for the CT-homing Streaks to be a little less cluster-happy. Though leave its damage alone, the Streaks are weak enough at the moment already, it's just the allocation of the damage that's broken. At the moment A1s are stuck since they can only use missiles, and it's not really a good situation when one is so crappy that it's not an option worth considering (SRMs) and the others were broken (Streak CT-homing, LRM divebombing).

Edited by Hayashi, 23 May 2013 - 11:23 PM.


#73 Roadbuster

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Posted 23 May 2013 - 11:29 PM

View PostHaniwa, on 23 May 2013 - 07:33 PM, said:

so my bet is, youre going to nerf missles to uselessness again. Although the flight path was a little bit to good, it didnt felt overpowererd much. I didnt die once to LRM only in the past 100 games.

Under which rock were you hiding? Oh, wait, maybe you are piloting a LRM boat?



Thank you for this fix!

EDIT: Btw, what's your problem with SRM+Artemis? They are accurate as hell even at max range.

Edited by Roadbuster, 23 May 2013 - 11:35 PM.


#74 Der Hesse

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Posted 23 May 2013 - 11:35 PM

I really hope the Spalshdamagereduction will not take to much from the Damage the LRMs are doing. Except for the Vector they felt absolutely ok.

#75 Obsidian Hand

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Posted 23 May 2013 - 11:47 PM

The solution to the missile arcing is simple really I'm surprised the developers never considered it:

Make the missiles (LRMs and SRMs) fire straight out toward where the reticle ( the + reticle or the o reticle, depending where the missiles are mounted) is pointed. In the case of LRMs and Streak SRMs, the initial launch velocity would send them out in a straight line for a second or two, then their guidance systems would kick in to adjust their course toward their target.

That would mean that if the launcher was pointed straight at the target at the time of launch, then the missiles would simply go in a (relatively) straight line.

But should a pilot find an obstacle between himself and his target, he can lock on, then taking advantage of the few seconds a lock remains after the reticle is removed from the target box, point his reticle (hence, the launcher) up or to the side before firing. The combination of initial launch velocity and guidance would produce the arc naturally (and even give a skilled pilot a little more control over how his missiles arc).

In case people think I'm just pulling this technique out of my behind, this is actually how missiles behave IN REAL LIFE.

Just my two cents.

#76 Appogee

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Posted 24 May 2013 - 12:02 AM

Seem like reasonable changes to me. It was the arcing flight path and splash damage to CT that were the biggest problems.

I wish you'd patch sooner though. I was planning to buy some Premium Time today. But I won't do it while the LMR campers still have such a crazy unnatural advantage.

Edited by Appogee, 24 May 2013 - 12:12 AM.


#77 Ewigan

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Posted 24 May 2013 - 12:02 AM

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

They be nerfing mah rockits!


On a serious note: sounds okish, we will see how it works out :)

#78 Krzysztof z Bagien

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Posted 24 May 2013 - 12:51 AM

View PostPaul Inouye, on 23 May 2013 - 07:37 PM, said:

Splash damage drastically reduced.

Why not removed altogether?

#79 Mynder

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Posted 24 May 2013 - 12:59 AM

View PostObsidian Hand, on 23 May 2013 - 11:47 PM, said:

In case people think I'm just pulling this technique out of my behind, this is actually how missiles behave IN REAL LIFE.



I'd bet you real money that in real life military targeting systems, you don't lose your target lock simply because you adjust your launcher 45 degrees to the sky to give your missile an optimal flight curve.

#80 codynyc

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Posted 24 May 2013 - 01:01 AM

Guys please test them before you patch....





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