Just curious, was there a "fix" also planned for SRM's as well since the missile nerf?
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Srm Fix?
Started by Odd Thomas, May 24 2013 09:31 AM
8 replies to this topic
#1
Posted 24 May 2013 - 09:31 AM
#2
Posted 24 May 2013 - 10:45 AM
Planned. But won't be seen until "HSR" (Host State Rewind) for missiles is implemented. Otherwise, what's the point of fixing since it cannot be properly tested?
#3
Posted 24 May 2013 - 10:51 AM
Splash damage "fix" affected SRMs as well, I am sure.
#4
Posted 26 May 2013 - 10:28 AM
Koniving, on 24 May 2013 - 10:45 AM, said:
Planned. But won't be seen until "HSR" (Host State Rewind) for missiles is implemented. Otherwise, what's the point of fixing since it cannot be properly tested?
Umm, noob here. What is HSR? And if they can "fix" LRM's now, why not SRM's?
#5
Posted 26 May 2013 - 10:30 AM
Host State Rewind - I'm short on time otherwise I'd link you the CC post.
Basically, it's a function to help high pingers hit with weapons without leading the target because of lag issues.
Basically, it's a function to help high pingers hit with weapons without leading the target because of lag issues.
#6
Posted 26 May 2013 - 10:31 AM
Odd Thomas, on 26 May 2013 - 10:28 AM, said:
Umm, noob here. What is HSR? And if they can "fix" LRM's now, why not SRM's?
HSR: Hoststaterewind (i think)--> something about sending a time-stamp with your data so you can actually hit what you see on your screen without compensating for lag. (at least that's how i understand it)
and the lrms are lock-on weapons--> you can play around/test them without any lag-related issues
#7
Posted 26 May 2013 - 10:50 AM
Odd Thomas, on 26 May 2013 - 10:28 AM, said:
Umm, noob here. What is HSR? And if they can "fix" LRM's now, why not SRM's?
Host State Rewind. It's a lag-compensation system. You used to have to lead your lasers and ballistics far ahead of your targets to hit the enemy at some point where he really is instead of 'where you saw him'.
Read this before continuing. Open it in a new window please.
http://mwomercs.com/...rewind-phase-1/
Pre-HSR ballistics.
Most of these shots would have hit in the current HSR setup. However there's a "delay" in firing, as well as bad hit detection when I do hit him since he's not actually where I see him. For example I'll see a shot hit center torso, and it'll hit him in the left arm since he's not where I see him. This was with low lag. Slower computers would be even worse.
"Guessing" where the target is had always been a difficult endeavor. The rubber-banding at 43 seconds in is a prime example as to one of the issues.
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In this example, it is before laser and ballistic HSR and despite having slow mechs and slow targets, I'll shoot a target repeatedly in the right torso, and be doing damage in the center and left torsos. Particularly the cataphract at 2:06.
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The reason they can't fix SRMs now is without an HSR for missiles, you still have this 'guess work', so the missiles seem a lot weaker than they really are. You might see 12 missiles hit. But the server may only recognize that 3 hit. "Man these missiles suck, they're so weak!"
The only reason the original issues with SRMs didn't get noticed until recently is maybe 6 of the 36 missiles from a splat cat would hit. They're labelled to do 2.5 damage, but combined with splash each missile did between 9 and 15 damage. With missile HSR, it would have been noticed instantly as 36 missiles doing 15 damage each is 540 damage.
Here's 517 damage in less than 1 minute. It's 24 missiles, with incredibly wide spread. Watch what happens to my victim. Trust me, it isn't the flamers doing it. My flamers only did 0.115 damage *2 per second (since at any one instant only 2 of the 4 flamers were firing)
If they buff or change how SRMs do damage now so that the 3 missiles that actually hit do the damage of the 12 missiles that only you saw hit... and later introduce the missile HSR, what will happen when all 12 missiles really hit? We'll get responses like this: "OMG they jacked up SRMs!" "QUICK NERF THE MISSILES!" "OMG ITS OVERPOWERED!" "PGI you stupid..." yada, yada, yada...
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So back to answer the question, why they can fix LRMs but not SRMs? LRMs home in on a target, and only 'dumbfired' LRMs suffer from any lag. Chances are if you're dumb-firing LRMs at someone they're stupid enough to be standing still anyway, so you'd never notice it. Normally LRMs are homed in and controlled by the server. In extreme cases of lag, you'll see the missiles hit some floating air where the mech really is. Either way, you can't miss except at the fault of terrain or target loss.
Edited by Koniving, 26 May 2013 - 11:27 AM.
#9
Posted 26 May 2013 - 11:13 AM
Er, uh.... thanks?
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