Ok this will be a long post with lots of data done in testing grounds.
Before going further I first went in with a medium laser and shot targets at 100m range with a single medium laser. All targets had armor stripped exactly when they should have based on a stock mech of the type they were.
I did testing against Commando, Catapult, and Atlas
All tests used a Jaggermech firing a single LRM5 at 300m range
I will update this with further testing, however what I found so far was fairly enlightening.
My conclusion missiles do good spread, and for some reason do 3-6 times regular damage when they hit CT, on all other parts they hit damage seems normal.
Commando COM 1-B Front (Stdard Armor RT 12, CT 16, LT 12, LL 16, LA 12)
RT/CT/LT/LA
RT/CT/LT/LL/LA
RT/CT (CT has all armor stripped)
between 3-7 missiles hit CT all armor gone (3 more salvos for core, RT and LT got to light
orange)
Commando Left
CT/LT/LL/LA
CT/LT/LA
CT/LT/LL/LA
RL/LA
CT/LT/LA
LA (left arm has all armor stripped)
HD/LA
CT/LT/LA
LT/LA (Left arm destroyed) (CT light orange rest yellow or undamaged)
between 6-25 missiles hit Left Arm before its armor was stripped, (note CT took more damage than LT with almost cetainly fewer hits, but the arm took almost all damage)
Catapult Cplt-A1 Range 300m maybe 30m above in height from exactly to its Right Side
(Standard Armor : RA 40, RL 48, RT 42, CT 48, LT 42)
RA/RL/RT/CT/LT
RA/---/RT/---/LT
RA/RL/RT/CT/LT
RA/RL/RT/CT/LT
RA/---/RT/CT/LT
---/---/RT/CT/LT
---/RL/RT/CT/LT
RA/RL/RT/CT/LT
RA/---/RT/CT/LT
RA/---/RT/CT/LT
RA/RL/RT/---/LT
RA/RL/RT/CT/LT
RA/RL/RT/CT/LT
RA/RL/RT/---/LT
RA/---/RT/CT/LT
RA/RL/RT/CT/LT
RA/RL/RT/CT/LT
RA/---/RT/CT/LT
RA/---/RT/CT/LT
RA/---/RT/---/LT
RA/RL/RT/CT/LT (CT armor Stripped)
19/12/21/17/21 (15 unaccounted missiles)
OOH this one was perfect for showing problem
21 x 5 missile volleys = 105 missiles
17-32 hit CT stripping all armor : at least 21 hit RT and LT making them Yellow
Screenshot of dmg to catapult after the 21 volleys
https://picasaweb.go...703188663920674
AtLas AS7-D Front (Standard armor : RL 82, RT64, CT 94, LT 64, LL 82)
RT/CT/LT
RT/CT
RL/RT/CT
RL/CT/LT
CT/LT
RT/CT
RL/RT/CT/LL
RT/CT/LT
RL/RT/CT
CT
RL/RT/CT/LT (CT armor stripped)
Total 55 missiles 11-34 could have hit CT


Lrms Tested Since 5/24/13 Hotfix
Started by Ningyo, May 24 2013 04:38 PM
9 replies to this topic
#1
Posted 24 May 2013 - 04:38 PM
#2
Posted 24 May 2013 - 05:16 PM
LRMs -- the flight trajectory is still an issue. You can be out of LOS and hug a building and still be hit by them..
Urban-fighting doesn't exist anymore.
Moving full speed for any mech doesn't allow one to avoid them or partial dmg.
Urban-fighting doesn't exist anymore.
Moving full speed for any mech doesn't allow one to avoid them or partial dmg.
Edited by MavRCK, 24 May 2013 - 05:17 PM.
#3
Posted 24 May 2013 - 06:29 PM
Decided I won't add more data, I did some more tests, all parts of enemy mechs in testing ground seems to take regular damage from LRMs, EXCEPT center torso.
Center torso appears to take 3-6 times the damage from a missile hit that any other location does.
I have decided to forgo further testing because I do not have the proper mech to make a perfect evaluation, if someone has a TBT-7M, or RVN-3L and wants to put a single LRM5 in its hardpoint with only 1 missile tube, they could count the number of missile hits exactly. If someone wishes to do this please post your results. Thank you.
I do not know if this is a new bug, or one that was hidden under the splash damage, but it does seem fairly major and likely not hard to track down.
Center torso appears to take 3-6 times the damage from a missile hit that any other location does.
I have decided to forgo further testing because I do not have the proper mech to make a perfect evaluation, if someone has a TBT-7M, or RVN-3L and wants to put a single LRM5 in its hardpoint with only 1 missile tube, they could count the number of missile hits exactly. If someone wishes to do this please post your results. Thank you.
I do not know if this is a new bug, or one that was hidden under the splash damage, but it does seem fairly major and likely not hard to track down.
#4
Posted 24 May 2013 - 09:21 PM
Did you confirm whether other weapons also do extra damage to the CT? People have been saying that the testing grounds are unreliable for testing damage.
#5
Posted 24 May 2013 - 10:00 PM
at start of this testing I did a baseline using a single medium laser it did correct damage, going to copy someone else post from another thread in Gameplay balance after they did the single shots test with a Raven
Boogie Man
This was still in testing grounds, but it still make me 90% sure there is a damage bug on CT missile strikes. If someone wishes to repeat test in an actual match it would guarantee it, till then a Dev could probably test it really easily.
Hope this gets fixed, then LRM's will probably be ready for final damage, and arc tweaking to perfectly balance them.
Boogie Man
Quote
This was a good idea. I did it with a raven 3L on multipule mechs and the results were the same. On arms I was doing about 0.71 damage per missile. On center torso I was doing 1.7 damage per missile. This is hitting ONLY 1 component with 100% of the missiles so no splash damage between components.
This was still in testing grounds, but it still make me 90% sure there is a damage bug on CT missile strikes. If someone wishes to repeat test in an actual match it would guarantee it, till then a Dev could probably test it really easily.
Hope this gets fixed, then LRM's will probably be ready for final damage, and arc tweaking to perfectly balance them.
#6
Posted 25 May 2013 - 05:18 AM
Discobird, on 24 May 2013 - 09:21 PM, said:
Did you confirm whether other weapons also do extra damage to the CT? People have been saying that the testing grounds are unreliable for testing damage.
Medium lasers took 19 shots to break through the Atlas center torso armor = 95 damage vs Atlas stock armor of 94. So medium laser damage on center torso was accurate in testing grounds.
Now this is interesting I also tested a SRM2's damage in training grounds. The damage is exactly 3.0 per missile against both arms and center torso. My guess is srm damage is being applied 2 times to the location 1.5 for the direct impact and another 1.5 in splash damage. The difference we are seeing though is SRM's are doing the same level of damage to arms and center torso while LRM's appear to do more damage to the center torso vs arms.
I have not been able to do this test on the live servers yet, but I might arrange for something with a friend tonight.
#7
Posted 25 May 2013 - 07:24 AM
The Devs have said several times, that the Training Grounds use different game mechanics, damages, etc. The Training Grounds are NOT the same as playing in-game, and was introduced as an "alpha". Most modules, pilot tree unlocks, etc. do not work in Training Grounds.
Weapons do different damage, weapon convergence isn't the same, armor values are different and patches to the game don't also patch Training Grounds.
They have said that until Training Grounds get their own servers, you can't draw comparisons between "real game" and "training grounds".
Weapons do different damage, weapon convergence isn't the same, armor values are different and patches to the game don't also patch Training Grounds.
They have said that until Training Grounds get their own servers, you can't draw comparisons between "real game" and "training grounds".
#8
Posted 25 May 2013 - 07:56 AM
You lost me at "Testing Grounds"
#9
Posted 25 May 2013 - 09:21 AM
LRMs do exaggerated damage on Testing Grounds. It's pretty obvious. You need to be testing them in-game vs live players. LRMs have different spread based on their quantity also.
I find LRMs after the hotfix to be underperforming when compared to other weapons. My testing mech has LRM45, BAP, Artemis, TAG. And yes they fire in a tight clump, but do only minor damage. Generally it takes 500-700 LRMs to take down a non-assault mech with this set-up, and they have to be dumb enough to be hit by LRMs. Many players are smart enough to never be hit by LRMs.
Edited for redesigned test Mech....
Now using LRM30 and 2xERPPC, BAP and Artie. While I think the ERPPCs are doing the heavy lifting, this mech is working, the LRMs help.
I think the indirect fire damage is fine, but the direct fire LoS damage needs a small buff. This would encourage players with LRMs to engage more often instead of standing off all the time. Also encourage not boating LRMs.
I find LRMs after the hotfix to be underperforming when compared to other weapons. My testing mech has LRM45, BAP, Artemis, TAG. And yes they fire in a tight clump, but do only minor damage. Generally it takes 500-700 LRMs to take down a non-assault mech with this set-up, and they have to be dumb enough to be hit by LRMs. Many players are smart enough to never be hit by LRMs.
Edited for redesigned test Mech....
Now using LRM30 and 2xERPPC, BAP and Artie. While I think the ERPPCs are doing the heavy lifting, this mech is working, the LRMs help.
I think the indirect fire damage is fine, but the direct fire LoS damage needs a small buff. This would encourage players with LRMs to engage more often instead of standing off all the time. Also encourage not boating LRMs.
Edited by Lightfoot, 25 May 2013 - 11:17 AM.
#10
Posted 25 May 2013 - 09:34 AM
The Training Grounds is broken.
Devs have said so repeatedly.
Devs have said so repeatedly.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users