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Please Fix Missiles, Like Now...


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#21 General Taskeen

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Posted 04 June 2013 - 06:41 AM

View PostAlex Warden, on 03 June 2013 - 11:59 PM, said:

ssrm´s are srm 2´s after all... i´d wait how ssrm 4 and 6 turn out (not very long until we see them) before we shout for a buff...


What you mean, wait how they turn out? If they are superman missiles autobotting like SSRM2's, then you can expect a quick death and that's all there is to it. The prediction has been made already. 1. The damage is going back up no matter what, cuz people shout from the mountains for TT damage. And 2. Their programming of an SSRM2 tracking missile is the most ridiculous implementation of streaks in a Mech game ever. I've abused/exploited their use in Light gameplay since Closed Beta, with incredibly easy mode annihilation. And now the gameplay revolves around "Should I equip this thing so I can turn on or off Streaks? That's so cool, I love InforStreakmation Warfare."

#22 Sephlock

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Posted 04 June 2013 - 06:48 AM

View PostGeneral Taskeen, on 04 June 2013 - 06:41 AM, said:


What you mean, wait how they turn out? If they are superman missiles autobotting like SSRM2's, then you can expect a quick death and that's all there is to it. The prediction has been made already. 1. The damage is going back up no matter what, cuz people shout from the mountains for TT damage. And 2. Their programming of an SSRM2 tracking missile is the most ridiculous implementation of streaks in a Mech game ever. I've abused/exploited their use in Light gameplay since Closed Beta, with incredibly easy mode annihilation. And now the gameplay revolves around "Should I equip this thing so I can turn on or off Streaks? That's so cool, I love InforStreakmation Warfare."
Okay, I managed to keep my suspension of disbelief up until the bolded part. Am I the only one that remembers getting a lock, then torso twisting up and away from my target before firing all his streaks in order to hit the top of the target mech? Now THAT was a hilarious errr awesome errr REALLY REALLY FREAKING FUN... uhh I mean terrible implementation.

But I get the feeling you would characterize it as more "ridiculous" (-ly fun).

#23 Thanatos676

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Posted 04 June 2013 - 06:50 AM

View PostAlex Warden, on 03 June 2013 - 11:26 PM, said:

i tested ssrm´s in the testing ground. 6X ssrm´s, chainfired. jenner dead.
9X ssrm, chainfired, catapult dead
about 15 for an atlas...

i am pretty happy that appearently the game takes traversal speed and other factors into account to determine the hitresult... l2p


Damage in testing grounds is not what the damage is like in a real game. In a real game mechs take 2x-3x more damage before dying.

#24 Krzysztof z Bagien

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Posted 04 June 2013 - 06:55 AM

View PostThanatos676, on 04 June 2013 - 06:50 AM, said:


Damage in testing grounds is not what the damage is like in a real game. In a real game mechs take 2x-3x more damage before dying.

Not true. Damage done in testing grounds is exactly the same as in normal game. Only difference is stock mechs (the ones you shoot in TG) have much lower armour than those you fight against in live game.
Don't belive me? Go and see for yourself:
take ERPPC and large laser to testing grounds. Stock Commando's leg has 16 armour + 12 internal = 28 total HP. 3 shots from LL do 27 damage and, as you would expect, can't destroy that leg. One shot from ERPPC and two shots from LL do 28 damage, so that would mean destroyed leg and no damage transferred to side torso. And that is what actually happens.

Edited by Krzysztof z Bagien, 04 June 2013 - 06:56 AM.


#25 FaelanCaimbeul

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Posted 04 June 2013 - 06:22 PM

Here's the thing I don't get. Every single weapon in the game has had it's heat, damage, range and accuracy published for decades now. Why don't they just copy the mechanics from the TT game? It would be a LOT simpler to code and would eliminate all this "unbalance" stuff. It wouldn't eliminate the winning from the losers and pugs, but then you would be able to tell them "go read Total Warfare, it all works exactly the same".

#26 Kmieciu

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Posted 05 June 2013 - 01:39 AM

View PostKrzysztof z Bagien, on 04 June 2013 - 06:55 AM, said:

Not true. Damage done in testing grounds is exactly the same as in normal game. Only difference is stock mechs (the ones you shoot in TG) have much lower armour than those you fight against in live game.
Don't belive me? Go and see for yourself:
take ERPPC and large laser to testing grounds. Stock Commando's leg has 16 armour + 12 internal = 28 total HP. 3 shots from LL do 27 damage and, as you would expect, can't destroy that leg. One shot from ERPPC and two shots from LL do 28 damage, so that would mean destroyed leg and no damage transferred to side torso. And that is what actually happens.

Ballistic and energy weapons do EXACTLY THE SAME DAMAGE on the testing grounds and on live server. The only problem is with SRMs and Streaks, which are very effective on the Testing Grounds, but don't work properly on live server.
The big secret is that Testing Grounds uses your local client files and does not verify them with the server. If you edit the xml files (which I never do since it's forbidden), you can drop into testing grounds with CN9-AH with an AC20 and 2xSRM6. You can even make machineguns insta-gib everything. But if you try the same thing on live server, you will crash to mechlab.
The bottom line is, I suspect damage or splash figures for SRMs on the server differ from those on the client.

Edited by Kmieciu, 05 June 2013 - 01:42 AM.


#27 Belorion

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Posted 05 June 2013 - 03:28 AM

Missiles are fixed now so this thread can die.

#28 Kitane

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Posted 05 June 2013 - 04:04 AM

View PostKrzysztof z Bagien, on 04 June 2013 - 06:55 AM, said:

Not true. Damage done in testing grounds is exactly the same as in normal game. Only difference is stock mechs (the ones you shoot in TG) have much lower armour than those you fight against in live game.
Don't belive me? Go and see for yourself:
take ERPPC and large laser to testing grounds. Stock Commando's leg has 16 armour + 12 internal = 28 total HP. 3 shots from LL do 27 damage and, as you would expect, can't destroy that leg. One shot from ERPPC and two shots from LL do 28 damage, so that would mean destroyed leg and no damage transferred to side torso. And that is what actually happens.


18 points of damage from 12 SSRMs can kill stock Commando in Training Grounds.

Yeah, right. Accurate .)

#29 Moira

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Posted 05 June 2013 - 04:39 AM

Im still going to to run around half naked with my STK's 4ML and 70LRM's (2x 15 2x 20) even if it would suck. But it really doesnt, just needs pile of luck, teamplay and skills not to get killed too early so you can wreck havoc later on.

=) enjoy





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