Niko, I wonder if you could ask around to test this.
A bunch of testers and I are wondering if missile damage is registering correctly, as a lot of salvos seem to do a clean hit, but deal very little damage.
In my Treb, last game, I had at least 5 solid 30 LRMs salvos do direct hits on enemy mechs, but then I got insta-cored (asked in chat wth happened, hexa-stalker shot me:( ) and scoreboard showed I only dealt 77 dmg. 5x30LRMs = around 150dmg, so why did I do only 77?
Things seem fishy for LRMs.
0
Lrms Not Registering Correctly?
Started by Sybreed, Jun 04 2013 03:11 PM
5 replies to this topic
#1
Posted 04 June 2013 - 03:11 PM
#2
Posted 04 June 2013 - 04:24 PM
Sybreed, on 04 June 2013 - 03:11 PM, said:
Niko, I wonder if you could ask around to test this.
A bunch of testers and I are wondering if missile damage is registering correctly, as a lot of salvos seem to do a clean hit, but deal very little damage.
In my Treb, last game, I had at least 5 solid 30 LRMs salvos do direct hits on enemy mechs, but then I got insta-cored (asked in chat wth happened, hexa-stalker shot me:( ) and scoreboard showed I only dealt 77 dmg. 5x30LRMs = around 150dmg, so why did I do only 77?
Things seem fishy for LRMs.
A bunch of testers and I are wondering if missile damage is registering correctly, as a lot of salvos seem to do a clean hit, but deal very little damage.
In my Treb, last game, I had at least 5 solid 30 LRMs salvos do direct hits on enemy mechs, but then I got insta-cored (asked in chat wth happened, hexa-stalker shot me:( ) and scoreboard showed I only dealt 77 dmg. 5x30LRMs = around 150dmg, so why did I do only 77?
Things seem fishy for LRMs.
Agreed has been this way since the hotfix May 24th (might have existed in the 21st, but was hard to tell with all the other bugs).
Also the flight path messes up if you have a moving target or lose target and retarget. The missiles kind of ..hop...over horizontally sideways, instead of gently curving.
#3
Posted 04 June 2013 - 04:26 PM
Nicholas Carlyle, on 04 June 2013 - 04:24 PM, said:
Agreed has been this way since the hotfix May 24th (might have existed in the 21st, but was hard to tell with all the other bugs).
Also the flight path messes up if you have a moving target or lose target and retarget. The missiles kind of ..hop...over horizontally sideways, instead of gently curving.
I remember they introduced that bug during CB, making LRMs the useless weapon that we see right now. Once they figured it out, they got back to normal. It could be the same bug again.
#4
Posted 04 June 2013 - 04:38 PM
I have been testing LRMs alot since May 24 hotfix changed them. I suspect these issues date at least to the May 21 patch though if not before.
LRMs about 20% of the time incorrectly register hits.
My best example of this was firing at a enemy stalker in canyon map Editted with account of this I had on another forum the day after it happened, it is more exact then my memory now (I was 90% right):
"yesterday I had a perfect view of a slowly moving Misery (slow even for that mech might have been going 15 kph) at maybe 250-350 range, and fired SIX volleys of 70 missiles into it 420 missiles. On screen they all or near all hit (massive explosions on top of it none on ground around it). It barely turned yellow and at end of match I had a total of 110 damage (I had fired salvos that retained target till hit at least 4 other times on other mechs too, and got at least 12-15 damage with my medium laser before I died."
I have had many similar instances, but none quite as clear cut.
=========================================
LRMs do incorrect damage (for complete data http://mwomercs.com/...-damagescreens/ my post is about 7th from top on first page)
After may 24 hotfix LRMs do an average of about 0.76 damage each ranging from a low of 0.38 to a high of 1.02.
After June 4 Patch LRMs do (sample size only 10 matches so far) an average of 0.98 damage each, ranging from a low of 0.57 to a high of 1.36.
LRMs do higher damage per hit if they have a smaller volley size on average.
At the May 21 patch it was stated splash damage was removed, if this is the case then the damage is being applied incorrectly. If splash was not removed, then it might give the answer to both of these bugs.
=====================================================================================
If Splash still exists it could be lowering average damage by making some missiles that strike the ground near a mech or such do extremely small amounts of damage but still be considered a hit.
It could sometimes raise damage by having most missiles that hit do splash damage to multiple components.
It could cause the missiles hitting target bug but not registering damage by having a bug making the missiles actually hit a very short distance away from the mech itself and only doing microscopic splash damage causing it to flash all over but take no real damage.
If splash still exists then I would check to see that the damage is dealt in the same routine that determines if the enemy was hit, if it is a different routine, then it might be dealing damage based on where the weapon hit in the first place, but doing the damage based on where the mech was during the dealing damage routine. This might only be a slight change but could make for only dealing splash instead of full damage.
==============================================================
Assuming splash truly was removed Damage is not being dealt as a straight function of 1.1 per missile, it tends to be higher on large mechs, and lower on small mechs.
CT hits do more damage per missile strike than hits to other parts of the enemy mech.
Most hits to small mechs (Hunchback or smaller) and fast moving mechs (100 kph+) are not registering.
Some hits to all mechs (20% of volleys) are not registering
or
Stats page gives incorrect data, and end of match damage is incorrect (massively)
AND some hits to all mechs (20% of volleys) are not registering
No matter what you have some bugs somewhere here though.
=============================================
In reply to two posts above me the missiles hopping sidewards is almost certainly because they are tracked on the server side and do to lag it gets lock on server 0.1+ seconds before your computer does, so they change path on server before on your computer and when it sends where they are your computers update of them causes them to jump sidewards to where they actually are. The higher your ping is the worse this would be. I could be mistaken there are other possible causes, but I think this is the most likely. Assuming I am right on this it is only a visual bug that reduces immersion, not an actual bug that affects gameplay.
LRMs about 20% of the time incorrectly register hits.
My best example of this was firing at a enemy stalker in canyon map Editted with account of this I had on another forum the day after it happened, it is more exact then my memory now (I was 90% right):
"yesterday I had a perfect view of a slowly moving Misery (slow even for that mech might have been going 15 kph) at maybe 250-350 range, and fired SIX volleys of 70 missiles into it 420 missiles. On screen they all or near all hit (massive explosions on top of it none on ground around it). It barely turned yellow and at end of match I had a total of 110 damage (I had fired salvos that retained target till hit at least 4 other times on other mechs too, and got at least 12-15 damage with my medium laser before I died."
I have had many similar instances, but none quite as clear cut.
=========================================
LRMs do incorrect damage (for complete data http://mwomercs.com/...-damagescreens/ my post is about 7th from top on first page)
After may 24 hotfix LRMs do an average of about 0.76 damage each ranging from a low of 0.38 to a high of 1.02.
After June 4 Patch LRMs do (sample size only 10 matches so far) an average of 0.98 damage each, ranging from a low of 0.57 to a high of 1.36.
LRMs do higher damage per hit if they have a smaller volley size on average.
At the May 21 patch it was stated splash damage was removed, if this is the case then the damage is being applied incorrectly. If splash was not removed, then it might give the answer to both of these bugs.
=====================================================================================
If Splash still exists it could be lowering average damage by making some missiles that strike the ground near a mech or such do extremely small amounts of damage but still be considered a hit.
It could sometimes raise damage by having most missiles that hit do splash damage to multiple components.
It could cause the missiles hitting target bug but not registering damage by having a bug making the missiles actually hit a very short distance away from the mech itself and only doing microscopic splash damage causing it to flash all over but take no real damage.
If splash still exists then I would check to see that the damage is dealt in the same routine that determines if the enemy was hit, if it is a different routine, then it might be dealing damage based on where the weapon hit in the first place, but doing the damage based on where the mech was during the dealing damage routine. This might only be a slight change but could make for only dealing splash instead of full damage.
==============================================================
Assuming splash truly was removed Damage is not being dealt as a straight function of 1.1 per missile, it tends to be higher on large mechs, and lower on small mechs.
CT hits do more damage per missile strike than hits to other parts of the enemy mech.
Most hits to small mechs (Hunchback or smaller) and fast moving mechs (100 kph+) are not registering.
Some hits to all mechs (20% of volleys) are not registering
or
Stats page gives incorrect data, and end of match damage is incorrect (massively)
AND some hits to all mechs (20% of volleys) are not registering
No matter what you have some bugs somewhere here though.
=============================================
In reply to two posts above me the missiles hopping sidewards is almost certainly because they are tracked on the server side and do to lag it gets lock on server 0.1+ seconds before your computer does, so they change path on server before on your computer and when it sends where they are your computers update of them causes them to jump sidewards to where they actually are. The higher your ping is the worse this would be. I could be mistaken there are other possible causes, but I think this is the most likely. Assuming I am right on this it is only a visual bug that reduces immersion, not an actual bug that affects gameplay.
Edited by Ningyo, 04 June 2013 - 05:14 PM.
#5
Posted 04 June 2013 - 04:52 PM
The answer is yes: http://mwomercs.com/...o-confirmation/
There is a problem with LRM collision detection... or... something.
There is a problem with LRM collision detection... or... something.
#6
Posted 04 June 2013 - 07:32 PM
There are issues with LRM/SRM it seems, as my SRM damage is wildly unpredictable. SSRM is pretty constant...for me.
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