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Lrm Collision Bug - Video Confirmation
#1
Posted 04 June 2013 - 04:50 PM
The bug reveals itself beginning at roughly 9:20
For the specific reference: http://www.youtube.c...-17cFyUM#t=561s
End Crescendo - your game crash was not in vain. You should hold your head with pride, as I consider the victory yours in more way than one.
I beleive the video and description are self-explanitory.
#2
Posted 04 June 2013 - 05:10 PM
#3
Posted 04 June 2013 - 05:11 PM
Good catch - nice to see a nutty bug in action.
Edited by oldradagast, 04 June 2013 - 05:12 PM.
#4
Posted 04 June 2013 - 05:14 PM
The last two didn't do damage because the game was over. The paper doll blinked for the second one but the game stopped registering. That's why you see nothing on the final salvo.
This isn't evidence of a bug, it's evidence of someone who didn't really check his video closely. Mechs don't take damage after the win score has been achieved. If they do, THAT would be a bug.
Edited by Vermaxx, 04 June 2013 - 05:15 PM.
#5
Posted 04 June 2013 - 05:17 PM
Vermaxx, on 04 June 2013 - 05:14 PM, said:
The last two didn't do damage because the game was over. The paper doll blinked for the second one but the game stopped registering. That's why you see nothing on the final salvo.
This isn't evidence of a bug, it's evidence of someone who didn't really check his video closely. Mechs don't take damage after the win score has been achieved. If they do, THAT would be a bug.
If you will observe, please - you will notice that the missiles are exploding before making physical contact with the mech. If you want videos of missiles hitting mechs and not doing damage - just pick one of mine and you'll see multiple instances of 6 or so 40 missile salvos appearing to hit a mech, yet the paper doll registers virtually no change.
- Roger that Destined - Will submit to support.
#6
Posted 04 June 2013 - 05:19 PM
And if the match weren't already over, I'd be worried.
#7
Posted 04 June 2013 - 05:29 PM
The flight path is totally sloppy too.
#9
Posted 04 June 2013 - 05:46 PM
#10
Posted 04 June 2013 - 05:48 PM
WNxFireDrake, on 04 June 2013 - 05:44 PM, said:
I know I'm a military guy and have been trained in the arts of "attention to detail" ... but I have to wonder how most of you people get through the damned day without swallowing your tongue, or something.
At 9:29, you will see one whole salvo explode roughly 10 meters away from the Jenner.
Not one missile.
Not two missiles. One whole salvo.
The others are harder to see because of their scatter, but they explode in a "shell" around the Jenner - as if impacting an invisible wall (or as if the splash damage from one of them somehow transfered and caused a chain reaction...).
#11
Posted 04 June 2013 - 05:54 PM
The third salvo, WELL INTO "way the f@ck after a match ended" time, didn't trigger the paper doll.
I know I'm just some drooling moron with only paramilitary training and limited work experience, but I can reason and watch video. And again, most of the reason I'm trolling you is because your shining example of a problem starts when the game ends.
I've got nothing against you, in truth I'm mad the night plan fell apart and my friend is once again being massively oblivious and Titanic'd the evening. However, I am being absolutely honest in the fact that I think this is wasted effort considering the game was over. PGI has serious things to work on right now, like splash damage, jump jet shake, machine guns being worthless, CW being delayed like whoa, and everything else I'm missing.
But still, your evidence is based on a situation I feel is irrelevant - the game is over so I don't give a flying F what happens to someone's wasted missiles. NOW, if you can replicate this in the middle of a game where it might possibly affect me, I'll bring my massive bigoted trollface to your side.
#12
Posted 04 June 2013 - 06:12 PM
Vermaxx, on 04 June 2013 - 05:54 PM, said:
The third salvo, WELL INTO "way the f@ck after a match ended" time, didn't trigger the paper doll.
I know I'm just some drooling moron with only paramilitary training and limited work experience, but I can reason and watch video. And again, most of the reason I'm trolling you is because your shining example of a problem starts when the game ends.
You're too fixated on the paper doll. Not really the point, here. If you want paper doll examples....
Quote
But still, your evidence is based on a situation I feel is irrelevant - the game is over so I don't give a flying F what happens to someone's wasted missiles. NOW, if you can replicate this in the middle of a game where it might possibly affect me, I'll bring my massive bigoted trollface to your side.
Edit: Apparently, this is going to be a pain with not being a url link to a specific time... the engagement in question begins at about 3:15
6 Salvos of 40 - plus one other one from somebody else... and... how much armor does a Jager have, again?
Granted - that was before this patch took effect.
Stuff like that is exactly why I suspected this bug existed in the first place. Even at 0.9 points of damage - torso twist, movement, etc - those salvos should have been hitting for more than a sandblaster.
What is strange, however, is that damage is recorded following the match as being far higher than what it seems to have applied during the game. If the after-carnage report is to be believed - roughly half of my damage awarded came from that Jager.
I've spent similar missiles into a Hunchback on Caustic - with the result only being 'spectacular' in the final two salvos, despite the stupid number that preceded them:
http://www.youtube.c...7ao8eKTI#t=171s
However - compare that to this cataphract:
Edit: for whatever reason, the site wanted to turn that into a video, rather than transfer to a particular time. If that doesn't work - the engagement being referenced begins at roughly 4:03
He gets hit pretty hard by my salvo.
These are both post-patch.
LRM tracking isn't -that- bad to account for this.
Somthing just isn't right.
Edited by Aim64C, 04 June 2013 - 06:16 PM.
#13
Posted 04 June 2013 - 06:13 PM
Vermaxx, on 04 June 2013 - 05:14 PM, said:
The last two didn't do damage because the game was over. The paper doll blinked for the second one but the game stopped registering. That's why you see nothing on the final salvo.
This isn't evidence of a bug, it's evidence of someone who didn't really check his video closely. Mechs don't take damage after the win score has been achieved. If they do, THAT would be a bug.
I have actually seen mechs die after the match end from a salvo of missiles fired before the match ended. So its definitely possible.
#14
Posted 04 June 2013 - 06:31 PM
#15
Posted 04 June 2013 - 06:35 PM
Aim64C, on 04 June 2013 - 06:12 PM, said:
Edit: Apparently, this is going to be a pain with not being a url link to a specific time... the engagement in question begins at about 3:15
6 Salvos of 40 - plus one other one from somebody else... and... how much armor does a Jager have, again?
Granted - that was before this patch took effect.
Stuff like that is exactly why I suspected this bug existed in the first place. Even at 0.9 points of damage - torso twist, movement, etc - those salvos should have been hitting for more than a sandblaster.
It looks like phantom AMS from a disconnected player and the end of match here. I was close to saying that the missiles were fired beyond 1,000 m. The salvo size appears to be staggered.
#16
Posted 04 June 2013 - 06:35 PM
Sybreed, on 04 June 2013 - 06:31 PM, said:
It's inconsistent.
I haven't uploaded it, yet - but I've got another video on Canyon where I take a face-full of LRMs - and it hurt like hell (granted, it was like an 80 missile salvo or so). It reminded me of the days when LRMs were doing what they should.
But then you get instances like those, above... and you just can't figure out what the problem is.
#17
Posted 04 June 2013 - 06:46 PM
For LRM to "do what they should" they should break into as many five-missile flights as possible with the remainer in the last flight, all of which roll to hit independently. Hitting top-down in a cloud (with splash) has been problematic since closed beta.
Why? Because the mech's head blows up. Then it was the center torso when they forced missiles to stop hitting the head.
Missiles have never been right, because they've never got the splash/initial balance equation down. Then they keep messing with trajectories, which effectively makes an entirely new problem to work from the ground up.
Missiles, especially LRM, are going to be a hotbed argument until this game gets cancelled. They require almost no effort to use (yes, using them effectively is harder) and can do boat damage at a range where you cannot be easily hit back. Either they are 'effective' generally, and therefore OVEREFFECTIVE often in the hands of good players, or they are 'marginal' generally and 'effective' in the hands of good players.
There is really no way I see to keep them from being overpowered for power users if they're already good for everyone else. Short of giving them the tabletop random hit rolls (which I COMPLETELY EXPECT would cause the forums to melt down with the cries of the FPS "skill" purists), the system either needs a complete rework or it is going to be so-so.
Missiles need a complete rework, hands down. Whether or not we'll get that anytime soon with PGI's already overloaded schedule and demanding premium item releases is unlikely.
#18
Posted 04 June 2013 - 06:46 PM
LaserAngel, on 04 June 2013 - 06:35 PM, said:
It's spotty. The cataphract I shot at on one of today's drops into Tourmaline was taking passable damage. The two Hunchbacks on Caustic seemed to have anti-missile armor, or something. Despite what the after-carnage report claims, it certainly appears as if most of the damage being applied to those two hunchbacks came from the blackjack and the spider I was running with. If the missiles were clustering properly - then they might have been doing okay against the Stalker - it was a little hard to tell what was going on, there.
Quote
The AMS is not really what the issue is.
You may be right in that the salvos were fired -right- at the edge of 1000 meters. Applying Occam's Razor - I'd actually say it's the safer bet without server logs in front of us.
#19
Posted 04 June 2013 - 08:01 PM
Aim64C, on 04 June 2013 - 06:46 PM, said:
#20
Posted 04 June 2013 - 08:10 PM
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