Jump to content

Lrm Collision Bug - Video Confirmation


25 replies to this topic

#1 Aim64C

    Member

  • PipPipPipPipPipPipPip
  • 967 posts

Posted 04 June 2013 - 04:50 PM

It's been caught - Live in HD:



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 TheMightyWashburn

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 281 posts
  • LocationUSA

Posted 04 June 2013 - 05:10 PM

The match was already over when the missles hit. So they didnt kill him. Duh.

#3 oldradagast

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,833 posts

Posted 04 June 2013 - 05:11 PM

Wow... that's odd watching those missiles explode in mid-air for no reason. There doesn't appear to be any terrain there - they blew up well to the left of that big building.

Good catch - nice to see a nutty bug in action.

Edited by oldradagast, 04 June 2013 - 05:12 PM.


#4 Vermaxx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 3,012 posts
  • LocationBuenos Aires

Posted 04 June 2013 - 05:14 PM

The first salvo did damage as the ticker was about 744.

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 Aim64C

    Member

  • PipPipPipPipPipPipPip
  • 967 posts

Posted 04 June 2013 - 05:17 PM

View PostVermaxx, on 04 June 2013 - 05:14 PM, said:

The first salvo did damage as the ticker was about 744.

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 Vermaxx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 3,012 posts
  • LocationBuenos Aires

Posted 04 June 2013 - 05:19 PM

You're right, sure looks like some of em blow up before they hit the mech.

And if the match weren't already over, I'd be worried.

#7 Nicholas Carlyle

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • 5,958 posts
  • LocationMiddletown, DE

Posted 04 June 2013 - 05:29 PM

There are still major issues with LRM's missing even when you have LOS, this is super evident against light mechs.

The flight path is totally sloppy too.

#8 Ceesa

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 201 posts
  • LocationBoston, USA

Posted 04 June 2013 - 05:44 PM

View PostVermaxx, on 04 June 2013 - 05:19 PM, said:

You're right, sure looks like some of em blow up before they hit the mech.

The mech in question has AMS, which is firing at the missiles and blowing them up. That's normal.

#9 Vermaxx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 3,012 posts
  • LocationBuenos Aires

Posted 04 June 2013 - 05:46 PM

I dunno, unless AMS has been getting major sexy buffmagic, AMS wouldn't shoot down enough. Particuarly since it does so little to the first salvo (in a running game) and apparently godhammer to the last two (after the game ended).

#10 Aim64C

    Member

  • PipPipPipPipPipPipPip
  • 967 posts

Posted 04 June 2013 - 05:48 PM

View PostWNxFireDrake, on 04 June 2013 - 05:44 PM, said:

The mech in question has AMS, which is firing at the missiles and blowing them up. That's normal.


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 Vermaxx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 3,012 posts
  • LocationBuenos Aires

Posted 04 June 2013 - 05:54 PM

The second salvo triggers the paper doll. Something got through.

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 Aim64C

    Member

  • PipPipPipPipPipPipPip
  • 967 posts

Posted 04 June 2013 - 06:12 PM

View PostVermaxx, on 04 June 2013 - 05:54 PM, said:

The second salvo triggers the paper doll. Something got through.

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

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.




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 Dude42

    Member

  • PipPipPipPipPipPipPip
  • 530 posts
  • LocationFL, USA

Posted 04 June 2013 - 06:13 PM

View PostVermaxx, on 04 June 2013 - 05:14 PM, said:

The first salvo did damage as the ticker was about 744.

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 Sybreed

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,199 posts
  • LocationQuebec

Posted 04 June 2013 - 06:31 PM

ending match being the cause of dmg not being recorded or not, PGI needs to investigate LRMs, they deal a lot less dmg then they're supposed to.

#15 LaserAngel

    Member

  • PipPipPipPipPipPipPip
  • The Angel
  • The Angel
  • 889 posts

Posted 04 June 2013 - 06:35 PM

View PostAim64C, 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.
Missile damage was very unreliable in the previous version of MWO. I packed in an extra ton of LRMs (for 5 total) just to break 300-400 damage from missiles. I asked my friends and they reported the same lackluster LRM damage even when expending all of their missiles.

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 Aim64C

    Member

  • PipPipPipPipPipPipPip
  • 967 posts

Posted 04 June 2013 - 06:35 PM

View PostSybreed, on 04 June 2013 - 06:31 PM, said:

ending match being the cause of dmg not being recorded or not, PGI needs to investigate LRMs, they deal a lot less dmg then they're supposed to.


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 Vermaxx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 3,012 posts
  • LocationBuenos Aires

Posted 04 June 2013 - 06:46 PM

LRMs have never done what they should, because splash has always been there.

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 Aim64C

    Member

  • PipPipPipPipPipPipPip
  • 967 posts

Posted 04 June 2013 - 06:46 PM

View PostLaserAngel, on 04 June 2013 - 06:35 PM, said:

Missile damage was very unreliable in the previous version of MWO. I packed in an extra ton of LRMs (for 5 total) just to break 300-400 damage from missiles. I asked my friends and they reported the same lackluster LRM damage even when expending all of their missiles.


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

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.


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 LaserAngel

    Member

  • PipPipPipPipPipPipPip
  • The Angel
  • The Angel
  • 889 posts

Posted 04 June 2013 - 08:01 PM

View PostAim64C, on 04 June 2013 - 06:46 PM, said:

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.
I thought you were firing the missiles until I saw the video. Since they're coming from another launching mech, they can be anywhere.

#20 Darling_In_The_MeXX

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 103 posts
  • LocationUS of A

Posted 04 June 2013 - 08:10 PM

My good sirs, if you did notice in the video by where the mech receiving the LRM volleys was slightly along side the building looking at where it was standing on the hill in revelation to the building. Knowing the mech is slightly behind cover, we strangely see volleys blowing up right at the corner. Now since the mech IS behind some cover at the angle he is receiving the volleys, and that the volleys are somewhat like a ring of fire (lol, not really) it can be said that the left side of the ring volley hit the corner of the building. The explosive cloud perfectly lines up with the edge of the building. If you were behind the mech looking at the ark of the volleys it could be seen that the 1/4 of the ring was cut off by the building.





7 user(s) are reading this topic

0 members, 7 guests, 0 anonymous users