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Terrible Srm Tracking?


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#1 RiceyFighter

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Posted 22 July 2013 - 01:28 PM

Is it just me or SRMs are hit or miss for tracking.

I been playing my CN9-A with 3 x A-SRM6 2 x ML and 50% of my SRMS only hit at 50m or less.

I don't know if it better on assult mechs though?

Last match 1 out of 3 Salvos of SRM6 just barely did any damage on a cataphract close up.

Edit:

My last match of the day, I killed a fresh LRM stalker in 3 volleys of SRM. All the SRM hits registered to my knowledge. Then a blackjack came up and it wouldn't die after 3 volleys.

So I guess it is a dice roll for SRMs.

Edited by RiceyFighter, 22 July 2013 - 02:00 PM.


#2 Xie Belvoule

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Posted 22 July 2013 - 01:49 PM

They seem to not register their damage about half the time. HSR in general has gone to hell, about 1 out of every 3 shots does no damage at all for me.

Edited by Xie Belvoule, 22 July 2013 - 02:05 PM.


#3 jakucha

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Posted 22 July 2013 - 01:51 PM

I've been managing to do tons of damage with SRMs from anywhere to max to right up to them in my 4sp.

#4 arghmace

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Posted 22 July 2013 - 01:53 PM

Yes, sometimes SRM's do the damage they should but way too often nothing happens. Today I was running a CN9-A with 3xSRM6. There was an Ilya Muromets about 50 meters from me, barely moving. I fired six times straight at his CT but the bloody ****** barely noticed it. That's 216 dmg and it barely scratched the paint, ffs.

#5 xenoglyph

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Posted 22 July 2013 - 01:58 PM

Working as intended. It's a preview of future weapon balance. To fix pinpoint damage and wonky heat values, all weapons will now randomly miss, dealing 0 damage. This will prolong games, remove the need for convergence fixes, and artificially raise the heat on all weapon types.

#6 RiceyFighter

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Posted 22 July 2013 - 02:02 PM

View Postxenoglyph, on 22 July 2013 - 01:58 PM, said:

Working as intended. It's a preview of future weapon balance. To fix pinpoint damage and wonky heat values, all weapons will now randomly miss, dealing 0 damage. This will prolong games, remove the need for convergence fixes, and artificially raise the heat on all weapon types.


Dam I have to fire the technician who does my mech reloads. He thinks SRMs are just pebbles strapped on bottlerockets.

#7 Xie Belvoule

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Posted 22 July 2013 - 02:08 PM

View PostRiceyFighter, on 22 July 2013 - 01:28 PM, said:

So I guess it is a dice roll for SRMs.


Im sure all the TT {Noble MechWarriors} will be happy to hear that. Seriously though, hitreg is becoming a serious issue since the last patch, a full 1/3rd of my shots don't even register anymore.

P.S. My ping is 55

Edit: LOL Fanbois is auto corrected to {Noble MechWarriors}

Edited by Xie Belvoule, 22 July 2013 - 02:10 PM.


#8 dustNbone

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Posted 22 July 2013 - 02:33 PM

Yeah I've been having alot of wtf moments with ballistics. Both ways, registering clear misses as hits too. Since the patch.

#9 Erata

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Posted 22 July 2013 - 02:41 PM

View PostRiceyFighter, on 22 July 2013 - 01:28 PM, said:

Is it just me or SRMs are hit or miss for tracking.

I been playing my CN9-A with 3 x A-SRM6 2 x ML and 50% of my SRMS only hit at 50m or less.

I don't know if it better on assult mechs though?

Last match 1 out of 3 Salvos of SRM6 just barely did any damage on a cataphract close up.

Edit:

My last match of the day, I killed a fresh LRM stalker in 3 volleys of SRM. All the SRM hits registered to my knowledge. Then a blackjack came up and it wouldn't die after 3 volleys.

So I guess it is a dice roll for SRMs.



Ok so here's the thing, in a VERY BASIC SENSE. If anyone wants to add more technical details to it. You're welcome to it. I welcome it. Please remind me of things I forgot.

After HSR was introduced, something happened to either SRMs and other flight-time weapons like ballistics...
OR
Hitboxes becoming desynched from their visual model
OR
a combination of the two.

It is far more likely that it's a bug because there have been tests done against completely stationary targets that do far less damage than they should be doing.

TL;DR

Hit detection is screwed up and taking SRMs still remains a gamble with 2.0 damage / rocket.

#10 MasterErrant

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Posted 22 July 2013 - 06:30 PM

this is happening with all weapons.... and it seems to be related to the angle of attack. no hard data on that. but my "Observation is the hits and shallow angles are not registering.

#11 Levi Porphyrogenitus

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Posted 22 July 2013 - 06:32 PM

PGI is aware of issues with SRM hit registration. It's why they were so emphatic about wanting the community to approve a damage increase, since they hope to roll out a fix soon, at which point they don't want people to blame them for SRMs being OP. They even specifically mentioned that a damage boost would disproportionately affect larger, slower mechs, since the hit registration problems are far less meaningful against larger targets.

Now, I'm all for 2.0 damage SRMs. I think that once they get hit registration working properly again, with the new 2.0 damage SRMs, the state of the game will be much improved. Be ready, though, for a storm of QQ about how OP SRMs are once they register all of their hits properly.

#12 xenoglyph

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Posted 22 July 2013 - 07:43 PM

View PostLevi Porphyrogenitus, on 22 July 2013 - 06:32 PM, said:

PGI is aware of issues with SRM hit registration. It's why they were so emphatic about wanting the community to approve a damage increase, since they hope to roll out a fix soon, at which point they don't want people to blame them for SRMs being OP. They even specifically mentioned that a damage boost would disproportionately affect larger, slower mechs, since the hit registration problems are far less meaningful against larger targets.

Now, I'm all for 2.0 damage SRMs. I think that once they get hit registration working properly again, with the new 2.0 damage SRMs, the state of the game will be much improved. Be ready, though, for a storm of QQ about how OP SRMs are once they register all of their hits properly.


First off, where did they say they plan to fix it soon? Secondly, why couldn't they test SRMs internally before they publish the hit detection fix?

Edited by xenoglyph, 22 July 2013 - 07:43 PM.


#13 Levi Porphyrogenitus

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Posted 22 July 2013 - 07:48 PM

View Postxenoglyph, on 22 July 2013 - 07:43 PM, said:


First off, where did they say they plan to fix it soon? Secondly, why couldn't they test SRMs internally before they publish the hit detection fix?


"What about SRMs?!?! Buff them to 2.5!!!

Nuh uh. 2.5 SRM damage causes the same effect as the previous LRM-aggedon. While funny to test, the 6-SRM6 Catapult will decimate any Assault class Mech in 3 volleys. The third volley doesn’t even have to be a full volley, 2 volleys following up with a medium laser will probably kill most builds in the game. So what am I going to do about this? Well let me explain an issue…

Many of you have cited hit detection errors. We’re seeing this as well. While it happens across almost all Mechs, it’s most noticeable with small Mech chassis. Bumping damage is going to help deal a small amount more damage to small Mechs, but the larger Mechs are going to be destroyed VERY quickly. We are investigating the root cause of these detection errors but it’s a deep problem. We need to find out if it’s in HSR (host state rewind) or is it in the simulation running on the server etc etc. Once found we will be pouring heavy resources on to the problem to fix it ASAP. However, I can tell you this, it’s going to take a while to find due to its complexity.

That being said, here’s an opportunity for you to decide your fate when dealing with SRMs. In this feedback thread (http://mwomercs.com/...-hit-detection/), there is a poll. You can vote to bump SRM damage up to 2.0, not this patch but next, or leave damage as is until hit detection is fixed. Keep in mind, this bump in damage is going to be a fairly big world of hurt for larger Mechs. NOTE: Cut off for voting will be Sunday 11:59PM PST."

From this thread, in the OP: http://mwomercs.com/...general-update/

I forgot about this line, though: "However, I can tell you this, it’s going to take a while to find due to its complexity." It suggests that, though they will fix it ASAP once they find it, finding it in the first place might take a while. Thus, my earlier post may be somewhat in error.

#14 Fooooo

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Posted 23 July 2013 - 02:03 AM

I've found that I have to fire SRMS like I would have fired any weapon before HSR ever came in.

You lead the target by a ton. Basically fire into empty space infront of them, Missles fly into the terrain on my screen and bam! he gets dmged!!.


Basically the HSR on SRMS is terrible atm, add to the fact they have been slowly adding stuff in the background all the while to support 12v12 etc and you can sorta confer some of the causes of the recent sync / lag / hit problems. (if its not just the servers causing it. With 3 sets of HSR running for each player connected it probably takes a bit of cpupower)

Pgi did mention it would not be right with the first implementation of the missile hsr however, so........

Actually, all the HSR is out of whack atm so yea I'm pretty much leading by the old 2 or 3 mech lengths to score hits with EVERY weapon, even lasers.... (Usually only against fast mechs, however sometimes it seems certain players cant be hit, yet others get hit just fine.)

Edited by Fooooo, 23 July 2013 - 02:15 AM.






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