Srm Doing 30% Of Rated Damage
#1
Posted 01 September 2013 - 09:57 AM
I put an srm2 in a raven 3L's arm to achieve precision shots with its one tube. Then jumped in the training grounds and tried to headshot some mechs. I video recorded the results of the jenner.
http://youtu.be/vetAb8vq91w
It took 56 ammo to headshot the jenner. At a rating of 2 damage per unit that's supposedly 112 damage.
I repeated this test two more times. The second time it took 74 ammo/148 damage. And the third time it took 64 ammo/128 damage.
I recall some dev saying testing grounds sometimes doesn't register damage properly, so I tested this with a friend. This time 58 units of SRM ammo were expelled for the headshot (116 damage). Also note SandLantern reported that no splash damage was dealt to any other part of his mech.
http://youtu.be/QaZh-GbyrG4
Even if the rated damage was calculated to include splash damage it would be completely incorrect. For reference an ac2 takes 15 ammo to headshot the same jenner (29-30 damage). If the jenner's head has 30 effective hp, 56 units of srm ammo had to deal .54 damage to kill it. For the 2 damage rating (with splash) to be accurate you would have to splash 3 extra body parts for 100% damage. In all tests no splash damage was even dealt. Splash damage also doesn't spill over for 100% damage.
Again, mechs were all standing still. Even when netcode gets fixed, this damage bug will still persist.
#2
Posted 01 September 2013 - 10:10 AM
#3
Posted 01 September 2013 - 10:12 AM
#4
Posted 01 September 2013 - 10:13 AM
**I'd also try other weapons and see if the results are consistent. If Medium Lasers do the same thing, it might explain why they feel so weak at the moment.
Edited by TheBossHammer, 01 September 2013 - 10:15 AM.
#5
Posted 01 September 2013 - 10:17 AM
#6
Posted 01 September 2013 - 10:22 AM
#7
Posted 01 September 2013 - 10:30 AM

...partly because the cockpit was too big and located in center mass, and partly because it came out during lurmageddon. I don't remember the exact fixes, but I would be very surprised if one of them wasn't a severe reduction in missile damage to heads.
#8
Posted 01 September 2013 - 10:42 AM
#9
Posted 01 September 2013 - 10:54 AM
I'm betting it is just a head thing, and frankly I'm okay with it. If this was the case against CT or other body parts, then we'd have a real problem.
#10
Posted 01 September 2013 - 10:56 AM
Raven3L (1 tube srm2):
Centurion CT: 34 ammo/68 damage
Jenner CT: 22 ammo/44 damage
Atlas CT: 76 ammo/152 damage
JaegerS (1 ac2):
Centurion CT: 32 ammo/64 damage
Jenner CT: 21 ammo/42 damage
Atlas CT: 75 ammo/150 damage
Due to the SRM2 shooting two rounds there was an extra round fired on each CT. I ran the SRM test twice and each time produced the same ammo consumption on each CT.
However while messing around a little more I've found not all missiles are even connecting for damage at different angles. More testing will ensue.
#11
Posted 01 September 2013 - 11:57 AM
There are several "black holes" on mechs where all missiles go to die. They've persisted since closed beta, but only became extremely noticeable when missiles lost their splash. I can core an atlas in 3 salvos from my 8R, but use over 6 (~396 damage) and not even strip armor on their sides/back. The devs have acknowledged it, and that's what they were supposed to have fixed before thinking about rolling back SRM damage.
#12
Posted 01 September 2013 - 11:58 AM
This is because back in closed beta, one volley of missiles could pretty much headshot an atlas, and SRM's could headshot almost any mech if you were able to hit them roughly near to where their cockpit was.
#13
Posted 01 September 2013 - 12:54 PM
Roland, on 01 September 2013 - 11:58 AM, said:
This is because back in closed beta, one volley of missiles could pretty much headshot an atlas, and SRM's could headshot almost any mech if you were able to hit them roughly near to where their cockpit was.
At the same time though, some cockpits were twice the size they should have been.
#14
Posted 01 September 2013 - 02:32 PM
Have you tested an AC/2 side-by-side with the SRMs against the locations/angles (other than the head) that seem to be taking reduced damage? If the AC does full damage, as against the head, the same mechanism is probably behind both issues.
Based on PGI's descriptions of their efforts at implementing HSR, different hit-detection algorithms are used for lasers, missiles, and projectile weapons. The fact that you are seeing reduced damage against a stationary target in a live test suggests that something is fundamentally wrong with the hit detection algorithm. It is possible that missile-HSR is compensating for lag correctly, thereby producing the same broken behavior that would manifest if the target were standing still.
#15
Posted 01 September 2013 - 02:58 PM
Roland, on 01 September 2013 - 11:58 AM, said:
This is because back in closed beta, one volley of missiles could pretty much headshot an atlas, and SRM's could headshot almost any mech if you were able to hit them roughly near to where their cockpit was.
if I remember correctly, PGI nerfed missile damage by something around 50% in early closed beta. LRMs and SRMs could headshot Atlases in 2 or 3 volleys. It's possible this is the result of this nerf here. Still, interesting tests.
#16
Posted 01 September 2013 - 06:39 PM
Team Leader, on 01 September 2013 - 10:10 AM, said:
Remember the Early Closed Beta? The 4 SRM 6 Catapult that would headshot -everything- instantly?
Pretty sure that the Head location got damage reduction relating to missiles after that.
#17
Posted 01 September 2013 - 09:04 PM
Impetus, on 01 September 2013 - 10:56 AM, said:
Raven3L (1 tube srm2):
Centurion CT: 34 ammo/68 damage
Jenner CT: 22 ammo/44 damage
Atlas CT: 76 ammo/152 damage
JaegerS (1 ac2):
Centurion CT: 32 ammo/64 damage
Jenner CT: 21 ammo/42 damage
Atlas CT: 75 ammo/150 damage
Due to the SRM2 shooting two rounds there was an extra round fired on each CT. I ran the SRM test twice and each time produced the same ammo consumption on each CT.
However while messing around a little more I've found not all missiles are even connecting for damage at different angles. More testing will ensue.
Looks about right when you consider both armor and the internal HPs. Also something to consider is that the entire reason the damage on SRMs was upped to 2.0 was to compensate for the hit registration issue, not that they felt that SRMs were suppose to be doing 2.0 damage. The 2.0 damage is supposed to be temporary. Therefore yes, expect to miss with a certain percentage of SRMs, even when they look like they are hitting.
#18
Posted 02 September 2013 - 12:40 AM
But am I the only one who never ceases to be amazed that it's so simple for players to uncover potentially very significant bugs? There have been a number of threads like this one, where people have been experimenting with SSRMs, MGs and what have you. I would have expected PGI to carry out these kinds of tests immediately for every time they make a change to certain, if not all, weapons. I don't want to bring up LRMapocalypse, but I just did.
#19
Posted 02 September 2013 - 03:13 AM
#20
Posted 02 September 2013 - 11:07 AM
I was really looking forward to running a 5xSRM6 Kintaro, but size and CT issue aside, it was a real chore to manage even 300 damage a game with it. Absolute best I ever managed, expending all 700 missiles, overwhelming majority of shots good square hits, was ~630 damage.
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