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Ssrms No Longer Lose Target Lock


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#1 Wispsy

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Posted 05 October 2013 - 12:25 PM

Is this intentional? Did it come in the last patch? I did not see any notes on it. If so please, why?


http://mwomercs.com/...ce/page__st__40

Edited by Wispsy, 05 October 2013 - 12:25 PM.


#2 Deathlike

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Posted 05 October 2013 - 01:08 PM

I hadn't really noticed, but having seen only a recording in the training grounds does not help inspire confidence.

In the case that is working as intended™, then expect an XBOX port in the very close future.

#3 Asmosis

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Posted 06 October 2013 - 01:11 AM

Its definitely not doing the same thing ingame, that's a "training grounds" only feature :D

#4 Wispsy

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Posted 06 October 2013 - 03:39 AM

View PostAsmosis, on 06 October 2013 - 01:11 AM, said:

Its definitely not doing the same thing ingame, that's a "training grounds" only feature :D


Not true I was able to replicate this and we have hours of ingame footage of this happening.

#5 Asmosis

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Posted 06 October 2013 - 05:14 AM

must be situational then. It didn't help he linked a vid of training grounds which is horrendously out of sync with the live matches.

#6 Wispsy

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Posted 06 October 2013 - 05:43 AM

Not situational unless the situation might be needing to have Artemis...but why the hell would anybody not have Artemis on their ssrms?

Further on in the thread is a link to peefsmashs stream, last night we played 12s together for 5 hours and both used ssrm jenners. You can clearly see throughout the whole thing this happens every time. You automatically regain and keep lock any time the enemy is ANYWHERE on your screen. Outplaying this is impossible, it even works if you are 1m away and 150m above so you literally cannot see them and they cannot see you. You gain lock.

#7 Krivvan

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Posted 06 October 2013 - 06:12 AM

View PostAsmosis, on 06 October 2013 - 05:14 AM, said:

must be situational then. It didn't help he linked a vid of training grounds which is horrendously out of sync with the live matches.


We now have multiple stream recordings of their use in that manner.

#8 Corvus Antaka

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Posted 06 October 2013 - 10:26 AM

LRMS as well. the locking mechanism itself is borked.

#9 Asmosis

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Posted 06 October 2013 - 07:03 PM

I dont think it'd be dependant on atremis, i dont recall if my jenner has it but i had the issue in training grounds. i'll double check in live match again since i only played the one match and mostly against lights so a lot of twirly jumping action going on, i might have been mistaken.

#10 Deathlike

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Posted 06 October 2013 - 07:06 PM

FYI: It isn't that you can't "not lose" target lock (yes, the double negative)... it is that the target lock requirement radius is sooooooooo big that it is difficult to miss.

#11 Asmosis

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Posted 06 October 2013 - 07:12 PM

oh yup i did watch the linked vid, and experienced the same issue in training grounds (basically couldnt lose lock without losing target). I didnt experience the same degree of unlockability in the live match, but that may have been other factors (like a light mech ballad of jumping 360's + laser lights)

#12 ShinVector

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Posted 06 October 2013 - 08:03 PM

Wow.. Didn't know they did this... It was kinda odd to see Wispy running around in a Streak Jenner. :P
Hmmm.... Got to test this out with 3PV and you can go all Missile Gundam on people. :P

Been on AC40 Jager too much these days instead of lights.

Must have been the last two patches... I don't recall seeing this wide lock issue when last ran a Streak Jenner.

Edited by ShinVector, 06 October 2013 - 10:10 PM.


#13 Asmosis

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Posted 07 October 2013 - 01:01 AM

Found out why I didn't experience the issue in the game I played, It depends on the target mech.

It can also vary for the same mech in a match, vid below 1:55 - 2;07, bugged initially then seems to come right.

*done*

this vid of jenner does *not* have atremis. incase I wanted to use lrm5's or something

for the first ~1:30 everything is normal

at 1:40 I target a K2, all normal.
a few seconds later I target the A1 just behind it, and its bugged (for rest of match)
at 1:50 I target a different K2, normal

at 1:55 in vid I target someone and immediately start to get ssrm lock. He isn't even in my field of view (off to the right). It actually appears to correct itself though after I lose lock at 2:07 since I don't begin to regain even tho he's in FOV.

at 2:23 - 2:46 you see the A1 again as a bugged target.
2:52 targeting spider, all normal (didn't manage lock due to shaky aim)

:angry: at 3:29 a neat little bug in 3rd person where you cannot get lock. ;)

and everything is normal after that. maybe buggy on the A1 again, but was relatively close and mousing over so eh hard to tell.

Edited by Asmosis, 07 October 2013 - 04:04 AM.


#14 Wispsy

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Posted 07 October 2013 - 05:18 AM

View PostShinVector, on 06 October 2013 - 08:03 PM, said:

Wow.. Didn't know they did this... It was kinda odd to see Wispy running around in a Streak Jenner. :angry:
Hmmm.... Got to test this out with 3PV and you can go all Missile Gundam on people. ;)

Been on AC40 Jager too much these days instead of lights.

Must have been the last two patches... I don't recall seeing this wide lock issue when last ran a Streak Jenner.



Screw running lights outside of 12mans right now and even then no point not using ssrms to crush enemy lights without getting hurt(unless they do same ofc). Just going to play with heavies and assaults. Like pgi wants us to. I hate getting I into zero skill fights and I cannot think how one can outskill an opponent with autolock in fov (I find this happening on nearly every mech, and lockon speeds with Artemis were already practically pointless). I do not be have to try against lights without ssrms and if we both have it we both take loads of unavoidable damage...fun playstyle...

#15 Asmosis

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Posted 07 October 2013 - 06:35 PM

The only use i've found for lights (funnily enough) is using an ER large laser on a spider in assult matches, and "tagging" the opposing team. guaranteed 25k + 78k in assists if your team wins (unless they cap, grr). normally results in much higher cbill results since you can pretty much wreck mechs with the 4MG's in the later half of the match provided your team is doing ok (and they arent getting bugged ssrms).

aside from that i play heavies almost exclusively, theres just not enough ballistics on assaults for how i like to play currently so they are gathering dust in their bays. I dont own any med mechs.

#16 ShinVector

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Posted 07 October 2013 - 07:15 PM

View PostWispsy, on 07 October 2013 - 05:18 AM, said:

Screw running lights outside of 12mans right now and even then no point not using ssrms to crush enemy lights without getting hurt(unless they do same ofc). Just going to play with heavies and assaults. Like pgi wants us to. I hate getting I into zero skill fights and I cannot think how one can outskill an opponent with autolock in fov (I find this happening on nearly every mech, and lockon speeds with Artemis were already practically pointless). I do not be have to try against lights without ssrms and if we both have it we both take loads of unavoidable damage...fun playstyle...


Yeah... I tried out last night ludicrous easy mode auto lock-ons in the live game.... Haiz...

Then I tried going back my 4MLS Jenner K... Couldn't kill a dragon with an open right torso even I sent 3 alpha into thanks... To {Scrap} laser HSR not working for 250ms ping at close range... QQed..

Went back to AC40 Jager... At least I can contribute to the team more in PUG games instead of being in an non-competitive light (due to HSR issues as mentioned)....

#17 Kmieciu

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Posted 07 October 2013 - 11:15 PM

View PostShinVector, on 07 October 2013 - 07:15 PM, said:

At least I can contribute to the team more in PUG games instead of being in an non-competitive light (due to HSR issues as mentioned)....

Last night in a 12vs12 fight the two last mechs were a Raven 3L vs a Spider 5D. The Spider had a red leg and the Raven had a red side torso. They were hitting each other for 5 minutes until the Spider finally took out the Raven. Hit detection with light mechs using lasers is abysmal.

#18 ShinVector

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Posted 08 October 2013 - 01:26 AM

View PostKmieciu, on 07 October 2013 - 11:15 PM, said:

Last night in a 12vs12 fight the two last mechs were a Raven 3L vs a Spider 5D. The Spider had a red leg and the Raven had a red side torso. They were hitting each other for 5 minutes until the Spider finally took out the Raven. Hit detection with light mechs using lasers is abysmal.


They were either both great pilots or terrible pilots. :)

#19 Kmieciu

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Posted 08 October 2013 - 02:12 AM

View PostShinVector, on 08 October 2013 - 01:26 AM, said:


They were either both great pilots or terrible pilots. :)


They were hitting each other with every laser blast, for little to no effect.

#20 ShinVector

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Posted 08 October 2013 - 03:20 AM

View PostKmieciu, on 08 October 2013 - 02:12 AM, said:


They were hitting each other with every laser blast, for little to no effect.


Bet both had >150ms ping. If this was LAN... I would expect it to end very quickly in a few passes.
Just bought the ****** Loctus 1V... OMG !! What I am going to do with this {Scrap} mech !





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