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Srms Not Registering. Med Lasers Too.


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#1 Namerof

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Posted 25 October 2013 - 03:02 PM

So the other day, I fired 48--yes, 48--srms into a spider (only whiffed two volleys) at 50-200 meters with all of them registering as hitting on my screen, and while the spider was standing still. I was then promptly blown up when I pulled a wtf maneuver and drove right up to him and dickboxed him with another volley(for a total of 54 srms) as I was in my locust and sat still for the perfect shot to make sure I wasn't cracked out like Whitney.

The spider suffered 12 damage. 12. Damage.

As you can tell, this is significantly less than the 116 the spider should've taken. And while we are all aware of how broken spider hitboxes are (and even I was about to associate the problem with/as that) I noticed it again in another match.

This time, however, it was an Atlas. I circle strafed this guy for about 3 minutes, literally. Dumped almost the entirety of 2 tons of srms into his rear center and right torsi which should be more than enough to strip and core an atlas, even with max armor. 2 tons X 100 srms per ton = about 400+ damage that should have been dealt, as my medium laser was going throughout and I hadn't used all my srms yet. I was finally then legged by his er large lasers, and then promptly blown to hell by about 100 lrms.

Total damage for the match: 148

As this is an Atlas, we can all agree that even the worst shot can hit the vast majority of their srms on an Atlas, so consider this the catch-all/control example just in case I was full of **** on that first one. I've also noticed that shots from 200 seem almost *ALWAYS* register properly, but everything under that does not. As using srms from 200 is ********, however, and totally exposes you to LRM fire at point blank range, kiiiiiiiiiiiiiiiiiinda defeats the purpose.

I've also noticed a similar issue with medium lasers. Running the full energy BJ-3, I ran 4 matches with a 6 medium laser, full JJ's, and the biggest engine build. In each of those matches while brawling with heavies and assaults and hitting near full-duration shots on each volley. I averaged 243 damage. Noting this, and doing the math of how many volleys I fired before dying a fiery, mid-air death, I figured out that at about 20 volleys X 6 med lasers X 5 damage (as all were in primary range or under) per round, that should equate to roughly 600 damage.

Thinking this rather odd, I switched to a slightly smaller engine, one less jumpjet, and ran medium pulse lasers. With the same exact playstyle, and on much harder maps to utilize the build properly(alpine and tourmaline for mpulse vs canyon network and river city for mlas), I averaged about 549 damage a match, with one of them almost 800 damage and 6 kills. Using same equation, 20 volleys X 6 med pulse X 6 damage = 720 damage. As a result, and due to the fact that mpulses tend to be fired out of prime range, 550ish damage a round seems right. 243 damage does not--especially when medium lasers have better falloff.

#2 Asmosis

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Posted 25 October 2013 - 04:21 PM

srm's are a known issue. Spiders also have "black holes" for hit boxes which is another known issue.

med laser is probably HSR related. pulse lasers are significantly better (in range) due to the higher damage, but more significantly the shorter beam length. less time for HSR to mess with you.

#3 Namerof

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Posted 25 October 2013 - 06:24 PM

View PostAsmosis, on 25 October 2013 - 04:21 PM, said:

srm's are a known issue. Spiders also have "black holes" for hit boxes which is another known issue.

med laser is probably HSR related. pulse lasers are significantly better (in range) due to the higher damage, but more significantly the shorter beam length. less time for HSR to mess with you.



I would agree with you, except for the fact that HSR shouldn't even be really coming into play for lasers on heavy's and assaults that are slow, prone to sniping, and/or even when they are fast, are so huge that hitting them full duration is pretty easy. Even more so with the srms, with an atlas that was basically just figure-8 circle turning in reverse.

#4 Wispsy

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Posted 26 October 2013 - 01:32 AM

View PostAsmosis, on 25 October 2013 - 04:21 PM, said:

srm's are a known issue. Spiders also have "black holes" for hit boxes which is another known issue.

med laser is probably HSR related. pulse lasers are significantly better (in range) due to the higher damage, but more significantly the shorter beam length. less time for HSR to mess with you.


Some spiders have one tiny black hole which only 1 missile out of the 6 would ever hit and not v often...

SRMs just do not do damage a lot of the time in my experience.

#5 Thorqemada

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Posted 26 October 2013 - 01:41 AM

Even SSRM do not damage all the time - hell - i had a match quite recently where i fought an orange Dual AC20 Jager, did blast 1 AC20 and stood away from the other pumping at least 5x LBX10, 4x2ML + 4x 2SSRM2 into it seeing my Target Damage HUD not Flash once and getting killed by an AC20 that was aiming 45° to 60° right of me...yeeeaaaahhhhhhaaaaauuuuuuu....MAAAAN!!!! :)

PS: I had on several occasion now that Jagers did not aim at me but could shot me... B)

Edited by Thorqemada, 26 October 2013 - 01:44 AM.


#6 ShinVector

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Posted 27 October 2013 - 11:05 PM

View PostThorqemada, on 26 October 2013 - 01:41 AM, said:

Even SSRM do not damage all the time - hell - i had a match quite recently where i fought an orange Dual AC20 Jager, did blast 1 AC20 and stood away from the other pumping at least 5x LBX10, 4x2ML + 4x 2SSRM2 into it seeing my Target Damage HUD not Flash once and getting killed by an AC20 that was aiming 45° to 60° right of me...yeeeaaaahhhhhhaaaaauuuuuuu....MAAAAN!!!! :huh:

PS: I had on several occasion now that Jagers did not aim at me but could shot me... :huh:



Yeah... I kinda hate that feeling.. You see someone from a distance, take a pop shot at this...
You duck back down while noticing a PPC shot coming at you...

Think ... haha... Missed me.. PPC files over head...
All of a sudden.. Your CT flashes.... *Ghost Hit !
You gooo.. WAHT the FARK !! :rolleyes:

Nowadays if possible, I prefer dodging side ways especially in light mechs..
I feel peeking and ducking tactics tend to suffer ghost hits more.

#7 Tahribator

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Posted 28 October 2013 - 02:26 AM

Seriously PGI. This is hurting true ML+SRM brawlers so much that the meta is full off PPC/AC poptarts again. If you're not going to fix this in short term, at least give splash damage back to SRM's so that the half of my SRM's not registering will be alleviated by more damage.

Please acknowledge this issue and put it on your timetable.

#8 aniviron

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Posted 28 October 2013 - 05:39 AM

View PostTahribator, on 28 October 2013 - 02:26 AM, said:

Seriously PGI. This is hurting true ML+SRM brawlers so much that the meta is full off PPC/AC poptarts again. If you're not going to fix this in short term, at least give splash damage back to SRM's so that the half of my SRM's not registering will be alleviated by more damage.

Please acknowledge this issue and put it on your timetable.


Recently explained by Thomas that even with a wider splash, missiles are now capped at their theoretical max damage/missile, and that damage just gets divided among areas within the splash zone. Meaning that a smaller splash radius would actually be better, as the way it works now only serves to spread out the meagre damage the missiles do over more components, i.e. if the 10cm blast radius hits the intersection point on a small mech like the Commando where the CT, right leg, and RT come together, you're doing .6666 damage to each of those sections, instead of doing 2 to all of them. Personally, I'd much rather have each missile hit just one area and do full damage to it, as spreading damage will always make a weapon system worse.

EDIT: Almost forgot to add that OP is absolutely right, SRMs are garbage because of netcode right now. My 4xSRM6 AWS-8R routinely dumps 200+ missiles into a single target at 50m or less for under 100 damage.

Edited by aniviron, 28 October 2013 - 05:40 AM.


#9 Asmosis

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Posted 28 October 2013 - 06:55 PM

View PostNamerof, on 25 October 2013 - 06:24 PM, said:



I would agree with you, except for the fact that HSR shouldn't even be really coming into play for lasers on heavy's and assaults that are slow, prone to sniping, and/or even when they are fast, are so huge that hitting them full duration is pretty easy. Even more so with the srms, with an atlas that was basically just figure-8 circle turning in reverse.


its more a case (with lasers) that if your ping still has variance (higher pings have higher variance normally) your HSR will be "off" by whatever it varies by. On a bad day mine fluctuates between 250 and 350, so HSR could be calculating my aim 100ms in the wrong direction on any given shot, depending on how often it checks what your ping is "supposed" to be for its calculations. I still have to lead light mechs 2-3 mech lengths sometimes to score a hit with lasers (or anything else).

#10 Kmieciu

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Posted 29 October 2013 - 12:56 AM

View PostAsmosis, on 28 October 2013 - 06:55 PM, said:


its more a case (with lasers) that if your ping still has variance (higher pings have higher variance normally) your HSR will be "off" by whatever it varies by. On a bad day mine fluctuates between 250 and 350, so HSR could be calculating my aim 100ms in the wrong direction on any given shot, depending on how often it checks what your ping is "supposed" to be for its calculations. I still have to lead light mechs 2-3 mech lengths sometimes to score a hit with lasers (or anything else).

How come my SRMs won't work when my ping fluctuates between 127 and 130 ms? How come I can play on US War Thunder server (150 ping) and I won't even notice any difference in latency compared to EU server (50 ping).

I swear things were easier when we didn't have HSR. I knew how much I had to lead, and I hit targets with ease. Now I can compensate for lag and hope HSR might fail to correct my shot or shoot at the target and hope HSR will correct my shot.
I don't know which is better.

#11 NuclearPanda

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Posted 29 October 2013 - 04:25 AM

SRMs have been broken for a long time now. It's ridiculous and needs to be addressed!! My ping is always around 30ms and it's nigh impossible to use them.

Edited by NuclearPanda, 29 October 2013 - 04:26 AM.






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