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Posting This Every Patch - Please Fix Srms!


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#1 NuclearPanda

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Posted 07 November 2013 - 07:49 AM

So I know it was posted by the Devs that you're going to attempt (emphasis mine) to fix the hit detection for SRMs.

That being said, I'm still going to keep posting this every patch because this really needs to be prioritized. SRM hit detection is atrocious, and practically unusable in their current form.

Just as I said before, you might as well make SRM launchers fire puppies and rainbows. At least then they would be fun to look at.

Posted Image


*pardon my horrid MS Paint skills. Feel free to post your own puppies and rainbows as well*




An update on the progress of this, or your plans, would be appreciated. Thanks PGI.

Edited by NuclearPanda, 07 November 2013 - 07:49 AM.


#2 Kunae

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Posted 07 November 2013 - 07:51 AM

Hit det and spread. (Non Artemis spread is atrocious.)

#3 NuclearPanda

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Posted 07 November 2013 - 07:55 AM

View PostKunae, on 07 November 2013 - 07:51 AM, said:

Hit det and spread. (Non Artemis spread is atrocious.)


Yeah, I run SRMs with Artemis. SRMs currently w/o Artemis are even more of a joke. I mean I understand the need for Artemis to control spread and such but when you combine the lack of hit detection AND the ridiculous spread it's inconceivable!

Problem is though, if they adjust the spread then what will happen with Artemis use? I think that if they can fix hit detection first that would be the better option. Then we can determine how bad the spread affects things as well.

#4 Kunae

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Posted 07 November 2013 - 08:06 AM

View PostNuclearPanda, on 07 November 2013 - 07:55 AM, said:


Yeah, I run SRMs with Artemis. SRMs currently w/o Artemis are even more of a joke. I mean I understand the need for Artemis to control spread and such but when you combine the lack of hit detection AND the ridiculous spread it's inconceivable!

Problem is though, if they adjust the spread then what will happen with Artemis use? I think that if they can fix hit detection first that would be the better option. Then we can determine how bad the spread affects things as well.

They should just revert the spread back to the "X" pattern it was last fall, and tighten it up when you mount Artemis.

But yes, without real hit-det spread doesn't really matter. I just wonder if the tard-arse spread, they put in, isn't part of the cause of the hit-det problems.

#5 NuclearPanda

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Posted 07 November 2013 - 08:14 AM

View PostKunae, on 07 November 2013 - 08:06 AM, said:

They should just revert the spread back to the "X" pattern it was last fall, and tighten it up when you mount Artemis.

But yes, without real hit-det spread doesn't really matter. I just wonder if the tard-arse spread, they put in, isn't part of the cause of the hit-det problems.


No, I'm pretty sure it's a general overall hit detection issue. There are quite a few problems overall with detection in general from my play experience. If they can address that first then we can start looking at other things like spread. Just my two cents though!

#6 Drakenn

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Posted 07 November 2013 - 08:27 AM

Seems like the hit Det issue with SRMs came in when they added missile HSR... but maybe I am remembering it wrong.

#7 Kunae

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Posted 07 November 2013 - 09:42 AM

View PostDrakenn, on 07 November 2013 - 08:27 AM, said:

Seems like the hit Det issue with SRMs came in when they added missile HSR... but maybe I am remembering it wrong.

Missile HSR, when they put it in, was initially great. Then a patch or few later it started to go to hell.

#8 Atheus

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Posted 07 November 2013 - 11:23 AM

Yeah, there are general hit detection issues afoot. I see it plenty, but the most obvious was when I peeked over the saddle at the very start of a frozen city match the other day and ate 2 ppc's from a catapult about 600m directly in front of me. One hit me in the left front torso, the other hit me in the left rear. Bank shot?

#9 aniviron

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Posted 07 November 2013 - 12:00 PM

Posting in this thread (again) after putting 50 srms directly on a commando for 0 damage.

#10 NuclearPanda

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Posted 07 November 2013 - 12:05 PM

View Postaniviron, on 07 November 2013 - 12:00 PM, said:

Posting in this thread (again) after putting 50 srms directly on a commando for 0 damage.


Welcome back my friend. Take a seat. ;)

I know exactly how you feel.

#11 NuclearPanda

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Posted 08 November 2013 - 05:56 AM

View PostAtheus, on 07 November 2013 - 11:23 AM, said:

Yeah, there are general hit detection issues afoot. I see it plenty, but the most obvious was when I peeked over the saddle at the very start of a frozen city match the other day and ate 2 ppc's from a catapult about 600m directly in front of me. One hit me in the left front torso, the other hit me in the left rear. Bank shot?


No, that is a rare (and from what I know they haven't figured out how to reproduce it) issue. Sometimes shots can pass through terrain and/or mechs to hit the wrong components.

Hooray for hit detection!

#12 zudukai

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Posted 08 November 2013 - 12:22 PM

re-balance vote +1.

#13 NuclearPanda

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Posted 11 November 2013 - 05:37 AM

View Postzudukai, on 08 November 2013 - 12:22 PM, said:

re-balance vote +1.


Who knows when it is coming though. It's long overdue.

#14 Corvus Antaka

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Posted 11 November 2013 - 04:04 PM

this seems to me to be a ping issue? I seem to do just fine with SRMS.

#15 Omar Ravenhurst

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Posted 11 November 2013 - 04:33 PM

View PostColonel Pada Vinson, on 11 November 2013 - 04:04 PM, said:

this seems to me to be a ping issue? I seem to do just fine with SRMS.


The problem is that it's quite a number of things. While HSR has improved lag based hit detection problems, it still exists, but that can't be all of it. Another is how damage is applied from ballistics and missiles. I think it affects both about equally, but since missiles involve multiple impacts per volley instead of one, you see a larger fall off in damage, sometimes in the extreme. Missiles also act a bit different than the hit scan weapons in that they were intended to have splash damage. They've reduced splash to effectively zero, but I think that, along with the other issues and just plain buggy netcode and hit detection, has led to dramatically decreased damage from all missiles.

Here's an anecdote on ping and how it can't be all of it. I have more than 400 drops in a splatcat from last fall and winter. I did numerous tests to find the best load out and I've posted some of my findings on that topic. To say the least, I have a feel for spread, how much damage they can do, how much heat should result, cycle times, etc. Now, here's the crux of it. In testing builds, I would run the forest colony testing grounds several times to get a feel for spread, heat, and so on. In my early tests for each build, I would stand still, at 100m from each mech and targeting their center torso, and fire alpha volleys until each was destroyed. I documented how many missiles were used for each loadout. When done in this way, the number of missiles fired would always be the same for a specific loadout. If I do that today, I require about 50% more missiles to accomplish the same task. Again, that's standing still, firing on a stationary target, and running local.

#16 NuclearPanda

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Posted 12 November 2013 - 06:18 AM

View PostKamikazeChaser, on 11 November 2013 - 04:33 PM, said:


The problem is that it's quite a number of things. While HSR has improved lag based hit detection problems, it still exists, but that can't be all of it. Another is how damage is applied from ballistics and missiles. I think it affects both about equally, but since missiles involve multiple impacts per volley instead of one, you see a larger fall off in damage, sometimes in the extreme. Missiles also act a bit different than the hit scan weapons in that they were intended to have splash damage. They've reduced splash to effectively zero, but I think that, along with the other issues and just plain buggy netcode and hit detection, has led to dramatically decreased damage from all missiles.

Here's an anecdote on ping and how it can't be all of it. I have more than 400 drops in a splatcat from last fall and winter. I did numerous tests to find the best load out and I've posted some of my findings on that topic. To say the least, I have a feel for spread, how much damage they can do, how much heat should result, cycle times, etc. Now, here's the crux of it. In testing builds, I would run the forest colony testing grounds several times to get a feel for spread, heat, and so on. In my early tests for each build, I would stand still, at 100m from each mech and targeting their center torso, and fire alpha volleys until each was destroyed. I documented how many missiles were used for each loadout. When done in this way, the number of missiles fired would always be the same for a specific loadout. If I do that today, I require about 50% more missiles to accomplish the same task. Again, that's standing still, firing on a stationary target, and running local.


My ping is always under 40ms so I don't believe ping is the issue.

My biggest issue is the fact that I could be less than 100m, even 50m from a large target (say an Atlas even?) and blast away with 6xSRM6s + Artemis and deal next to no damage to them despite my cursor turning red showing I am connecting.

That is a hit registration issue.

#17 Jetfire

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Posted 15 November 2013 - 12:55 PM

View PostNiko Snow, on 15 November 2013 - 12:45 PM, said:


This picture made us laugh!
Thanks for your continued concerns regarding SRMs. We are looking into these to ensure they are balanced. While the request for rainbows seems cool, we do not plan to use this as a tweak. The puppies could add some balance, but at this time, we aren't in favour of turning our adorable canine companions into projectile munitions.


I guess we can consider this official confirmation that SRM's are indeed becoming magical unicorns.

Seriously though, I love the art.

#18 DEMAX51

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Posted 15 November 2013 - 01:02 PM

View PostNiko Snow, on 15 November 2013 - 12:45 PM, said:

...but at this time, we aren't in favour of turning our adorable canine companions into projectile munitions.


But... we've already got a Catapult! Why not a Puppypult?!?



Cats make me sneeze, they're OP!

Edited by DEMAX51, 15 November 2013 - 01:03 PM.


#19 drizz786

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Posted 16 November 2013 - 03:06 AM

Well, just to add my tuppence. (uk variant ) I have a ping around 118 and usually 55fps or so, and have noticed a marked iincrease in false hits. By that I mean streaks ,arms, and even the odd ac20 exploding on contact with smoke, yes smoke. This is most noticsble with my Kato 18 5 streak build, rather than chasing the target mech and chain firing I now have the joy that when I get a limb smoking I have to try and get in front of a moving mech to avoid smoke. Now if said mech was popping out chaff then fine, but avoiding smoke? that's just silly so please pgi just allow our shots to connect .
But to the hot topic, when are we getting a dogiphract ??? want one. :-)

#20 CGB Behemoth

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Posted 16 November 2013 - 03:14 AM

Strange theme. My ping is about 180-190. Always 60 fps. Running SRMpult, Bombercent, SRMjager, SRMbattlemaster, SRMkintaro. Always ASRM6 or ASRM4 paks. Never saw any trouble with hit detection (usually shoting at 50-150m).





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