Colonel 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.