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Oxide Problems


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#1 Darling_In_The_MeXX

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Posted 04 December 2013 - 04:50 PM

Dear PGI,

As always I love this game with my heart and want the absolute best of it. If you do not think that is the case check how many hours I played and how many of them were with meta built mechs.

To the point in case, the Oxide mech. My personal favorite mech in the game is the Jenner, ever since MW2. All missiles, I am up for the challenge. The problem with the mech is not the mech itself though it may be. The SRMs easily do not register when I hit my target 20% of the time. I will be running around with an opposing Jenner, he swings around I in return twist my torso and then right as were about to collide head on I fire all 18 SRMs at his CT. If the explosions on the Jenner's body were not enough to convince something it would be hit detection. I have died quite a bit to other cored lights whereas I was nearly clean because nothing registered. So maybe the Oxide has a missile launching problem where the SRMs do not get picked up while moving around other mechs in close proximity or possibly SRMs are a not registering. I am sure that it is not that they are ghost nerved by hit detection. But there is a chance that I am a weak player and my ping is bad (It does not go over 70 though) but considering I have placed in your tournaments, which I love (and where did they go???) any by how many C-bills I have accumulated to purchase over 50 some mechs and lots of XLs.

If any other questioning is asked about my authority to claim such a thing just look at how much I money I have given to this great game. To keep it up there on everyone's charts. Please take a look at the Oxide.

Thank you!
Oblivion5000

Edited by Oblivion5000, 04 December 2013 - 04:53 PM.


#2 Kin3ticX

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Posted 04 December 2013 - 05:31 PM

There was a time when the best build for the Jenner D was 4 Small Lasers and 2 SRM 4's.

#3 Troutmonkey

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Posted 04 December 2013 - 05:43 PM

SRMs have borked hit detection.
Use Streaks for now and wait patiently for a fix ;)

#4 DarkDevilDancer

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Posted 04 December 2013 - 05:57 PM

Yeah there are better streak boats out there and until srm hit detection is fixed I won't be picking up an oxide.

#5 Krazy Kat

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Posted 04 December 2013 - 08:30 PM

Try using chain fire. I get more damage that way on all my srm boats these days. Not sure why.

#6 Kasiagora

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Posted 04 December 2013 - 09:23 PM

I don't try fighting other light mechs when running my SRM Jenner because of that hit detection. Instead you could try hunting assault mechs rear armor. It's very satisfying. I'm just slightly bummed you can't use all of the missile slots with Artemis due to the two sharing the center torso. Not very bummed out, mind you. Just a tiny bit.

#7 Detheter

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Posted 04 December 2013 - 11:05 PM

They must be afraid to fix SRM hit detection b/c of A1. Ruins this mech, fired 4 x srm 20 and hit all four times. 26 damage. I'll stick to running some of my mechs that regularly score between 400 - 700 damage, and on the high end 1199 damage (i say this to show that i have no problems scoring damage or kills, personally, as a player.)

That being said, I think this mech is a giant waste of time. I usually don't complain about mechs (or anything), but I gotta say man, any ways you use this mech, it usually has a hard counter running out on the battlefield in the very match that you're in, and it's usually faster than you. Stats on the night: highest damage and best game in terms of kills: 435 damage w/ 3lrm5 lots of ammo, zero kills. worst was all zeros, followed closely by 11 damage, followed by the 26 damage game where i considered selling this mech for c-bills. Still nice to have another jenner. I will consider it a long term high risk investment (the risk being PGI never getting missiles right).

Edited by Detheter, 04 December 2013 - 11:06 PM.


#8 Amsro

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Posted 04 December 2013 - 11:34 PM

3xSRM6
or
4xSSRM2

#9 Der Hesse

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Posted 05 December 2013 - 12:42 AM

I bought this mech too, because i love Jenners. Out of my 50 mastered Mechs its one of 3-4 i play most.

But i have to say that it is by far the most useless mech i own. And i mastered the Locust.

Not only do SRMs not register which indeed seems to happen more often on him then on my heavies and Assaults but he also dies as fast as the Locust. I dont know why, but its remarkable. For example: I Encounter a damaged Hunchback with nothing more then 2 med Lasers. Only Damage i had was 1 % on legs from a jump. He fires both Lasers and brushes over me on full Speed. My Center Torso Front and left leg get orange. Next shot with both Lasers get me internal red on Center Torso. WTF?
Next match my first Encounter is a Shadowhawk with 3 AC2. I attack and he uses the AC2s. After only 2Salvos within one Second i am cored.
That means near death after 20 Damage in the first Encounter (would have been cored if he hadnt brushed over my leg too) and death after 12 Damage in the second Encounter.

After that i did play other mechst but did watch enemys Oxides and their Health when i encountered them. I saw them too take Damage like the Locust. I myself killed an oxide with my Laserhunchback by just brushing over it, though i dont know exactly how damaged it was, but it wasnt open on any Location.

So i cant be the only one to experience this. It is like PGI found out how to fix lagshield on lights and does it to the new ones, while the old ones stay unchanged. My Jenner F is durable like before (tested it because i was afraid they chnaged the whole chassis)

#10 DONTOR

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Posted 05 December 2013 - 07:42 AM

I liked 2 SRM2, and 2 SRM6, but ya hit detection for SRMs has been teribble for months now.

#11 NRP

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Posted 05 December 2013 - 07:46 AM

It's not the Oxide, it's the SRM hit registration.

#12 Ngamok

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Posted 05 December 2013 - 07:52 AM

Try shooting the SRMs further out. I have one of my SHDs I am playing with SRMs (the 5M) and I seem to land damage when I am shooting them and hitting at least 150m out. If it is registering no damage, I might be missing it. I am also hitting with an AC/5 and 2xML as well so if it's there it is getting masked. But I did kill an Atlas last night with the SRMs only hitting him and finishing him off. Was on Terra Therma and his CT was redish orange and he was like 200m+ out.

#13 Amsro

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Posted 05 December 2013 - 10:41 AM

View PostNgamok, on 05 December 2013 - 07:52 AM, said:

Try shooting the SRMs further out.


So far the only thing that "helps" with SRM hit detection is keeping artemis off (larger spread), and chain fire (less missiles to be detected at once).

The crux of SRM's are tight grouping hit detection, I'm sure they game puts down damage for 1 missile instead of the group you actually launched. (Complete on demand theory :ph34r: )

2.5 SRM's are only a patch away..... that was before ghost heat was patched.... :P

#14 Lucky Moniker

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Posted 05 December 2013 - 11:15 AM

I have set mine up as close to the Jenner IIC as I can and it works great. 2 ssrms for light and 2 srm 6 for the heavy stuff. Yeah hit detection is off, but you can lessen the impact of it while not being a useless streak boat (useless in that you cant put damage where you need it). With a 280xl and 3 tons of srm and 1 ton of ssrm ammo. After speed teak its running just as fast as a stock Jenner IIC

#15 Biglead

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Posted 05 December 2013 - 06:42 PM

View PostNRP, on 05 December 2013 - 07:46 AM, said:

It's not the Oxide, it's the SRM hit registration.



Winner

#16 Zplayer

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Posted 06 December 2013 - 04:00 AM

I'm not the best Jenner pilot by any means but I had 2 (started with Sarah's Jenner) in my Mech bay so it's was only natural to make up a set of 3 to unlock the Elite / Master skills.

Anyway this is what I've been rolling with -> OXIDE It's quite nippy and heat efficiency is 1.63 so still fairs well on the hot maps.

Yes SRM hit detection is a problem but get in behind a big guy and it's good night Vienna! :)

#17 627

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Posted 06 December 2013 - 04:57 AM

If you'd use 3xSRM6 instead you could fire in synced volleys and you'd run cooler (SRM4+SRM2 are 5 Heat, SRM6 only 4).

#18 Zplayer

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Posted 06 December 2013 - 05:33 AM

View Post627, on 06 December 2013 - 04:57 AM, said:

If you'd use 3xSRM6 instead you could fire in synced volleys and you'd run cooler (SRM4+SRM2 are 5 Heat, SRM6 only 4).


I could but I'd suffer with ghost heat on an alpha with 3 SRM 6 scratch that - I thought SRM 6 max alpha was 2 but it's 3 lol which is why I was using SRM4+SRM2, I haven't overheated yet but will be changing it to 3 SRM6. cheers!

#19 CDLord HHGD

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Posted 06 December 2013 - 05:36 AM

I run max xl engine/armor, all the upgrades, 10 DHS, 2xSSRM, 2xSRM4, 3 tons SRM, 1 ton SSRM, and it does pretty good.

#20 XFactor777

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Posted 06 December 2013 - 12:48 PM

http://mwo.smurfy-ne...81ae82820e6f0d2 you're welcome





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