Stil Posting This Every Patch - Please Fix Srms/hit Detection!
#21
Posted 11 December 2013 - 12:27 PM
#22
Posted 11 December 2013 - 12:30 PM
I wouldn't even care whether it was a SRM buff or a SSRM nerf, though it'd be nice if SRMs did a decent amount of damage that 75% of the time.
#23
Posted 11 December 2013 - 03:55 PM
#24
Posted 11 December 2013 - 03:59 PM
Void Angel, on 10 December 2013 - 03:39 PM, said:
PS: PGI has told you over and over that the people who design 'mechs are a different department than the guys working hit detection - different resources are involved. Ignoring contrary data to accuse someone else of lying is an exercise in self-embarrassment and irony.
/unfollow
This is simply wrong. Point blank, ssrm2 deals the same damage as an atremis srm6, possibly more damage in most cases.
take 6srm6, run up to an atlas in a match and fire one volley dead center for 100% hit rate of 36 missiles. notice you only did 20 damage? nice.
#25
Posted 11 December 2013 - 04:33 PM
#26
Posted 12 December 2013 - 02:13 AM
Void Angel, on 11 December 2013 - 04:33 PM, said:
ng the three damage you claim is as arrogant as it is absurd.
Six SRM6 should inflict 72 points of damage. At point blank range you should be able to put all of them into the CT of an Atlas. Two salvos and the armor should be gone, even if the guy did put 124 points on the front. But this does not work on live server!
If the SRM was working as it should, you would often see Splatcats, since they would have the biggest close range alpha. On paper they do, but people did figure out that something is clearly not working.
Compare a streak car versus a splatcat and tell us how much damage can you score on average during a match.
#27
Posted 12 December 2013 - 02:46 AM
If they can step away from the next sale, that is....... % chances anyone?
#29
Posted 12 December 2013 - 04:06 AM
#30
Posted 12 December 2013 - 05:30 AM
Void Angel, on 12 December 2013 - 04:06 AM, said:
You're correct, but also please don't assume that some people AREN'T having intermittent issues with SRM usage also causing them to be less desireable weapons to use than other solutions. It even has been acknowledged by PGI. I stand by my figures of around 70-80% success with what "appears" to be a registered hit versus actual damage done (and yes, spread is taken into account).
There is absolutely no reason for me to really load up a Cat A-1 with 6xSRMs, when 6xSSRMs perform much better and more reliably (regardless of aim, mech size, etc).
#31
Posted 12 December 2013 - 03:44 PM
Void Angel, on 12 December 2013 - 04:06 AM, said:
Well the heat part doesn't really apply because its not to hard to do 3 and 3 .5 seconds behind. I forget since its been so long since i've used srms but it used to be the limit was 5 srm6s no heat 6 was heat penalty but even then it wasn't much. If they changed it since then I could be wrong but firing 3 from 1 ear and 3 from the other wasn't causing me any issues last time I used it. What did was unloading 3 salvos in the back of an atlas only to have the rear torso turn slightly yellow. (repeat with every mech class and see post by devs from long ago about the problem) We were told to expect a fix looong time ago that never showed up
#32
Posted 12 December 2013 - 04:50 PM
#33
Posted 12 December 2013 - 06:52 PM
#34
Posted 12 December 2013 - 07:08 PM
Doomstryke, on 12 December 2013 - 03:44 PM, said:
It's 3 SRM6s before Heat Scaling kicks in - and that .5 second delay is rather important when you're considering a build that works by putting a large number of missiles on target. Having the delay allows them to spread damage, return fire more effectively, or twist away. But even if you're pounding on the rear of some newbie Atlas driver who thinks 48kph is fast enough because he's slow anyway... There's a lot of variables to consider. Many of those 48kph Atlas pilots put a full third of their armor allotment in their rear arcs - because they're too slow to effectively turn to face flank and rear threats. Then there's the variability of the problem, both by individual and by instance (each time you fire.) The question is not "does this sort of thing happen," because it obviously does. The question is: "does this sort of thing happen enough to generally offset the massive damage inflicted when hits do register?" The answer to that is "yes," for most players. Which is why this whine thread only has two pages after five days.
Yes, they know it's broken; no, they didn't promise to have it fixed by now; yes, they're still producing other parts of the game; no, that doesn't distract them from hit detection - it's a different kind of problem using different resources than map/mech development. It's just rather silly to post nag threads for an issue that everyone knows about and that PGI is working right now to fix.
Edited by Void Angel, 12 December 2013 - 07:09 PM.
#35
Posted 13 December 2013 - 05:45 AM
Void Angel, on 12 December 2013 - 07:08 PM, said:
Myself, and many others, don't consider this a "nag thread" though. That opinion of yours is a bit subjective.
Do SRMs do damage? Yes. I actually think they at the moment do too much damage..... WHEN they hit. This is why the topic title references "hit detection" for them.
It's pretty much like this as far as hit detection goes......
Edited by NuclearPanda, 13 December 2013 - 06:08 AM.
#36
Posted 13 December 2013 - 11:16 AM
Void Angel, on 12 December 2013 - 07:08 PM, said:
Says who? You? How about you link me to a thread where PGI has said they are working on hit detection. I can't seem to find any atm that isn't months old already. Perhaps that's one of the reasons this thread gets posted up.
#37
Posted 13 December 2013 - 01:11 PM
Panda, my point stands: the question isn't "do they miss," it's "do they do enough damage to compensate for missing?" For most people they do. They still suck at killing lights - there, they are broken. But for general-purpose brawling, it's not an issue; like you pointed out, they do more damage than they should when they hit, and they fail enough to make it more or less balanced. It's not an optimal solution, but it is being worked on - with or without posting a thread every patch to nag them about a problem that has most of their engineering assets thrown at it already.
Edited by Void Angel, 13 December 2013 - 01:12 PM.
#38
Posted 13 December 2013 - 11:27 PM
Edited by White Panther, 13 December 2013 - 11:29 PM.
#39
Posted 14 December 2013 - 06:34 AM
Void Angel, on 13 December 2013 - 01:11 PM, said:
Panda, my point stands: the question isn't "do they miss," it's "do they do enough damage to compensate for missing?" For most people they do. They still suck at killing lights - there, they are broken. But for general-purpose brawling, it's not an issue; like you pointed out, they do more damage than they should when they hit, and they fail enough to make it more or less balanced. It's not an optimal solution, but it is being worked on - with or without posting a thread every patch to nag them about a problem that has most of their engineering assets thrown at it already.
I don't really feel like arguing with you, and myself as well as others are not attempting to "nag".
To be honest, and you admit this, it is a hit detection issue as reference within the thread's title. If I point and shoot the damn missles and they CONNECT to the enemy they should do damage. No questions asked.
Lights, Mediums, Heavies, etc.
What I DO find however is that it is not simply just an issue with lights. If I'm unloading SRMs at optimal ranges, as it stands right now with current damage values they should be obliterating even Atlases. This isn't the case.
Are they doing damage? Sure, but they're not registering as they should be.
Lower the damage and fix hit registration. Most of us are sick of the band-aid fix of buffing damage rather than addressing the root cause. This is why this thread gets posted every patch. If you don't like it, then don't post here.
#40
Posted 14 December 2013 - 05:55 PM
NuclearPanda, on 07 December 2013 - 08:14 AM, said:
This bolded part of your statement is not an observation of fact about hit detection being broken; everyone agrees that hit detection isn't working right, including PGI. This is a conclusion that SRMs are broken as a brawling weapon - and this conclusion is eminently debatable.
Void Angel, on 10 December 2013 - 03:39 PM, said:
This also, is not a denial of the fact that hit detection is broken - it is a counter-claim that hit detection has broken SRMs for killing lights, but not for brawling with larger enemies. Meaningless assertions that "they should be destroying Atlases" don't counteract this claim, or even address it. Please let me know if you actually have reasons for disagreeing with me, or if you need additional help catching up to this rather straightforward conversation.
NuclearPanda, on 14 December 2013 - 06:34 AM, said:
It's amazing to me that you'd demand that PGI do exactly as they intend to do as though you're somehow offering an alternate solution from your standpoint of superior judgement. PGI is working on the issue; they know about the issue; they've explained that the buffed damage on SRMs is specifically a band-aid fix (voted in by the community, remember?) to fill the gap while they track down what was proving to be a tricky problem. So, "posting every patch" demanding a fix they're already working on, as if they were withholding a solution, is silly, possibly disingenuous - and certainly "nagging."
You're posting constantly, every time they patch and look for feedback on it, "until they get it fixed." That's nagging by definition: "to annoy by persistent faultfinding, complaints, or demands." You're not asking for an update on hit detection; you're pretending that they're not really trying to fix it, and "motivating" them by posting the same topic over, and over, and over. You can attempt to justify it if you wish, but you're not going to get away with arguing about the definition of the word "is" with me.
If you "don't like" to hear corrections to your erroneous claims, don't post them here.
/unfollow
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