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Is The Srm Issue Only A Problem For High Ping?


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#1 Death Mallet

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Posted 17 December 2013 - 10:56 AM

Mine seem to work ok. Or am I just not noticing their lack of damage?

#2 Voivode

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Posted 17 December 2013 - 11:02 AM

Sometimes they work well, sometimes they don't. Maybe you've been lucky. I've heard rumors that firing them in chain fire mode improves hit detection. Dunno.

#3 OneEyed Jack

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Posted 17 December 2013 - 11:06 AM

It's not just high ping. You've probably just been lucky enough to not have them fail so bad, all at once, that it was obvious. Sometimes they're fine, but I've had instances where over 100 missiles to a single mech at point-blank range with tight clustering (Artemis) did insignificant damage (yellow armor).

#4 dario03

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Posted 17 December 2013 - 12:02 PM

I'm pretty sure hit detection affects everybody differently and with different weapons and at different times. I ping in the 30's and sometimes SRMs work fine and I'll do 700+ damage no problem, other times I'll have a match that seemed to go just as well and only do 350. And if you check the forum's you will find threads where people say they often times have trouble with the AC20 not registering but that barely ever happens to me. But I do have issues with LL not registering but rarely see others saying they do.

#5 OneEyed Jack

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Posted 17 December 2013 - 12:18 PM

View Postdario03, on 17 December 2013 - 12:02 PM, said:

But I do have issues with LL not registering but rarely see others saying they do.

Perception. Lasers hit in lots of little pulses, and each pulse will activate the red reticle, so you can see you're hitting, and it looks like you're hitting pretty much anytime you're on target. Also, with each pulse applying damage independently of the others, if you hit with multiple pulses you will get at least some damage. Ballistics are more yes/no. Either they did damage or didn't. So people tend to notice ballistics failing to reg, but not lasers.

One of my favorite mechs is all LL, so I've certainly noticed when the damage I was doing didn't seem consistent with how much I was hitting. But I've never seen one completely fail, like SRMs. Since an individual pulse is rarely significant, and you always get at least some of the damage, assuming you can hit with a hit-scan weapon, they remain the more consistent weapon in a game where all the weapons have hit-reg issues.

#6 Lord Perversor

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Posted 17 December 2013 - 12:22 PM

View PostVoivode, on 17 December 2013 - 11:02 AM, said:

Sometimes they work well, sometimes they don't. Maybe you've been lucky. I've heard rumors that firing them in chain fire mode improves hit detection. Dunno.


Pretty much this i once slammed 3x SRM 6 with artemis at 50-70 meters from an Stalker and i mean Slam it all on the ST, not even a flinch , my 2x med lasers did more dmg than all those missiles....

I also have the theory that firing massive SRM salvos make the first missiles exploding destroy the others thus explainning the lack of dmg.

#7 OneEyed Jack

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Posted 17 December 2013 - 12:28 PM

View PostLord Perversor, on 17 December 2013 - 12:22 PM, said:

I also have the theory that firing massive SRM salvos make the first missiles exploding destroy the others thus explainning the lack of dmg.

Missile splash is something like 2cm. They aren't blowing each other up.

#8 dario03

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Posted 17 December 2013 - 01:20 PM

View PostOneEyed Jack, on 17 December 2013 - 12:18 PM, said:

Perception. Lasers hit in lots of little pulses, and each pulse will activate the red reticle, so you can see you're hitting, and it looks like you're hitting pretty much anytime you're on target. Also, with each pulse applying damage independently of the others, if you hit with multiple pulses you will get at least some damage. Ballistics are more yes/no. Either they did damage or didn't. So people tend to notice ballistics failing to reg, but not lasers.

One of my favorite mechs is all LL, so I've certainly noticed when the damage I was doing didn't seem consistent with how much I was hitting. But I've never seen one completely fail, like SRMs. Since an individual pulse is rarely significant, and you always get at least some of the damage, assuming you can hit with a hit-scan weapon, they remain the more consistent weapon in a game where all the weapons have hit-reg issues.


Well yeah that could be why people don't notice it as much but it still doesn't register damage quite right for me, and for me is actually more noticeable than anything but SRM (since it happens to me more than the other weapons). Theres plenty of times where I've counted the amount of times that I fired 3LL into slow moving assault mechs where I know that on my screen I hit for full burn in range. In most of those matches I've also hit outside of range and fast moving targets but yet at the end of round screen it said I did less damage than I should of got from just the for sure in range shots on assaults.
Like at a range of about 300m I would shoot the 3LL into slow moving assaults 12 times which should do 324 damage. Plus a bunch of other shots on fast targets or at further ranges but end the match with 250 damage.

Edited by dario03, 17 December 2013 - 01:39 PM.


#9 Cycleboy

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Posted 17 December 2013 - 02:13 PM

View PostOneEyed Jack, on 17 December 2013 - 12:28 PM, said:

Missile splash is something like 2cm. They aren't blowing each other up.


i've seen that "2cm" thing hang out there before too. But what is the game recognized size of a Mech? I don't think the game graphics and wire scaling have them at 10m tall. If so, 2cm means nothing, why have it. If coding/graphic overlay (Hey, comp coders and graphic artists, help me out!) in this engine are based on a figure/man/Mech/blob being approx 1.5-2m in total height, like a normal human would be, then 2cm is a bit "bigger" in comparison.

I wouldn't totally throw out his premise yet.

#10 Ngamok

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Posted 17 December 2013 - 02:18 PM

View PostVoivode, on 17 December 2013 - 11:02 AM, said:

Sometimes they work well, sometimes they don't. Maybe you've been lucky. I've heard rumors that firing them in chain fire mode improves hit detection. Dunno.


From what I've seen if you fire them in mass, you get issues. If you chain fire them, they work a ton better. Or if you fire them 2 by 2 by whatever.

#11 Zygwen

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Posted 17 December 2013 - 02:20 PM

With a ping of 27, my SRMs occationally do nothing. Worse is the double PPC to the back of a Hunchback with no hit reg.

#12 PropagandaWar

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Posted 17 December 2013 - 02:21 PM

View PostDeath Mallet, on 17 December 2013 - 10:56 AM, said:

Mine seem to work ok. Or am I just not noticing their lack of damage?


I have counted. Yep Counted a game where I didn't hit a mech 7 times. Turned aroudn hit a jenner and boom. Happens all the time. Usually more than half don't register. And yep you see them hit. That being said I'm still stupid and use em.

#13 Roadkill

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Posted 17 December 2013 - 02:29 PM

Chain fire doesn't seem to help me, nor does Artemis. My ping is usually in the 70-90 range.

I vividly remember getting behind an Atlas and firing three volleys of 3 x SRM-6 into its back from close range and not even managing to clear its armor. 108 (theoretical) damage only managed to turn its rear armor orange.

But I can also remember multiple occasions of a single 3 x SRM-6 volley hitting yellow rear armor and blowing the Mech up.

So I think it's just random.

#14 OneEyed Jack

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Posted 17 December 2013 - 02:55 PM

View PostCycleboy, on 17 December 2013 - 02:13 PM, said:


i've seen that "2cm" thing hang out there before too. But what is the game recognized size of a Mech? I don't think the game graphics and wire scaling have them at 10m tall. If so, 2cm means nothing, why have it.

Since the original splash was something like 2-2.5 meters, I'm going with it being scale. 2cm is essentially no splash at all.

#15 OneEyed Jack

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Posted 17 December 2013 - 02:58 PM

I've been testing them today, because they mentioned improved hit reg. They seem better, but it's not conclusive by any means. I did shoot a Spider in the back, point-blank, while he was standing still shooting someone else, with an AC20 and 18 ASRM.... and he ran off. ;)

#16 xengk

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Posted 17 December 2013 - 10:22 PM

Im playing from 280~350 ping range.
From experience, SRM of 10 or below seems to register well most of the time, but get serious fuba when blasting out 12 or more SRMs.
I kept ASRM6+4 or ASRM4+4 on some of my mechs and they are scoring hits and kills with it.

Edited by xengk, 17 December 2013 - 10:23 PM.


#17 RapierE01

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Posted 18 December 2013 - 01:43 AM

meeh only every second salvo has a effect on the Target (red cross) but i dont know if the damage damage isnt calculated.

That really sucks





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