Edited by Ezra The Bastard Davian, 24 January 2014 - 11:51 PM.
Srms Fixed Yet?
#1
Posted 24 January 2014 - 11:44 PM
#2
Posted 25 January 2014 - 12:21 AM
SRMs had hitreg issues, just like every other weapon in the game. SRMs just have some more of those.
There's a little workaround in firing multiple racks in chain and not all at once, that helps a bit.
sure there're days where you shoot 3tons out and make 50 damage at the end, but on a normal day they work for me 60-80% I'd say.
#6
Posted 25 January 2014 - 01:56 AM
#8
Posted 25 January 2014 - 02:59 AM
#9
Posted 25 January 2014 - 06:57 AM
#10
Posted 25 January 2014 - 08:14 AM
#11
Posted 25 January 2014 - 09:16 AM
#12
Posted 25 January 2014 - 11:50 AM
They are better than they were the last time I tried using them, in terms of hit detection, but still not "good" or "reliable."
Troutmonkey, on 25 January 2014 - 01:56 AM, said:
627, on 25 January 2014 - 12:21 AM, said:
Both of you have been getting better results with them than I have then - perhaps better ping or even faster desktops come into play here? Either way, I am seeing a hit rate more along 50-75%.
Febrosian R Gillingham, on 25 January 2014 - 06:57 AM, said:
It does seem better, but not deserving of the modifier "much."
XX Sulla XX, on 25 January 2014 - 02:59 AM, said:
Viable depends on more conditions than just hit reg though.
If we were to play HypotheticalWarrior for a moment, I would say that even with hit reg on par with other weapons in the game, the risk/reward factor for using them as a primary weapon is too high. They don't have enough utility or punch to make up for the risk of spending large portions of the match waiting or the risk of closing to range on opponents carrying loadouts that do similar damage but with longer range and pinpoint accuracy.
To be fair, that really doesn't affect larger mechs that can carry srms as a secondary weapon (victor, atlas, hgn, etc), but for mediums where the srm racks become a major portion of the damage it can be an issue. So I would say that currently they are almost viable as a secondary weapon system, and only viable as a primary for mediums or smaller if you are {into self-punishment} or happen to be running a lance of similar mechs (Return of the Fastback, anyone?)
I think even if SRMs were as reliable mechanically as any other weapon they would still need tuning to be fully viable again. I also think that this is SrsBzns and needs a poll.
Edited by Bagheera, 25 January 2014 - 11:55 AM.
#13
Posted 25 January 2014 - 12:24 PM
Ezra The ******* Davian, on 24 January 2014 - 11:44 PM, said:
Short answer: No. It's still broken.
Long answer: The SRM is still broken and it will continue to be broken as long as the hit detection remains borked. Net code as been progressively getting better with each patch, but optimization on the SRM has been virtually unnoticeable. In other words, taking SRMs is still very much hit or miss.
#14
Posted 25 January 2014 - 01:20 PM
Febrosian R Gillingham, on 25 January 2014 - 06:57 AM, said:
for the past few days i've been using srms again and they seem to register ALOT more than they used to.
#15
Posted 25 January 2014 - 03:31 PM
Tahribator, on 25 January 2014 - 02:30 AM, said:
Solution, hire more programmers instead of loads of artists.
That's not a solution. You're implying that they are hiring loads of artists - how do you know this? The artists are already working on the team, his point is still very valid. What do you want them to do, fire them all and hire programmers instead until all the bugs are fixed then rehire them again?
#16
Posted 25 January 2014 - 03:35 PM
#17
Posted 25 January 2014 - 07:01 PM
Sephlock, on 25 January 2014 - 03:35 PM, said:
Doesn't matter about your connection.. its a known issue with the Cry Engine 3 Engine messing up the Hit Registration (multiple missiles that smack into your hitbox only count as 1 missile for example)
Yes Lag, Latency, your ping.. your connection... if you are downloading or watching Netflix,ect can mess this up even more... but even if you had PERFECT Connection (impossible), because of how the Missiles are coded in the Cry Engine 3 Engine its borked...
PGI will either have to rewrite that part of the code(again) which takes them years it seems or change how SRMS work in the game
In the meantime Nerfed SRMS mean Nerfed Medium MEchs... since thats the backbone of the Medium Mech Arsenal and some would argue the Table Top as well...
Edited by LORD TSARKON, 25 January 2014 - 07:03 PM.
#18
Posted 25 January 2014 - 07:07 PM
ask him if srm's work :3
Edited by kesuga7, 25 January 2014 - 07:18 PM.
#19
Posted 25 January 2014 - 07:18 PM
LORD TSARKON, on 25 January 2014 - 07:01 PM, said:
Doesn't matter about your connection.. its a known issue with the Cry Engine 3 Engine messing up the Hit Registration (multiple missiles that smack into your hitbox only count as 1 missile for example)
Yes Lag, Latency, your ping.. your connection... if you are downloading or watching Netflix,ect can mess this up even more... but even if you had PERFECT Connection (impossible), because of how the Missiles are coded in the Cry Engine 3 Engine its borked...
Huh. Good to know.
Is it consistent, though?
I mean, my SRM2 Locust doesn't seem to have those kinds of problems...
#20
Posted 25 January 2014 - 08:02 PM
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