

Can We Please Get A Satus Update On Srms For The Love Of God
#1
Posted 25 February 2014 - 03:56 PM
fix them
#2
Posted 25 February 2014 - 04:05 PM
They still work. Quite well actually. You just don't get the hit confirmation. The enemy paper doll still flashes, and they still blow up. The only difference is that the crosshair doesn't go red to confirm you hit the guy.
#3
Posted 25 February 2014 - 04:06 PM
Josef Nader, on 25 February 2014 - 04:05 PM, said:
They still work. Quite well actually. You just don't get the hit confirmation. The enemy paper doll still flashes, and they still blow up. The only difference is that the crosshair doesn't go red to confirm you hit the guy.
Pretty much this. There are still some issues, but they're not as bad as they seem.
#4
Posted 25 February 2014 - 04:07 PM
#5
Posted 25 February 2014 - 04:11 PM
Josef Nader, on 25 February 2014 - 04:05 PM, said:
They still work. Quite well actually. You just don't get the hit confirmation. The enemy paper doll still flashes, and they still blow up. The only difference is that the crosshair doesn't go red to confirm you hit the guy.
Until I can reliably alpha them, they do not work. End of story.
When I alpha 3 SRM 6's into the back of a non-moving target and nothing happens, I cannot use that weapon system.
Don't care about what flashes.
#6
Posted 25 February 2014 - 04:15 PM
Nicholas Carlyle, on 25 February 2014 - 04:11 PM, said:
Until I can reliably alpha them, they do not work. End of story.
When I alpha 3 SRM 6's into the back of a non-moving target and nothing happens, I cannot use that weapon system.
Don't care about what flashes.
But they do do the damage, the paperdoll doesnt flash. This is a.common issue with srms and I've tested it.
#7
Posted 25 February 2014 - 04:16 PM
Nicholas Carlyle, on 25 February 2014 - 04:11 PM, said:
Until I can reliably alpha them, they do not work. End of story.
When I alpha 3 SRM 6's into the back of a non-moving target and nothing happens, I cannot use that weapon system.
Don't care about what flashes.
So my 3SRM6 1MLas Wolverine has the single most powerful medium laser ever made ever then, huh? I'm damn good to be reliably getting over 500 damage on a mech with a single medium laser.
I suppose my 3x SRM6 Oxide (currently sitting at a 2.75 KDR) is doing all its damage by angrily glaring at people?
Again, it won't look like your hits are registering, but the other guy certainly feels it. They're plenty usable right now.
#8
Posted 25 February 2014 - 04:21 PM
A lot of it seems to depend on which server cluster you are on when you are in a match.
But even if only half of players have SRM issues, and even if you only have SRM issues 1 game out of 3. That is enough to not use them.
Honestly Josef and Dymlos, I skip over most of your posts anyway because you spout so much non-sense. So you can stop responding to me.
Because I'm more interested in talking to people who aren't sycophants.
Edited by Nicholas Carlyle, 25 February 2014 - 04:21 PM.
#9
Posted 25 February 2014 - 04:27 PM
Dymlos2003, on 25 February 2014 - 04:15 PM, said:
They do the damage in the end screen, they just don't damage the mechs. My SRM22 SDH fired 4 volleys into a red Stalker stick, so lets say 50% reduction on all the missiles, which wasn't the case. That's over 60 damage, accouting for misses. The red CT had far less than the maximum 54 IS....of course SRMs are working fine. Nothing wrong at all

They need a way to fix hit detection, and perhaps even back to 2.5 damage. Hardcapped at 270M, without any way to guarantee all that damage to a single component and subject to a cone of fire.....they are rather horrid, even when they all register. No flamer, but I'd almost prefer the LB10x if given a choice.
#10
Posted 25 February 2014 - 04:29 PM
@Josef, what is your average ping?
I've found SRMs are unreliable at > 125ms or so. Below 100 they work reliably. Nearly everyone in an SRM thread that insists they are fine had a stable very low ping.
Edited by Bagheera, 25 February 2014 - 04:30 PM.
#11
Posted 25 February 2014 - 04:31 PM
Quote
This is a TEMPORARY fix to quell the damage done by missiles at this time. We are fully investigating the damage model AND focusing on the grouping of missiles and will update as soon as we can on how any changes will be managed/implemented.
"Fully investigating" took a while, didn't it Paul? "As soon as we can" shouldn't have to be eleven months.
Bagheera, on 25 February 2014 - 04:29 PM, said:
That's.. not really acceptable, is it?
As I've said before, a shooter where your shots don't register isn't a game people will want to play and spend money on. Getting hit registration rock-solid should be the very first priority, not put after the eternal CW project.
Edited by stjobe, 25 February 2014 - 04:35 PM.
#12
Posted 25 February 2014 - 04:34 PM
stjobe, on 25 February 2014 - 04:31 PM, said:
"Fully investigating" took a while, didn't it Paul? "As soon as we can" shouldn't have to be eleven months.
He doesn't have ANY idea how to fix them.
Bagheera, on 25 February 2014 - 04:29 PM, said:
@Josef, what is your average ping?
I've found SRMs are unreliable at > 125ms or so. Below 100 they work reliably. Nearly everyone in an SRM thread that insists they are fine had a stable very low ping.
This is not true, I sit at 30 ping, and they are still unreliable. It's not just about your personal ping.
It's also about the opponent, and some how it seems to have something to do with PGI's hosting servers as well.
Like I said, it does NOT mess up for everyone and it is NOT constant. But it does happen enough that most everyone has abandoned SRM's.
#13
Posted 25 February 2014 - 04:35 PM
stjobe, on 25 February 2014 - 04:31 PM, said:
"Fully investigating" took a while, didn't it Paul? "As soon as we can" shouldn't have to be eleven months.
Why not? It took like 8 or 9 months to fix PPC heat lol.
#15
Posted 25 February 2014 - 04:38 PM
Bagheera, on 25 February 2014 - 04:29 PM, said:
@Josef, what is your average ping?
I've found SRMs are unreliable at > 125ms or so. Below 100 they work reliably. Nearly everyone in an SRM thread that insists they are fine had a stable very low ping.
Guilty as charged. I rarely get above 50 ping.
I assumed the lack of hit confirmation was what people were griping about. SRMs certainly act bugged in my games, but they perform well. If its a ping issue, I am not suffering from it.
#16
Posted 25 February 2014 - 04:38 PM
Mcgral18, on 25 February 2014 - 04:27 PM, said:
They do the damage in the end screen, they just don't damage the mechs. My SRM22 SDH fired 4 volleys into a red Stalker stick, so lets say 50% reduction on all the missiles, which wasn't the case. That's over 60 damage, accouting for misses. The red CT had far less than the maximum 54 IS....of course SRMs are working fine. Nothing wrong at all

They need a way to fix hit detection, and perhaps even back to 2.5 damage. Hardcapped at 270M, without any way to guarantee all that damage to a single component and subject to a cone of fire.....they are rather horrid, even when they all register. No flamer, but I'd almost prefer the LB10x if given a choice.
Have you tried chain firing? It seems to work better... I've asked a few people that don't live near the server to try it. It seems to be more effective when you chain fire. See if that helps.
#17
Posted 25 February 2014 - 04:39 PM
Deathlike, on 25 February 2014 - 04:38 PM, said:
Have you tried chain firing? It seems to work better... I've asked a few people that don't live near the server to try it. It seems to be more effective when you chain fire. See if that helps.
I can say this does help.
It just sucks because if I'm on a moving target, it would be nice not to spread out SRM more than it already does naturally.
#18
Posted 25 February 2014 - 04:42 PM
No one wants SRMs fixed more than I do, and the only way to get there is to be thorough. Odds are any single issue could be as problematic as having several problems combined. We just don't know.
Imagine if we had a test server with decent uptime and private lobbies to use for test sessions.

Somewhere I have a draft of a "definitive" poll thread for SRMs. If I thought it would incite action on the part of the developers I would post it.
However, they've already started their case and sadly we'll be waiting much, much longer.
Edited by Bagheera, 25 February 2014 - 04:44 PM.
#19
Posted 25 February 2014 - 04:51 PM
Bagheera, on 25 February 2014 - 04:42 PM, said:
No one wants SRMs fixed more than I do, and the only way to get there is to be thorough. Odds are any single issue could be as problematic as having several problems combined. We just don't know.
Imagine if we had a test server with decent uptime and private lobbies to use for test sessions.

Somewhere I have a draft of a "definitive" poll thread for SRMs. If I thought it would incite action on the part of the developers I would post it.
However, they've already started their case and sadly we'll be waiting much, much longer.
I'm over the whole thing really. I'm currently making StJobe hate me in another thread advocating for the broken splash damage mechanic to be reintroduced to see if it would fix the hit registration.
#20
Posted 25 February 2014 - 04:55 PM
Nicholas Carlyle, on 25 February 2014 - 04:51 PM, said:
I see future retribution from his Commando. You have been warned.

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