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Srm4 Impulse Different Than Srm2 & Srm6, Why?

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#1 Rhialto

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Posted 05 March 2014 - 12:45 PM

I've sent a ticket to support and I've been told to post that here to better reach the developers!

There is what I've sen to support:

I was looking at numbers on Smurfy's website and was surprised to see that the Impulse values are different on SRM4 at 0.11 compared to SRM2 and SRM6 both at 0.19

I asked Philipp (aka Smurfy) and those values are pulled from game files so could that be a mistake? If it's on purpose, can you explain why SRM4 missiles would shake differently than the 2 others?

#2 Bagheera

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Posted 05 March 2014 - 01:09 PM

Actually, that's a good question. Nice find.

#3 Lyoto Machida

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Posted 05 March 2014 - 05:22 PM

Interesting. Though, I'd still probably take the 4s over the 6s currently...even with that knowledge.

#4 Rhialto

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Posted 17 March 2014 - 08:35 AM

Will this get adjusted in tomorrow's patch?

Will they all get lowered to 0.11 or you'll up the SRM4 to 0.19?

#5 Aym

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Posted 17 March 2014 - 01:58 PM

View PostRhialto, on 17 March 2014 - 08:35 AM, said:

Will this get adjusted in tomorrow's patch?

Will they all get lowered to 0.11 or you'll up the SRM4 to 0.19?

I think you misunderstand PGI's aggressive balance tweaks. It's not aggressive as in "constant" or even really "pushing forawrd" but rather aggressively avoiding small tweaks.

#6 Deathlike

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Posted 17 March 2014 - 07:09 PM

Someone must've thought the SRM4 was more OP than everything else.

They'll be on the case.... soon™.

#7 Corbon Zackery

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Posted 17 March 2014 - 09:30 PM

Some mech have bay doors so it might be compensating for the time it takes for the bay door to open.

That's a long shot guess.

#8 wanderer

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Posted 18 March 2014 - 03:18 AM

Why? Nobody at PGI thought it was worth editing an XML file over, apparently.

#9 Rhialto

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Posted 18 March 2014 - 04:07 AM

View PostCorbon Zackery, on 17 March 2014 - 09:30 PM, said:

Some mech have bay doors so it might be compensating for the time it takes for the bay door to open.

Huh? ;)

#10 Rhialto

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Posted 18 March 2014 - 04:20 AM

View Postwanderer, on 18 March 2014 - 03:18 AM, said:

Why? Nobody at PGI thought it was worth editing an XML file over, apparently.

Yeah pretty sure it is as easy as this... but I still have no confirmation they made the change.

I first opened a ticket and like I state above, I was told to post that here. Then I pointed Matthew here but no answer and I also twitted the link to Russ but no reply either.

It is so a minor change that we assume they made the adjustment right away, but OTOH they may think it's insignificant that they focus on more important things.

So if it's not in today, it will probably fixed in the next one.

I would have liked someone to join in and discuss if SRM4 must be upped or SRM2&6 lowered. I bet upped so the 'lower-shake' module looks more interesting.

#11 Rhialto

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Posted 18 March 2014 - 03:23 PM

Just checked on updated Smurfy and numbers are the same... so it's not fixed in this patch.

#12 PeekaBoo I C Ju

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Posted 18 March 2014 - 03:24 PM

probably trying to desync srm 6's and 4's

#13 Rhialto

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Posted 30 April 2014 - 03:31 PM

View PostRhialto, on 18 March 2014 - 03:23 PM, said:

Just checked on updated Smurfy and numbers are the same... so it's not fixed in this patch.

Still not fixed and still no explanation. 2 months ago I opened a ticket about this and I was told to post that here in the forums to better reach the developers... well... looks like it's not working as intended... so last week I opened another ticket.

Yeah I know, so many more important things to work one... but again I think it's a matter of opening a file full of numbers, change a single value then save... but I could be wrong. Could it be a lot more complex?

#14 Varik Ronain

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Posted 30 April 2014 - 06:31 PM

So... what does the impulse value mean exactly for performance?

#15 Deathlike

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Posted 30 April 2014 - 06:33 PM

I personally don't have the answers.

SRM4s are more convenient to use over SRM6s... somewhat in part related to ghost heat, but also ammo consumption and usage. Currently SRM4s have a decent advantage because the cooldown is in a favorable place, but yet it is not going to out DPS the SRM6.

Also... from personal experience, but ASRM4s (Artemis+SRM) are a lot more productive over the SRM6. For less damage, you get better "concentration" of damage, which is more important in this game than just "raw damage".


View PostVarik Ronain, on 30 April 2014 - 06:31 PM, said:

So... what does the impulse value mean exactly for performance?


Impulse is the "knockback" effect you get when you are hit by said weapons. The bigger the value, the greater the shake.

Edited by Deathlike, 30 April 2014 - 06:34 PM.


#16 Davers

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Posted 30 April 2014 - 08:55 PM

Is Karl Berg still answering questions in this thread in Off Topic? Maybe this is something he can get answered?

#17 Sephlock

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Posted 30 April 2014 - 10:09 PM

View PostLyoto Machida, on 05 March 2014 - 05:22 PM, said:

Interesting. Though, I'd still probably take the 4s over the 6s currently...even with that knowledge.
Why?

#18 Bagheera

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Posted 30 April 2014 - 10:49 PM

View PostSephlock, on 30 April 2014 - 10:09 PM, said:

Why?


View PostDeathlike, on 30 April 2014 - 06:33 PM, said:

I personally don't have the answers.

SRM4s are more convenient to use over SRM6s... somewhat in part related to ghost heat, but also ammo consumption and usage. Currently SRM4s have a decent advantage because the cooldown is in a favorable place, but yet it is not going to out DPS the SRM6.

Also... from personal experience, but ASRM4s (Artemis+SRM) are a lot more productive over the SRM6. For less damage, you get better "concentration" of damage, which is more important in this game than just "raw damage".


#19 Jun Watarase

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Posted 01 May 2014 - 12:50 AM

PGI doesnt respond to questions or issues raised on the forums.

They have never explained why they do, or do not do something. There has never been an explanation for things like why community warfare wasnt even touched till relatively recent, instead of being worked on in lose beta. Nor has there been any explanation for why the PPC/ballistic meta has been left untouched.

They are not reading this thread, and never willl respond to twits, PMs, etc that arent sent from NGNG staff or stuff along the lines of "great job guys! i love the gold mechs!!!!".

See : http://mwomercs.com/...ost__p__2983763 they wouldnt explain why the matchmaker kept allowing imbalanced matches to happen either.

PGI has a strict policy of avoiding any questions of why something isnt working as intended in MWO, or why something isnt fixed.

There are bugs we reported 2 years ago in closed beta that were never fixed and when we posted a thread pointing it out we were told it was "trolling" and it got moved to k-town.

Edit : Also the two times when there were riots on the forums, it was largely dealt with by mass locking/deleting and a announcement thread where they explained pretty much nothing and tried to deflect all blame from themselves. See the gold mech fiasco.

Edited by Jun Watarase, 01 May 2014 - 12:53 AM.






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