Fwiw: Last tech update said they found something that caused poor hit detection, particularly for missiles. So yeah, maybe sometime, one of these days.
Eh, it's something.
1
Remember Back In July?
Started by MoonUnitBeta, Mar 17 2014 04:29 PM
24 replies to this topic
#21
Posted 18 March 2014 - 08:16 AM
#22
Posted 18 March 2014 - 08:20 AM
SRM DAMAGE UP TO 2.5 !
Yea this one of the major setbacks of the game atm. I dont even care that much for a compleetly shitty UI 2.0 as long as the game launches with my mech configuration. Back in the time before we had the vote for 2.0 SRM damage i was flameing/trolling/argumenting a ton on that very topic.
SRMs are still not in the game. I am waiting for April 1st patch for which client side hit authorisation was announced in the march tech update i believe. And i bet that afterwards the SRMs will still do no damage. They might then come and argue that the SRMs not hitting is a collision problem rather then client/server desynchronization. Im personaly not sure if hit detection is the problem here at all (hard to tell imo) and have the bitter feeling that it is just a problem of to few damage per missile.
yea but thats the 10th. time they fixed some hit related bugs.
Yea this one of the major setbacks of the game atm. I dont even care that much for a compleetly shitty UI 2.0 as long as the game launches with my mech configuration. Back in the time before we had the vote for 2.0 SRM damage i was flameing/trolling/argumenting a ton on that very topic.
SRMs are still not in the game. I am waiting for April 1st patch for which client side hit authorisation was announced in the march tech update i believe. And i bet that afterwards the SRMs will still do no damage. They might then come and argue that the SRMs not hitting is a collision problem rather then client/server desynchronization. Im personaly not sure if hit detection is the problem here at all (hard to tell imo) and have the bitter feeling that it is just a problem of to few damage per missile.
Bagheera, on 18 March 2014 - 08:16 AM, said:
Fwiw: Last tech update said they found something that caused poor hit detection, particularly for missiles. So yeah, maybe sometime, one of these days.
Eh, it's something.
Eh, it's something.
yea but thats the 10th. time they fixed some hit related bugs.
#23
Posted 18 March 2014 - 08:33 AM
Daekar, on 17 March 2014 - 09:26 PM, said:
Or when a miracle happens and high quality single player campaign focused games become popular again. Then there is no ping, all hits will be client authoritative, and I don't have to rely on the internetz to provide lancemates who may or may not act like rational beings. The game will run even if the servers shut down, nobody will try to hack my game account, I'll have access to all of the game's content because I bought it up front, and there would be great mods available.
Nah, don't mind me, I'm just old and bitter. PGI is doing fine considering the restraints of funding and business model they've got to work within.
Nah, don't mind me, I'm just old and bitter. PGI is doing fine considering the restraints of funding and business model they've got to work within.
I usually imagine my team mates are typical AI bots.
#24
Posted 18 March 2014 - 08:52 AM
4.0 damage SRMs would make an SRM2 deal 8 total damage. An SRM6 would deal 24 damage. The 4 SRM4 on my Griffin 3M would deal a total of 64 damage.
I'm game.
I'm game.
Edited by FupDup, 18 March 2014 - 08:53 AM.
#25
Posted 18 March 2014 - 09:34 AM
MadTulip, on 18 March 2014 - 08:20 AM, said:
yea but thats the 10th. time they fixed some hit related bugs.
Perhaps, but it's one of the few, if not only, times that the fix announcement specially mentioned missiles.
We've been over this in at least a dozen threads. If they bump damage before fixing hit detection, then when they do fix it SRMs will get nerfed into the ground, likely worse than they are now.
I want my SRMs just as much as the next guy, but they're finally showing some interest in the problem.
Let's not jinx it.
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