Am I Crazy? Or Are Srms Working Better?
#1
Posted 05 April 2014 - 07:02 PM
#2
Posted 05 April 2014 - 07:15 PM
There was supposed to be a minor patch of some sort to SRM hit detection.
I haven't tested this yet.
#3
Posted 05 April 2014 - 09:33 PM
I had a bit of a go with it with the testing server, it did seem significantly improved there.
Edited by ThatBum42, 05 April 2014 - 09:34 PM.
#4
Posted 05 April 2014 - 10:05 PM
Its server side effects. Which means that when the SERVER registers a hit, they will display the effects itself. Has nothing to do with hit reg or anything else.
The only thing it will solve is when people where seeing client side explosion effects when the server did not register a hit. Once implemented it only triggers the effects if you actually do damage.
#5
Posted 05 April 2014 - 11:50 PM
#6
Posted 06 April 2014 - 09:24 PM
TBH I love where they are now, because only a few people are running SRMs, and I'm one of them with my CTF-2X doing just fine... Really really fine. IMO SRMs are a good weapon even now.
They can fix hit detection, I'm fine with that, but damage is ok at 2.0 per missile. If they make it higher you'll see a bunch of ******** abusing the weapon running all SRM builds... History all over again.
Never quite understood why people always flock to something that is OP and abuse it... No balls or something else?
#7
Posted 06 April 2014 - 09:31 PM
Asapiophobe Vortex, on 06 April 2014 - 09:24 PM, said:
TBH I love where they are now, because only a few people are running SRMs, and I'm one of them with my CTF-2X doing just fine... Really really fine. IMO SRMs are a good weapon even now.
They can fix hit detection, I'm fine with that, but damage is ok at 2.0 per missile. If they make it higher you'll see a bunch of ******** abusing the weapon running all SRM builds... History all over again.
Never quite understood why people always flock to something that is OP and abuse it... No balls or something else?
Just like to think there "good".
Personatly, I use the SRM6 on most of my mech. It's just too fun to see the multiple missile exploding on your target right in front of you, headshooted multiple mech with that beauty. ^^
#8
Posted 06 April 2014 - 10:34 PM
Excuse me for a moment, there's someone knocking on my door.
...
The Maskirovka would like me to remind you that there is no more history of mental instability in the leadership of the Capellan Confederation than any other Successor State. We are all grateful for the assistance provided by Lady Romano Liao to her father following the shock of the Fourth Succession War and regret the tragic loss of Chancellor Maximilian Liao in 3036. How fortunate we are for her guidance from the Celestial Throne!
That is all.
#9
Posted 06 April 2014 - 10:38 PM
it's infuriating to know a whole salvo might be duds. but more often than not the majority of the srm in the salvo does register,
is my guess.
this is accentuated more with light mech detection, i don't know if that is because the spread is so low you can only get so many missiles on any component, even with artemis it spreads. but light mechs are mostly resilient to srm unless you facehug them with the lucky shot or trap them or they shut down and you can put most srm on their face with 1 salvo
they should nerf light mech really and leave srm as it is? or just fix srm like everyone told them to since a year ago
(edit: should i even mention that light mech is also stupid good vs laser? lrm, AC and ppc all prove more efficient against lights)
and yes; it seems hit detection is 10% better now? maybe a little more, it's mildly noticeable
Edited by Mazzyplz, 06 April 2014 - 10:40 PM.
#10
Posted 06 April 2014 - 10:43 PM
#11
Posted 06 April 2014 - 11:10 PM
Modo44, on 06 April 2014 - 10:43 PM, said:
http://mwomercs.com/...ppened-to-srms/
It looks to me like they are nearly the worst they have ever been for flat out damage.
#12
Posted 06 April 2014 - 11:32 PM
The hit detection and HSR is still completely F U .
Things like tagged, overheated standing spider (or insert random other light or medium mech) showered in more than 200 LRMs (LRM 50 Stalker from 300 meter with artemis LRM 10x5) and he got only yellow armor.
Or other funny things like a Jenner hiding between some rockspires in turmaline walking two steps front shooting and walking back again. Hammered him with 2Large 2 medium Lasers and 2 ASRM6 40meters away from behind.....gues what ? His CTR armor blinked, turned yelow and thats it.
Then he turned and danced two minutes around me beeing shoot by me and two other mechs before my armor was broken and I died.
Or jumping Shadowhawk gets hit by PPC right beteen his shoulders....reght legs blinking...yea sure.
Hunchback gets hit with a gauss at its hunch.....lost his left arm.
The only weapon thats at least reliable in its unpredictable behavior is the Streak SRM and the lasers to some degree as you can draw them a bit to seek a damagable area.
So long story short:
You are effin halluzinatin or daydreaming or got simply a good lucky streak of games.
#13
Posted 12 April 2014 - 01:15 PM
Apparently the theory that a large SRM alpha was proven to be true. There was an issue with the Cry engine where too many explosions in a small area would cause some of them to be delayed, and the delay meant that when the mech was moving, it wouldn't be there anymore by the time they all went into effect.
That issue is supposed to be fixed on the 29th. Woot!
#14
Posted 12 April 2014 - 07:18 PM
Aside from that, I didn't notice SRMs not hitting due to lag or other errors. I ran two builds for 2+ weeks on 2 different mechs, both GRFs, and the other build was 3 x SRM6 with artemis, trying to see if there was a difference. Yes they weigh the same, but I found the 4 SRMs better not because of more DPS, as the artemis was more accurate, but the constant shake, as I fired continuously once per second.
Edited by HurricaneZ, 12 April 2014 - 07:28 PM.
#15
Posted 14 April 2014 - 09:15 AM
#16
Posted 16 April 2014 - 08:14 AM
Haven't had a chance to pop in game...comments anyone?
#17
Posted 18 April 2014 - 06:16 PM
#18
Posted 19 April 2014 - 07:51 AM
Bought on sale golden boy. Only ran like 4 matches, I downgraded MPL to ML, dropped the heatsinks and went to XL255 with a bit more ammo on otherwise stock SRm loadout. Had one match where it was annoyingly bad, other 3 were good enough, last match was very good detection and I wrecked face against some tbolts and a catapult and one HGN. if it gets better, i think it will be good enough the code writers should lower the priority again till after CW. If it stays where it is, then they need to keep it at the top till it does get better. they are close, but not quite there to say "good enough for now".
#19
Posted 19 April 2014 - 07:54 AM
Entropy11, on 18 April 2014 - 06:16 PM, said:
This is a known issue with weapon hit effects. From the last patch notes: "In Assault Mode, the turrets have no ballistic or missile weapon collision." Meaning, you will not see these effects on turrets even when weapons hit.
Edited by Modo44, 19 April 2014 - 07:56 AM.
#20
Posted 23 April 2014 - 06:52 AM
My 9M has 6/4/4 and is much better at pinpointing that dmg on a component (as much as SRMs can pinpoint), my PB with 6/6/6 seems to spray that dmg around so much more.
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