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Missile Fixes

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#1 Void Angel

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Posted 15 April 2014 - 11:01 AM

Just to be clear, is the server-authorization for SRMs separate from the frame-throttling for large numbers of explosions?

#2 M T

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Posted 15 April 2014 - 11:20 AM

View Postdaemur, on 15 April 2014 - 11:15 AM, said:

The change to make explosions server authoritative serves to eliminate differences in the client and the server when registering hits. Users should see fewer explosions whithout damage.


So basically its improved but not by definition fully fixed? So all in all hit registration is still an issue?

Another question, is or did lasers also get affected by hit reg problems?

#3 Kusunoki Masashige

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Posted 15 April 2014 - 11:59 AM

LOWER LRMS BY 10 MORE!!!!

#4 Void Angel

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Posted 15 April 2014 - 01:19 PM

View Postdaemur, on 15 April 2014 - 11:57 AM, said:

There are actualy 2 significant hit registration improvements in this build:
  • Projectile Explosion effects made server side authoritative
  • Fixed a problem in the host state rewinding logic where weapon traces between the server and client could occasionally desync
While I can't say wether or not hit registration is 100%, I do expect it to be much better.


Which means that the issue where the game engine was only allowing a certain number of explosions to detonate per frame - which was causing fast movers to avoid/spread some portion of group-fired SRMs - is still slated for the 29th's patch. Thanks!

#5 Ironwithin

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Posted 15 April 2014 - 01:33 PM

View PostVoid Angel, on 15 April 2014 - 01:19 PM, said:

Which means that the issue where the game engine was only allowing a certain number of explosions to detonate per frame - which was causing fast movers to avoid/spread some portion of group-fired SRMs - is still slated for the 29th's patch. Thanks!


That might explain why I just had several volleys of 3 grouped SRM6 do 0(zero) damage. I did get to see all the shiny explosions on the other 'mechs, though (was a quickdraw, a jager and a kintaro). Then again none of them were moving very fast ...
SRMs are still very much unpredictable (for me at least). One match they work perfectly fine, the next you see 0damage hits all the time.

#6 Kmieciu

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Posted 15 April 2014 - 10:01 PM

Did a test yesterday. 3xSRM4+Artemis, only shot at large mechs at almost point blank. 200 missiles fired, 75 hit. SRMs still suck.





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