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Srms On Test Server?

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#21 Kmieciu

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Posted 25 April 2014 - 06:01 AM

View PostJoseph Mallan, on 25 April 2014 - 05:54 AM, said:

Seems backwards to me. The more explosions the greater the impulse should be. :)

The Impulse stat determines screen shake per hit so naturally LRM20 causes 4 times more screenshake than a LRM5 but it lasts only a while. That's why chain firing LRM5s is the best way to induce screenshake.

#22 N a p e s

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Posted 25 April 2014 - 06:03 AM

Took out my HBK-4SP to try out SRMs and though it seemed a bit better I didn't get much time to actually test it out. It did make me realize that artemis is really necessary for SRMs though. Spread was awful without artemis...

#23 Joseph Mallan

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Posted 25 April 2014 - 06:03 AM

View PostKmieciu, on 25 April 2014 - 06:01 AM, said:

The Impulse stat determines screen shake per hit so naturally LRM20 causes 4 times more screenshake than a LRM5 but it lasts only a while. That's why chain firing LRM5s is the best way to induce screenshake.

Ah... I wasn't thinking of the Cyclic impact of LRM5s on Impulse. :)

#24 El Bandito

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Posted 25 April 2014 - 06:15 AM

View PostJoseph Mallan, on 25 April 2014 - 05:54 AM, said:

Seems backwards to me. The more explosions the greater the impulse should be. :)


This is from the genius minds that gave AC2 lesser range than AC5. You shouldn't really be surprised.

#25 Joseph Mallan

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Posted 25 April 2014 - 06:16 AM

View PostEl Bandito, on 25 April 2014 - 06:15 AM, said:


This is from the genius minds that gave AC2 lesser range than AC5. You shouldn't really be surprised.

You're right... I'm sorry. I forgot! :)

#26 Daekar

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Posted 25 April 2014 - 06:31 AM

So, what I'm hearing is that SRMs are not fixed and I should leave them at home until other changes are made... is that right? I can core a Highlander rear CT with 4 salvos from nearly any mech, from practically any range... if that's what's required even with heavy SRM load, there is really no point.

#27 AlmightyAeng

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Posted 25 April 2014 - 06:40 AM

View PostDaekar, on 25 April 2014 - 06:31 AM, said:

So, what I'm hearing is that SRMs are not fixed and I should leave them at home until other changes are made... is that right? I can core a Highlander rear CT with 4 salvos from nearly any mech, from practically any range... if that's what's required even with heavy SRM load, there is really no point.


You're hearing that they seem to hit detect much better on internals than they were previously. The DDC had decent results stripping armor with the AC20 and 2LL's, following up with severe internal hits with the 3xSRM4.

Or that my experiences are hopeful delusions. I allow the possibility lol.

Edited by Ghost Badger, 25 April 2014 - 06:40 AM.


#28 YueFei

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Posted 25 April 2014 - 09:00 AM

I think I know how to fix SRM hit detection.

Increase splash radius to 50 centimeters.

PGI talked about how when the server has to track too many objects it defers calculation for some objects to a later "frame" of the simulation. By the time it does the damage check for some of the SRMs you fired, some of them might be *inside* the enemy mech you hit, but the hitboxes may only be at the *surface* of the mech, and with splash radius at 5 cm, the surface of the mech might now be farther away from the missile blast point, farther than 5cm, so no damage is applied.

Increasing splash radius to 50 centimeters still makes the blast smaller so that in most cases it won't overlap 2 hitboxes and inflate the damage, but it will apply the damage more reliably.

#29 DONTOR

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Posted 25 April 2014 - 09:07 AM

View PostKarl Streiger, on 25 April 2014 - 05:01 AM, said:

Funny is when those SRM work - you get an idea what they probably will deal for havoc.

I made contact with a Orion - and my three volleys of 18 SRMs (fired only 3times before i did shut down - thanks to ghost heat) two of them hit the rear - and this Orion was deep red.

Sorry but that is poor heat regulation, 3 SRM6 have no ghost heat. Sorry to burst your bubble.

#30 Karl Streiger

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Posted 25 April 2014 - 09:20 AM

hm maybe terra therma 11DHS hm doesn't make sense 36 heat even without reduced dissipation it shouldn't have overheated the Wolverine

#31 Mister Blastman

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Posted 25 April 2014 - 09:34 AM

I had multiple instances of PPCs passing through targets on private matches on the test server. It was against a single player! There was no one else in our game!

So no, things are still broken.

#32 Deathlike

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Posted 25 April 2014 - 10:23 AM

View PostMister Blastman, on 25 April 2014 - 09:34 AM, said:

I had multiple instances of PPCs passing through targets on private matches on the test server. It was against a single player! There was no one else in our game!

So no, things are still broken.


TBH, I thought private matches had better hit detection with fewer people on it.

I guess there are more "ghosts" in the system. :P

#33 Mister Blastman

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Posted 25 April 2014 - 10:30 AM

View PostDeathlike, on 25 April 2014 - 10:23 AM, said:


TBH, I thought private matches had better hit detection with fewer people on it.

I guess there are more "ghosts" in the system. :P


That's what I would think, too, but I was aghast that my shots were going through the other player. It was hilarious. PPCs were and AC 20s were also.

Crazy.

#34 XX Sulla XX

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Posted 25 April 2014 - 07:39 PM

Quote

They said the second part of the SRM changes were going to be in the 29th patch.
The latest ngng podcast they say they have a new (3rd problem) they found and can fix. This is what they said would make it 90% affective and is not in the 29th patch. There also might be an SRM damage nurf with this third fix when it comes.

#35 Fuggles

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Posted 25 April 2014 - 09:01 PM

Maybe I'm a bit late but I also noticed no change on test from live with srms. It's a hard thing to test anyway because you never really know how many missles actually hit, you just have to go by feel. Multiple games however I fired 3 asrm6 into an enemy with no red reticule and no change to the paper doll. Other times I would get a hit indication but armor values seemed to change less than expected.





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