#101
Posted 29 April 2014 - 02:41 PM
#102
Posted 29 April 2014 - 02:47 PM
#103
Posted 29 April 2014 - 02:48 PM
#104
Posted 29 April 2014 - 02:52 PM
Davers, on 29 April 2014 - 02:48 PM, said:
It's the bit about explosions per frame. Which if the hits register to begin with should increase overall damage done. There is supposed to be another fix in testing that makes SRM hit detection itself better.
#105
Posted 29 April 2014 - 03:40 PM
It was lovely seeing things actually keel over when I shot SRMs into exposed internals though. instead of the target just looking at me like I passed bad gas.
#106
Posted 29 April 2014 - 08:01 PM
4 heat
1 ton
90% accuracy (hit-scan)
effective 4.5 damage (average .9 sec time on target)
convergence enabled
(I still have no goddamn clue how lasers apply critical damage in this game. Does anyone?)
270m optimal range, 270m falloff.
< I average about 3 damage per shot with medium lasers and 3.3 damage per 'hit' >
SRM6 :
4 heat
3 tons + ammo (LOTS of ammo. Another 2 or 3 tons if you want it to last out the fight. Frankly ridiculous.)
60% accuracy (sloooow dumbfire)
effective 7.2 damage (average 3 to 4 missiles)
not convergence enabled
2 point critical damage x (3-4), (should do at least 5 critical damage per missile)
270m hard effective range. This is dumb. Only LRMs and flamers suffer this.
*Splash damage is glitchy, irrelevant and shouldn't exist.
*lol @ Artemis SRMs. Pay a ton to make your unfocused weapon slightly less unfocused.
< I'm currently averaging around 1 damage per shot with SRMs, and 2 damage per hit >
. . . I assume this is tracking Individual SRMs.
tldr - SRMs are still a garbage waste of tonnage and anyone that thinks having them do 2 damage per SRM will make them 'overpowered' with hit detection fixed is smoking powerful grass. Gods I wish they'd fix the heat system.
#107
Posted 29 April 2014 - 11:41 PM
Osric Lancaster, on 29 April 2014 - 08:01 PM, said:
Mr. P is the one is the one who thinks they would be OP... But yet SSRM are allowed to do 2.5 Damage.. Go figure ?
#108
Posted 29 April 2014 - 11:58 PM
Now SRM "alphas" go much better.
IMHO - improoved damage registrating for SRM.
#109
Posted 30 April 2014 - 07:11 AM
But that might be because my damage for EVERY weapon doesn't register properly... with a 40 ping.
Dueled last night... AC20s doing no damage constantly... SRMs... bahahahaha. And then, the biggest shocker of all was when Medium PULSE lasers weren't doing damage.
Yeah, I'd shoot someone in the center torso when they were moving laterally to me and... somehow it would go to the side torso? They weren't moving fast, either. 68.5 kph I estimate. Shocking, right?
Well here's the real shocker... they were moving straight at me, cherry cored CT... 6 medium wubstep lasers pulses into their CT... NO DAMAGE.
This was on a private duel server.
There really is absolutely NO excuse for any of this. This game will never be a competitive e-sport until fundamental stuff like hit detection is fixed.
We never, ever, ever had this issue in Team Fortress 2 competitive leagues with the exception of some odd sniper stuff. This is absurd. It disgusts me to no end.
#110
Posted 30 April 2014 - 07:24 AM
The few matches i had pre Patch feel the same like post Patch and i often wonder especially on Lights Mechs how the Hell a clear miss does damage at all.
The spread on immobile Light Mechs is still huge even at close range and i needed 4 Volleys to finish the orange leg of a Light at ~90m range + UAC5 hits (yeah - it was an ECM-Spider but its ECM was cancelled by my BAP).
They have some Punch at big Mechs though if you can get close enough.
Imho they be pretty near where they should be.
Edited by Thorqemada, 30 April 2014 - 07:38 AM.
#111
Posted 30 April 2014 - 07:24 AM
Today in the testing grounds, 1 shot would seem to do tons of damage, the next wouldn't shot wouldn't kill the orange internals of centurion.
I'll test it more tonight, but I am guess there is something way off in their damage.
Edited by 3rdworld, 30 April 2014 - 07:25 AM.
#112
Posted 30 April 2014 - 07:27 AM
3rdworld, on 30 April 2014 - 07:24 AM, said:
Today in the testing grounds, 1 shot would seem to do tons of damage, the next wouldn't shot wouldn't kill the orange internals of centurion.
I'll test it more tonight, but I am guess there is something way off in their damage.
Basically the spread of wide SRMS is bad...
#113
Posted 30 April 2014 - 07:33 AM
#114
Posted 30 April 2014 - 07:35 AM
Nicholas Carlyle, on 30 April 2014 - 07:33 AM, said:
Especially with the crap spread mechanic they changed them to. Bring back closed-beta spread: in->out->in
#115
Posted 30 April 2014 - 07:37 AM
Mister Blastman, on 30 April 2014 - 07:35 AM, said:
Especially with the crap spread mechanic they changed them to. Bring back closed-beta spread: in->out->in
Yeah, the spread definitely doesn't help either.
I'm sure people are doing fine with SRM's, but I saw a guy in a Locust with 4 MG's and a Flamer do well, it doesn't mean it's good.
#116
Posted 30 April 2014 - 07:42 AM
LRMs now hit waaaaaaaay harder due the explosion bug fix.
Loseing far less LRMs to the damage neather now.
#117
Posted 30 April 2014 - 09:47 AM
Mister Blastman, on 30 April 2014 - 07:35 AM, said:
Especially with the crap spread mechanic they changed them to. Bring back closed-beta spread: in->out->in
Yeah I was using them in testing grounds the other day, and I actually looked at them...
In a Jenner-D, ya know with the missiles all coming out of 4 tubes that are in the same spot super tight, there would be missiles all over the place. I remember when they, uh, made sense. I guess that's the word I'll use. Of course I remember when the game was fun, but that was when SRMs overpowered!
PS, they were broken at times, but the poor medium and light mechs that used 6-18 missiles per shot were not hurting anyon-ok they were hurting people, WHICH is good! Mediums need the strong SRMs. They were broken, but even with the insane damage they could output, I do think the game was better for it.
Edited by ICEFANG13, 30 April 2014 - 09:49 AM.
#118
Posted 30 April 2014 - 09:52 AM
However, hitreg isn't all there... it's sooo... PGI.
7 user(s) are reading this topic
0 members, 7 guests, 0 anonymous users