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So Which Part Of The Srm Fix Isnt In Yet?

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#1 Jun Watarase

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Posted 11 May 2014 - 09:23 PM

Because a previous patch supposedly fixed the explosion queing bug. Whats left?

#2 Hans Von Lohman

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Posted 11 May 2014 - 09:38 PM

Uh, actually they've never said they've fixed it yet. So far they've managed to tweak a few things so they're slighty better.

As for the full-bore "fix", that is still on the way. From what they said in podcasts the fix is pretty significant, to the point they're thinking they will also have to nerf the SRM's as well because they may be that good.

However, the point is that SRM's haven't been fixed yet.

#3 Mcgral18

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Posted 11 May 2014 - 09:49 PM

Yeah, the magic fix where they were thinking of nerfing them isn't in yet.

Lets hope they bring that soon, while not nerfing them. Give us a reason to get within 300M.

#4 zazz0000

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Posted 11 May 2014 - 10:16 PM

Because of ballistic-boating premades... duh...

#5 Zolaz

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Posted 11 May 2014 - 10:18 PM

SRM fix in 90 days!! Buy a Clan Package. :D

#6 Jun Watarase

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Posted 12 May 2014 - 12:04 AM

http://mwomercs.com/...86-29-apr-2014/

Quote

Fixed a server side issue where explosion effects were being queued across multiple frames resulting in damage being applied at the wrong time.


I thought this was the problem that SRMs had?

#7 Reptilizer

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Posted 12 May 2014 - 12:24 AM

View PostJun Watarase, on 12 May 2014 - 12:04 AM, said:

http://mwomercs.com/...86-29-apr-2014/



I thought this was the problem that SRMs had?


That was just one of the problems. There is a general problem with hit registration for SRMs that has yet to be fixed. As far as i can recall, they did not specifiy the detailed nature of this problem.

#8 A Man In A Can

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Posted 12 May 2014 - 12:29 AM

View PostJun Watarase, on 12 May 2014 - 12:04 AM, said:

http://mwomercs.com/...86-29-apr-2014/

I thought this was the problem that SRMs had?

One of many apparently. That one in particular seems to refer to HSR/hit-reg issues where they would hit different components (like you shot at the front of a moving mech but it actually hit the rear etc). At least I think that's what it refers to.

#9 Zolaz

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Posted 12 May 2014 - 07:03 AM

The main problem with SRMs is PGI.

#10 3rdworld

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Posted 12 May 2014 - 07:10 AM

The part where they do damage.

#11 DONTOR

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Posted 12 May 2014 - 07:42 AM

I used SRMs on almost all of my builds this weekend, needless to say it was a frustrating weekend. Some games they registered quite well, while other games maybe 60% registered. I even had hits that didnt register red crosshairs but killed the enemy. I dont know what the main problem is but I have a feeling the more launchers you fire from one section (or at one time) the worse it is.

#12 Ultimax

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Posted 12 May 2014 - 07:52 AM

Once we...eventually...get that final fix in - I still think it's likely that SRMs themselves need slightly faster flight speed.

Edited by Ultimatum X, 12 May 2014 - 08:21 AM.


#13 Roadkill

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Posted 12 May 2014 - 08:19 AM

View PostHans Von Lohman, on 11 May 2014 - 09:38 PM, said:

to the point they're thinking

You lost me at this point.

#14 Sybreed

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Posted 12 May 2014 - 08:20 AM

we all became so cynical ;)

#15 MonkeyDCecil

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Posted 12 May 2014 - 12:10 PM

All i got to say is they still under perform. I have one mech in each weight classs build around SRMS. And they should rock faces. As of right now, sometimes they do, sometimes they don't.

#16 cSand

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Posted 12 May 2014 - 12:15 PM

View PostMcgral18, on 11 May 2014 - 09:49 PM, said:

Give us a reason to get within 300M.


I know plenty of players who do just fine up close, with 2 giant brass reasons

;)

Edited by cSand, 12 May 2014 - 12:15 PM.


#17 Screech

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Posted 12 May 2014 - 02:32 PM

They still need to fix the flight path on them. Random flight paths on SRM will continue to make them inferior to longer range weapons and probably a major cause of hit registration issues as who knows where the missiles are really going.

#18 Jun Watarase

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Posted 12 May 2014 - 10:42 PM

They have always needed faster flight speed, the slightest movement at 150+ meters will cause them to miss. Sure you can lead, but any slight changes in the anticipated movement path will cause them to miss....

At 250 meters, they are incapable of hitting anything except stationery targets.

Also the spread is ******** even with artemis....it needs to be more consistent. They get randomly more concentrated at several points in the cockscrew flight path instead of being a consistent spread.

But the person PGI has in charge of balance thinks PPC/Ballistic boating is fine while SRMs might be overpowered so....

#19 Lindonius

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Posted 12 May 2014 - 10:56 PM

The SRM fix is coming. The final phases of said fix are going through design review and high level scope assessment. The general idea has been generally accepted and a few holes need to be patched here and there. As a whole, the design has changed slightly to ensure that everyone playing the game will be able to influence the overall meta. While it is still much too soon to discuss details, the very large design for the SRM fix is fully underway and is being looked at by all members of the development team for maximum thoroughness and buy in for delivering the final feature.





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