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Possible Issue With Lrm & Ssrm Damage

Issue

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#21 Novakaine

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Posted 20 May 2014 - 06:38 PM

I do believe they stealth patched them.
Thanks once again pgi.
1. Increased damage.
2. Increased AMS range.
3.Wait for the right amount of qq from the community.
4. Decrease damage.
5. Leave AMS range untouched.
6. Missle's virtually ineffective, unless you're a noob without the brains to use cover.
Seriously hire some programmers will you.
I see what you're doing.

Edited by Novakaine, 20 May 2014 - 06:39 PM.


#22 Thorqemada

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Posted 20 May 2014 - 06:58 PM

Missiles are more crap than ever...they were not good pre patch and now they simply stink - any of them!

:)

#23 Gyrok

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Posted 20 May 2014 - 06:58 PM

I just put 12 volleys of 2xSSRM2 into a commando and hit EVERY time...I hit him with about 4 volleys of 4xMLas too and ended up with 88 damage?

#24 Skoad

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Posted 20 May 2014 - 07:48 PM

View PostDremnon, on 20 May 2014 - 12:27 PM, said:

I noticed this today with the LRM's, they are registering as hitting, but the damage seems extremely low.


Yea I just went through around 1000 lrms last match, got a ton of hits and somehow ended up with 200dmg. Not the first game its happened either. One of the reasons I came to the forums to see if lrms are whacked.

-edit- Just ran through a couple more matches. This past match I was tagging and hitting people from 300-400m repeatedly and ended up with 170dmg. Fun stuff.

Edited by Skoad, 20 May 2014 - 08:04 PM.


#25 Elegant and Sophisticated

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Posted 20 May 2014 - 08:49 PM

Besides being almost useless, both lrm and ssrm take too long to launch, almost 2 seconds. It wasn´t like that before the patch!

Edited by Pipiripau, 20 May 2014 - 09:00 PM.


#26 JudgeDeathCZ

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Posted 20 May 2014 - 08:53 PM

So I guess my minicat (Locust with 2xLRM5+2t of ammo) is useless now...gonna use ERLLas again :x .

Edited by JudgeDeathCZ, 20 May 2014 - 08:55 PM.


#27 cSand

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Posted 20 May 2014 - 09:06 PM

I'll confirm this too. Just took me 166 SSRM rounds to kill a Commando from behind in the test zone. So judging by my math and rudimentary understanding of damage in this game, and also my assumption that streaks always hit unless there's an obstacle (certainly was no obstacle at <100m) I should have dealt 166x 2.5 damage, which should be more than enough to strip all the armor and health off every part of the Commando almost...

So my favourite mechs, QKD 4h and IV-4, both having missles (SSRM and SRM respectively), and my other favourites, my Orions, which also use streaks and SRMs, are useless now.... like these are my go to, favourite of all time, must play a bunch of matches with them every night I play,... and they just got big time neutered.

Something fishy going on here, hopefully it's fixed soon. Especially before the tournaments this weekend for those guys.

I'm a big supporter of this game, it's my favourite game, but I can't play like this... In the mean time, I got some Dark Souls 2 to catch up on anyways :) ... looking forward to this being fixed quickly...

Edited by cSand, 20 May 2014 - 09:11 PM.


#28 Asakara

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Posted 20 May 2014 - 09:09 PM

This is pure speculation on my part, but I wonder if the code they are working on for clan LRMs fired at minimum range (i.e. 100% damage at 180m scaling down to 0% damage at 0m) some how is affecting all missiles over their entire range bracket. If true then LRMs would do full damage at 1000m and 0 damage at 180m while SRMs would only do full damage at 270m.

#29 Solahma

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Posted 20 May 2014 - 09:25 PM

SRMs too, copy paste from the other thread:

I just tested an 18 SRM griffin that usually puts out at least 500 damage if I run out of ammo with typical accuracy... only got 200 each game...

Something is definitely off, I've been test playing SRMs and paying very close attention to them. I was on-target for a couple matches and dealt very VERY little damage. Certainly would have dealt more yesterday with the shots I was getting tonight.

PGI have any comment on this? There were no announced changes to HSR or missiles in this patch, so wtf happened!?

So testing ground in my 18 SRM Griffin. Took 20 SRM6 shots, 20 times firing an individual SRM6, to strip the CT armor off of a Catapult A1. That's 48 points of armor... with 240 points of potential damage...

Assuming only 50% of the srms actually hit the CT, that's still 120 points of damage and over double what it should take to strip the stock 48 points of armor.

I tried this point blank and from 100m, each time it's the same 19-20 SRM6s to deal 48 points of damage to a catapult's CT.

WHAT!?

#30 cSand

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Posted 20 May 2014 - 09:30 PM

Quick follow up, I just played a match with my QKD with 3 streaks... followed a bright red cored Hunchback around (front and back) and put 3+ volleys into him

Normally, 1 or 2 SSRM2 probably would have done him in... someone else finished him off with a ppc after I put 12+ streak missiles into the guy and he kept runnin, lol


Was dropping last night in a 4 man with 3 heavies at any given time and next to no wait times, decent matchups...

hmmmm

Anyways, it's obvious something got out of whack and I'm sure it'll get fixed. Hopefully soon, I have this weekend off and was hoping to get some good matches in with my bro across the country! I await the next hotfix!

Edited by cSand, 20 May 2014 - 09:39 PM.


#31 ShinVector

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Posted 20 May 2014 - 09:38 PM

View PostClaviger, on 20 May 2014 - 12:45 PM, said:

Sounds like they are perfect now :)


I see no problem too. Sounds 'balanced'...
*Gonna have field day with this... :wacko:

#32 amenophis

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Posted 21 May 2014 - 12:44 AM

Me also. I just unloaded a boatload of srm6x2 and a streak2x1 and only recorded 100 damage at the end of the match. These were under 100m shots. Something is odd all of a sudden. I didn't count the shots but there should have a lot more damage at the end.

Edited by amenophis, 21 May 2014 - 12:49 AM.


#33 DeathlyEyes

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Posted 21 May 2014 - 01:12 AM

This was obviously not intended. It was a bug. It's disgusting this made it through QA. QA must not exist at all. Playing in testing grounds would have revealed the issue.

#34 TexAce

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Posted 21 May 2014 - 05:43 AM

View PostDremnon, on 20 May 2014 - 12:27 PM, said:

I noticed this today with the LRM's, they are registering as hitting, but the damage seems extremely low.


so you mean like SRMs have been since a year? Welcome to the club

#35 Nicholas Carlyle

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Posted 21 May 2014 - 05:48 AM

View PostTexAss, on 21 May 2014 - 05:43 AM, said:

so you mean like SRMs have been since a year? Welcome to the club


Well SRMs don't register...AND have what I think is low damage for 270 max range.

PGI hates missiles.

#36 TexAce

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Posted 21 May 2014 - 06:13 AM

View PostNicholas Carlyle, on 21 May 2014 - 05:48 AM, said:


Well SRMs don't register...AND have what I think is low damage for 270 max range.

PGI hates missiles.


I want my shotgun missiles back, which ripped entire armor off mechs with one volley :D
My AWS-8R is very sad, my 4SP is clinically DEAD.

#37 oldradagast

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Posted 21 May 2014 - 06:14 AM

View PostTexAss, on 21 May 2014 - 06:13 AM, said:


I want my shotgun missiles back, which ripped entire armor off mechs with one volley :D
My AWS-8R is very sad, my 4SP is clinically DEAD.


Same. I rely on LRM's on assaults as a way to engage the enemy before entering brawling range... with missiles non-functional, I have no reason to play those mechs... what a joke.

#38 FiveSpeedF150

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Posted 25 May 2014 - 12:26 PM

This is a bad time to play a streak cat. ;)

#39 whitelightshadow

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Posted 25 May 2014 - 02:33 PM

During the tourney, played a game where we could not hit anything so we ended up walking out of the play zone, Game lasted just about six minutes, not want to waste time and be a free kill I waited for the right moment and then did the whole suicide thing. The whole team together scored 69 (Vs 482) points and gave 664 (Vs 2902) in damage (12 Vs 0 Kills). Tried to upload the score card but again no go.

So much for hoping for a fix. Seen a lot of this during the tourney. Little to no hit register.

Edited by F Henning, 25 May 2014 - 02:59 PM.






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