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Lrm And Ssrm Damage Totally Bugged

Weapons Balance Gameplay

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#1 Bishop Steiner

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Posted 20 May 2014 - 03:40 PM

Just got out of testing ground. Waiting for slow honking upload speed to youtube videos.

Testing condition, 1 Trebuchet Loup de Guerre kitted with 2x LRM10 (720 rnds, for 36 volleys) 2x SSRM2 (100 rds, 25 volleys) and 2 medium lasers. Tourmaline desert, all weapon systems fired independently...LRMs til ammo depleted, then SSRMs.

Target Commando CMD-1B, 128 total armor, 84 total Internal Structure Points (212 mage damage should disintegrate ENTIRE Mech) and Cicada 2A (128 total armor, 134 IS total destruction 262 hitpoints),

Test 1, Commando at 182 meters, 18 volleys of LRMs (360 rounds for 396 damage) before CTD (lovely stable client, PGI)
Test 2 Commando at 196 meters, 14 volleys and dead (308 total damage)
Test 3 Cicada at 190 or so meters, remaining 22 LRM volleys (after test2) (242 damage) and 25 SSRM volleys (200 damage) and NOT destroyed (442 damage)
Test 4, Commando at 509 meters, 10 volleys for 220 damage, destroyed.

LRMs appear to be showing SCALING damage (much as proposed for "sub-minimum range" Clan LRMs) with damage registration improving the farther one shoots from.

Will post the videos when they finally upload to Youtube. Though with a 2 mb/s upload space and an average size of 600mb, don't hold your breath, lol.



https://twitter.com/...953255301881862

adding test vs cicada

Edited by Bishop Steiner, 20 May 2014 - 09:10 PM.


#2 Deathlike

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Posted 20 May 2014 - 04:03 PM

So... are you saying it's a bad time to pull out a missile boat hero?

:P

#3 ShadowWolf Kell

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Posted 20 May 2014 - 04:06 PM

View PostDeathlike, on 20 May 2014 - 04:03 PM, said:

So... are you saying it's a bad time to pull out a missile boat hero?

:P


You can always load it up with NARC launchers. Those are working..... maybe.

#4 Bishop Steiner

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Posted 20 May 2014 - 04:09 PM

PGI, working as intended. Wonder if it was the last minute,rushed patch data since they were all vacationing and drunk yesterday? Too hungover to proofread their code?

#5 LuInRei

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Posted 20 May 2014 - 04:15 PM

I can confirm missiles are screwed. Both LRMs and streaks.

this is the result of putting 300 streaks in a dummy AS7-D in training grounds, BTW.


Spoiler

Edited by LuInRei, 20 May 2014 - 04:15 PM.


#6 Vassago Rain

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Posted 20 May 2014 - 04:16 PM

Such is life in the inner sphere.

#7 ShadowWolf Kell

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Posted 20 May 2014 - 04:18 PM

View PostVassago Rain, on 20 May 2014 - 04:16 PM, said:

Such is life in the inner sphere.


And here I was thinking it was the cSRM/cSSRM/cLRM code that accidentally got mixed in with today's patch.

#8 FallenFactol

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Posted 20 May 2014 - 04:18 PM

Sheet, how does this happen?

#9 Mister Blastman

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Posted 20 May 2014 - 04:41 PM

Add SRMs to the list, too!

Remember this post of mine a few weeks ago?

http://mwomercs.com/...__fromsearch__1

Reference it...

I just ran the same test on the Catapult on River City with my SRM 6 x 2 Trebuchet... 22 meters, same angle, fired...

28 salvos to kill it. That's right... TWENTY EIGHT SALVOS OF 2x SRM 6 to KILL IT! That is... 28 x 12 or 336 missiles... for a grand total of 672 points of damage before it died. 672 points of damage from 22 meters aimed right at center mass!

Now, I am a Science Fiction writer, I must admit. I can concoct all sorts of absurdities and incompetence in print. But this is real life, folks! This isn't fiction! This is really happening! I'm not good enough to write this kind of reality!

What we have here is utter, trash-tier incompetence. How on earth is this happening?

Several weeks ago the same mech was coring out and killing the Catapult in 8 salvos, or 96 missiles from practically point blank range. Now it takes 336 missiles... or 250% more missiles?!

Wait a minute. It is literally 250% more. Hmmmmmmmmm... 2.5... Tiny pennies don't matter. They will never know. A penny here, a penny there...

OH! Looks like we got a decimal point error... possibly... or worse? Who knows? But I find it amusing it is exactly 250% more. But SRMs are only 2.0 pts of damage.

Good grief.

What exactly goes on in Vancouver? A lot of us would like to know!


edit: Sorry folks, it is 350% THREE HUNDRED AND FIFTY PERCENT! It keeps getting worse. Now I can do math properly.

Edited by Mister Blastman, 20 May 2014 - 05:24 PM.


#10 GalaxyBluestar

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Posted 20 May 2014 - 04:46 PM

they've finally screwed the pooch, you give em a hundred red stop signs for a year or so and still they go over the edge...

some of my memes will forever be apart of the cronicals of fail company.

#11 EDLOVER

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Posted 20 May 2014 - 04:46 PM

I have done similar tests and can also confirm that after todays patch, missiles are completely busted.

#12 Jolly Llama

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Posted 20 May 2014 - 04:47 PM

All missle damage is severely bugged...along with finding a match, all the maps, most mechs hitboxes and weapon visualization, and a myriad of other things. C'mon PGI, get it together or just take it offline so a company that knows what it is doing can have the Mechwarrior franchise.

#13 H Seldon

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Posted 20 May 2014 - 04:52 PM

I guess back to AC/PPC :P

#14 wanderer

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Posted 20 May 2014 - 04:58 PM

Clearly, someone with low coding ELO answered the prayers of the dozens of LRM whine threads.

*adds another patchfail meme to the page*

Edited by wanderer, 20 May 2014 - 04:58 PM.


#15 ShadowWolf Kell

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Posted 20 May 2014 - 04:59 PM

View Postwanderer, on 20 May 2014 - 04:58 PM, said:

Clearly, someone with low coding ELO answered the prayers of the dozens of LRM whine threads.

*adds another patchfail meme to the page*


A lot of us have been waiting for SRM fixes. :P

#16 Deathlike

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Posted 20 May 2014 - 05:05 PM

Guys, I'm about to give up on the game today... and possibly much longer.

A non-working MM, a now "missile-less" meta (so, the meta is sealed for now), and just today's grabdeal patch that has a hero that's neutered by some ninja missile nerf...

There's nothing more to say unless they fix the MM and hotfix missiles tomorrow. There's no two ways about this.

Edited by Deathlike, 20 May 2014 - 05:06 PM.


#17 wanderer

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Posted 20 May 2014 - 05:08 PM

The meta is apparently so strong it's begun to nerf weapons without PGI even knowing about it, just to insure dominance.

Does this mean MWO's code has gone Rampant?

#18 Kassatsu

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Posted 20 May 2014 - 05:30 PM

View Postgeodeath, on 20 May 2014 - 04:47 PM, said:

All missle damage is severely bugged...along with finding a match, all the maps, most mechs hitboxes and weapon visualization, and a myriad of other things. C'mon PGI, get it together or just take it offline so a company that knows what it is doing can have the Mechwarrior franchise.


Like the Living Legends devs that got a C&D so this mess could take the spotlight? Oh wait.

#19 Tremendous Upside

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Posted 20 May 2014 - 05:32 PM

Wow... SSRMs are definitely fubar'ed. Just tried running my Oxide on the testing grounds. It took 35 full 4xSSRM2 volleys to destroy the dummy Cicada on Terra Therma from the side/front. A full 3/4's of my ammo - on a stationary target... I used the rest of my ammo destroying the Commando next to it. 12 full volleys to kill it from behind. I had 24 missiles left out of 500 with those two targets taken down. Hopefully we get a hot fix for this soon.

#20 Vassago Rain

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Posted 20 May 2014 - 05:38 PM

View PostDeathlike, on 20 May 2014 - 05:05 PM, said:

Guys, I'm about to give up on the game today... and possibly much longer.

A non-working MM, a now "missile-less" meta (so, the meta is sealed for now), and just today's grabdeal patch that has a hero that's neutered by some ninja missile nerf...

There's nothing more to say unless they fix the MM and hotfix missiles tomorrow. There's no two ways about this.


I hear this is what it was like to login to today's patch.

Posted Image





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