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Reported Missile Damage Bug - May 20Th


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#21 Carrioncrows

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Posted 20 May 2014 - 11:18 PM

View PostRuss Bullock, on 20 May 2014 - 10:20 PM, said:

Throughout the day on May 20th after the patch, there were increasing reports of greatly impacted missile performance. This was surprising as no missile changes have been implemented in several patches. Even at this time we are not 100% certain what is causing the bug however there was some work implemented to support the upcoming Clan LRM's. It was expected these changes would not have any impact on the game after patch, obviously this seems to be our culprit. We will look into this issue first thing tomorrow and if a problem is found we will release a hotfix as quickly as possible. Sorry for the disturbance in your regular play style and enjoyment.

More info tomorrow as soon as we have it.


I came close to bailing today....

So trust me when I say: "Out of all the people at PGI you are the sole reason why I am willing to trust PGI with my investment and continue to support this game."

#22 Bishop Steiner

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Posted 20 May 2014 - 11:22 PM

View PostI C Wiener, on 20 May 2014 - 10:58 PM, said:

I think, the new LRM issues are more of a lag/ connectivity issue.

I have lots of different symptoms of the same connectivity problem since the patch and I think LRM and SSRM hit registration is one of them. I often can't see my teammates on the map, don't see their kills in chat and don't see their names while pressing q. As if they (or I) weren't properly connected.

It seems that LRM's and SSRM's (haven't tested normal SRM's) have problems registering impact with these new connectivity issues.

Those are indeed issues, but separate, or simply exacerbating the the other missile issues which seems to be that somehow the clan minimum range missile scaling code got applied globally to the effective ranges of ALL missiles.

Sadly, the OTHER issues, such as the number of us who consistently cannot log on to the client/servers, (despite literally being able to get on and play, seamlessly, ANY other game not called MWO or MWT) are keeping from further testing as I cannot even log on without getting the lovely "unknown error" boot.

View PostCarrioncrows, on 20 May 2014 - 11:18 PM, said:


I came close to bailing today....

So trust me when I say: "Out of all the people at PGI you are the sole reason why I am willing to trust PGI with my investment and continue to support this game."

......................

Edited by Bishop Steiner, 20 May 2014 - 11:22 PM.


#23 Sarlic

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Posted 20 May 2014 - 11:23 PM

I think its a good idea that i quit the game for a while when the most issues are resolved.

Edited by Sarlic, 20 May 2014 - 11:28 PM.


#24 Mylardis

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Posted 20 May 2014 - 11:26 PM

View PostCarrioncrows, on 20 May 2014 - 11:18 PM, said:


I came close to bailing today....

So trust me when I say: "Out of all the people at PGI you are the sole reason why I am willing to trust PGI with my investment and continue to support this game."


Actually, I'd argue the opposite.

"Der Fisch stinkt vom Kopf an"

Edited by DasAmok, 20 May 2014 - 11:26 PM.


#25 Daelen Rottiger

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Posted 20 May 2014 - 11:29 PM

Gotta say it again - I work for an IT-company and I am aware of arising problems and uncertainties - but even here the "Patch, Hotfix, Patch, Hotfix, Patch, Hotfix" - pattern does not seem professional to our customers

#26 Escef

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Posted 20 May 2014 - 11:51 PM

View PostSephlock, on 20 May 2014 - 10:47 PM, said:

I called it.

So Escef, will you add "Nostrasephlock" to the list of my nicknames now, or do you want to wait until the Clans officially hit? Or until the IS versions officially hit?

I guess it is POSSIBLE that they could reverse these changes completely before the IS versions hit, or the game could go under (god forbid) before they come out.

Given that what we are looking at is as much a surprise to them as it is to us, I'm not gonna call you anything other than premature... ejection.

#27 Widowmaker1981

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Posted 20 May 2014 - 11:56 PM

ahhh, well that explains why my griffin was gigantically under performing yesterday then.

#28 MonkeyCheese

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Posted 20 May 2014 - 11:59 PM

well at least everyone is aware of it now

Edited by MonkeyCheese, 20 May 2014 - 11:59 PM.


#29 stjobe

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Posted 21 May 2014 - 12:14 AM

Another missile code "mishap" - which one is this, the fifth? Sixth? Seventh? Tenth? I can't honestly recall there's any part of your code that has had more issues than the missile code.

So please, face it, the missile code is broken and these kinds of things will continue to happen until you go back and actually fix the code.

It needs to be rewritten. You know it, I know it, anyone that's been playing for any length of time knows it.

Just do it. Fix your code.

Please.

#30 Sephlock

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Posted 21 May 2014 - 12:15 AM

View PostEscef, on 20 May 2014 - 11:51 PM, said:


Given that what we are looking at is as much a surprise to them as it is to us, I'm not gonna call you anything other than premature... ejection.
See their explanation. They were surprised that it affected us, but it is indeed the nerf they want for clan missiles.

I guess it IS possible that when the IS gets streaks, they won't have the same limitations because ???

#31 Escef

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Posted 21 May 2014 - 12:20 AM

View PostSephlock, on 21 May 2014 - 12:15 AM, said:

See their explanation. They were surprised that it affected us, but it is indeed the nerf they want for clan missiles.

I guess it IS possible that when the IS gets streaks, they won't have the same limitations because ???

But they said the code they were working on was for LRMs, not Streaks. Which actually rather makes sense in one respect: damage scaling upward to full as range increases. Why this code, for an unreleased weapon system, should affect a totally unrelated weapon is odd. I wonder if it has something to do with the same interaction that causes Artemis to reduce Streak lock-on time?

Edited by Escef, 21 May 2014 - 12:21 AM.


#32 Kilo 40

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Posted 21 May 2014 - 12:25 AM

all I play is missile boats, so now I just wait a day or two until they fix it. No big deal.

Good job for those who pointed it out, but I have to say, now that it's been pointed out and acknowledged there isn't a need for all the wailing, hyperventilating, and pearl clutching that's going on.

some of you really need to grow up.

#33 Prussian Havoc

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Posted 21 May 2014 - 12:27 AM

Thanks for the update... I'll just wait for the hotfix then.

#34 Kmieciu

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Posted 21 May 2014 - 12:29 AM

It would be so much better if they scraped the explosion code altogether. There is really no need for any "splash damage" effects in MWO. This neither Quake nor Crysis. MWO missiles are armor piercing, not anti-personel. A missile should deal damage to a single hitbox. If a missile hits the ground, it should deal 0 damage. Simple as that.

If a SRM hits the cockpit it should deal 2 points of damage TO THE COCKPIT. Not 5% to the cockpit, 95% to the center torso, because the cockpit hitbox is so small. This would make SRM hit detection as easy to predict as ballistics. It would both take the load off the servers, and improve close range brawling.

Edited by Kmieciu, 21 May 2014 - 12:31 AM.


#35 ICEFANG13

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Posted 21 May 2014 - 12:34 AM

I suggest you set SRM damage to 20, maybe 25 per missile just to be safe.

Super safe, in fact don't change it after too :)

#36 Kilo 40

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Posted 21 May 2014 - 12:35 AM

View PostKmieciu, on 21 May 2014 - 12:29 AM, said:

There is really no need for any "splash damage" effects in MWO. This neither Quake nor Crysis. MWO missiles are armor piercing, not anti-personel.


1. There are all kinds of missiles. Not just armor piercing ones.

2. just because it explodes, that doesn't make it "anti-personal".

#37 AccessTime

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Posted 21 May 2014 - 12:36 AM

I don't know about Canon, but perhaps there was unreported sabotage to weapons, ammo, and other stockpiles of equipment by Clan saboteurs as a preface to the invasion?

Though that doesn't make sense, it seems like it would be against zellbrigen which was still practiced by the clans at least prior to the invasion.

#38 Karl Streiger

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Posted 21 May 2014 - 12:36 AM

Come on you could still say its a feature for the CW to come.
Sabotage happens - and this time the LRM production for a full year was crippled by a Davion agent.

(but please not to forget to - "fix" PPCs or ACs in the same manor from time to time)


View PostAccessTime, on 21 May 2014 - 12:36 AM, said:

I don't know about Canon, but perhaps there was unreported sabotage to weapons, ammo, and other stockpiles of equipment by Clan saboteurs as a preface to the invasion?

Though that doesn't make sense, it seems like it would be against zellbrigen which was still practiced by the clans at least prior to the invasion.


same moment - same idea :D

Edited by Karl Streiger, 21 May 2014 - 12:37 AM.


#39 anonymous161

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Posted 21 May 2014 - 12:44 AM

This is just pathetic. I regret getting the masakari pack now, this game is just getting worse and worse and every single patch doesn't actually fix the core problems of the game. They cant develop games.

#40 Kmieciu

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Posted 21 May 2014 - 12:49 AM

View PostKilo 40, on 21 May 2014 - 12:35 AM, said:


1. There are all kinds of missiles. Not just armor piercing ones.

2. just because it explodes, that doesn't make it "anti-personal".


Right now we only have "Dead-Fire" SRMs in MWO. And it doesn't look like we'll be getting any other.





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