Reported Missile Damage Bug - May 20Th
#41
Posted 21 May 2014 - 12:55 AM
#42
Posted 21 May 2014 - 12:57 AM
Darth Bane001, on 21 May 2014 - 12:44 AM, said:
I could take the pack out of your hands if you don't want it anymore.
#43
Posted 21 May 2014 - 01:02 AM
#44
Posted 21 May 2014 - 01:14 AM
Escef, on 21 May 2014 - 12:20 AM, said:
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?
#45
Posted 21 May 2014 - 01:20 AM
Sephlock, on 21 May 2014 - 01:14 AM, said:
Thats interesting...don't you think - the LRMs hardly use the same "joints" of the SSRMs to hit a target (or at least i didn't have seen it yet)
I would think that at the very bottom each weapon must share the same code -> its a "bullet" that hit a target. Only the RoF, speed - and "visuals" differ. So i guess it has to do something with missile exclusive "additional" calculation that causes the problem - (like splash damage?)
#46
Posted 21 May 2014 - 01:28 AM
Bishop Steiner, on 20 May 2014 - 11:22 PM, said:
Out of all the developers which one can you name that every time they post it is to the benefit of us as players, addressing an issue we have or fixing something that we yelled broken.
Remember the UAC5 with a 1.1 cooldown and the AC5 with the 1.7 cooldown?
Know who fixed that? Wasn't the weapons balance guy, it was Russ who pointed out the stupidity of that particular imbalance.
There is several other instances where Russ has "stepped" in and they have all been for the betterment of the game. I just wish he would "step in" more.
If any other PGI employee said they will fix it (specially so for that weapon balance guy) I would scoff and just go play something else, but if Russ says he's on the case, I believe it and will calm my ****.
Edited by Carrioncrows, 21 May 2014 - 01:29 AM.
#47
Posted 21 May 2014 - 01:29 AM
Karl Streiger, on 21 May 2014 - 01:20 AM, said:
Thats interesting...don't you think - the LRMs hardly use the same "joints" of the SSRMs to hit a target (or at least i didn't have seen it yet)
I would think that at the very bottom each weapon must share the same code -> its a "bullet" that hit a target. Only the RoF, speed - and "visuals" differ. So i guess it has to do something with missile exclusive "additional" calculation that causes the problem - (like splash damage?)
One lock to rule them all!
Carrioncrows, on 21 May 2014 - 01:28 AM, said:
Know who fixed that? Wasn't the weapons balance guy, it was Russ who pointed out the stupidity of that particular imbalance.
(too lazy to find a link)
#48
Posted 21 May 2014 - 01:35 AM
Sephlock, on 21 May 2014 - 01:29 AM, said:
One lock to rule them all!
I believe a flying keyboard was involved.
(too lazy to find a link)
Right? I swear the weapon balance guy must have some serious blackmail evidence or be the greatest TPS report filer in the history of business...I am baffled as to how they have yet to catch on with the sheer immensity of dissatisfaction with the 2 years of work. (1.5 of those years was just getting MGuns buffed) that we as a player base have in that person's ability to balance weapons (at least me personally, I can't speak for everyone)
But, what do I know.
Edited by Carrioncrows, 21 May 2014 - 01:39 AM.
#49
Posted 21 May 2014 - 01:38 AM
To all the haters: at least the reaction to this bug came very quick and they know in which direction they have to look for it. Keep fingers crossed that in a couple of days everything goes back to normal. Use the time to try some other builds than eg Streakhawks or LRM-Boats
#50
Posted 21 May 2014 - 01:39 AM
Horace83, on 21 May 2014 - 01:38 AM, said:
To all the haters: at least the reaction to this bug came very quick and they know in which direction they have to look for it. Keep fingers crossed that in a couple of days everything goes back to normal. Use the time to try some other builds than eg Streakhawks or LRM-Boats
Nah the current challenge is to kill something with LRMs if you are able to do this.....you will be a God of Havoc after the hotfix
#51
Posted 21 May 2014 - 01:56 AM
AccessTime, on 21 May 2014 - 12:36 AM, said:
1) That would be an IS tactic. Clans are too honor-bound to do something like that.
2) Clans like to have a challenge, because they are superior in armament/mechs (at this time), so they bid their forces compared to what the enemy's. Still, they ROFLstomped everything in the beginning, so why sabotage something that can't even reach you?
#53
Posted 21 May 2014 - 02:00 AM
#54
Posted 21 May 2014 - 02:01 AM
Appogee, on 21 May 2014 - 02:00 AM, said:
Nah I believe they still got killed, but tommorow they complain about Machine Guns or Small Lasers
Edited by Karl Streiger, 21 May 2014 - 02:01 AM.
#57
Posted 21 May 2014 - 02:09 AM
#58
Posted 21 May 2014 - 02:10 AM
Its Pokemech 3050, they have much experience in the field of paytobuy mechs, but very litle experience in anything else.
#59
Posted 21 May 2014 - 02:28 AM
stjobe, on 21 May 2014 - 12:14 AM, said:
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.
This can happen, if the one that has build the code has left the company and did not documented his work in the code with comments. The new guy does not know the old code and has no explanation about the variables and the functions used and has to work out how it works.
This is something what never should happen in a professional company.
There are clear rules for ducumentation of code that should be implemented by the company and watched if they were adhered. Its a fault of the head, not the body ...
But if it happens, it is in most cases cheaper to let the new guy build new code that is well documented.
If there were no changes in the staff, i can say, they work beneath the standarts of a freelancer programmer.
#60
Posted 21 May 2014 - 02:35 AM
Thank You.
Edited by Maelstrom238, 21 May 2014 - 02:37 AM.
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