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Reported Missile Damage Bug - May 20Th


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#81 Kilo 40

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Posted 21 May 2014 - 04:46 AM

View Postdragnier1, on 21 May 2014 - 04:28 AM, said:

My guess is scaling effect was added, but not the missile range, since clrms isn't in the database yet, as range would be fixed on individual weapons. Thus, lrms are scaling from 180-1000 and srms 0-270.


exactly

View Postwanderer, on 21 May 2014 - 03:45 AM, said:

What, you thought a Clan LRM 20 would function like an IS LRM 20, despite being half the weight, fewer crits, and all that? That you'd get 22 (20 x 1.1) damage out of one no matter what, and they'd only reduce damage inside minimums?

You're funny. I like you.


you're not making a lick of sense.

#82 Sephlock

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Posted 21 May 2014 - 04:49 AM

View PostTrevor Belmont, on 21 May 2014 - 03:38 AM, said:

Makes sense. I went toe to toe last night with a Firestarter in my Treb (4 streak 2s, 2 MPL) and got crushed. I couldn't believe how many missiles he soaked and kept on coming.



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#83 Selbatrim

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Posted 21 May 2014 - 04:57 AM

Please start testing your patches in a dev environment before releasing them... Its really not that hard to avoid. Have a 2 week delay on your patches and spend 2 weeks testing them before you release them. Have you guys only got the one server or what?

The amount of bad publicity you give yourself unnecessarily is simply astounding! There should be a live test environment active at ALL times and you should let some of your die hard players test for you.

At least until the game is out of beta... :D

#84 Xeno Phalcon

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Posted 21 May 2014 - 05:21 AM

Sad thing is this gave us a glimpse into whats in store for the clans. Bring on them gold plated nerflaunchers!

#85 Gordon Gecko

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Posted 21 May 2014 - 05:29 AM

Leave the LRMs broken. LRMs are OP in PUG.

#86 Nicholas Carlyle

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Posted 21 May 2014 - 05:34 AM

View PostGordon Gecko, on 21 May 2014 - 05:29 AM, said:

Leave the LRMs broken. LRMs are OP in PUG.


OP against derp PUGs. Yes.

#87 QuaxDerBruchpilot

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Posted 21 May 2014 - 05:43 AM

View PostBLOOD1975, on 21 May 2014 - 02:39 AM, said:

@Quax:
Please leave this game and play WoW, CS:S or something else, thanks

As this would solve crappy coding by PGI? I wonder how ....

#88 AccessTime

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Posted 21 May 2014 - 05:44 AM

View PostGalenit, on 21 May 2014 - 02:28 AM, said:

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

More than this, it should have never got past acceptance testing.

Nothing leaves the company without some form of acceptance test, which is designed to be at least somewhat rigorous or effective in catching in any glaring problems.

There can be any number of stories to explain how it got in the code like a missed merge or accidental rollback / roll-forward or simple human failure like failure to communicate, but it's the problems that you don't know about that get you in the end.

#89 Damocles69

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Posted 21 May 2014 - 05:56 AM

View PostIceGryphon, on 20 May 2014 - 10:51 PM, said:

Someone must of Hacked Paul's twitter.
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... what an absolute bafoon

#90 Shae Starfyre

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Posted 21 May 2014 - 06:09 AM

The Match Maker is using more resources than HSR right now. So it is just causing what was already there to be more pronounced.

#91 Ngamok

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Posted 21 May 2014 - 06:14 AM

View PostKoniving, on 20 May 2014 - 11:11 PM, said:

Now as a random thing of interest... I had very little trouble dealing damage with LRMs beyond 500 meters. But between 250 and 180 they seemed to be foam darts.

So what was the Clan minimum range that they decided for LRMs? It was supposed to be 75 meters right? Or did they seriously make it 'drop' damage gradually from 270 meters and under?


It's way off. Last night in my CLPT-A1 with 4x LRM10 and 2x SSR2 I did a measly 198 damage after letting loose 1440 LRMs and about 70 Streaks. Most of the LRMs were hitting targets about 470M. Before anyone goes there, yes, not all missiles hit because of ECM + Citadel (was River City Night). Also on Tourmaline, I was shooting at targets in the open at 800M+ and I know I hit them plenty minus an AMS and wound up with 86 total damage.

View PostDeux, on 20 May 2014 - 11:16 PM, said:

Oh no one is doubting there is a problem, I think what durandel was getting at was if there is a test server how are bad patches going out when this stuff should be tested before it goes live. I mean this game isn't In beta anymore, there hasnt been a new mech in a cpl months( other then buy this new hero mech...no enforcer,no vindicator, no Zeus, no grasshopper, hell no urbies) no new maps other then just throw some snow on it and call it the winter maps, no CW....and yet every patch we seem to get has more issues then in solves....I'm a founder, I bought the phx mechs, I reallllllly want to buy the clan mechs, I've bought mc, but my confidence in pgi is now utterly shaken....I'm not going to jump up and down and demand my money back pffffft. I just want to see the game that they promised to deliver. I want to play that game that russ talked about at e3 and pax and all those things yrs ago. I want to play the game that I know everyone is desperate to see and play.....

But it's not so much as I'm angry, I just feel like I'm watching my best friend die a slow painful death and nothing I can do can save them.


Every Game I have played to date has released a bad patch. There is always something that gets through no matter how well you test something. And some of these games did it months to years after release. Don't act like this is the first game this has happened to.

#92 iHover

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Posted 21 May 2014 - 06:24 AM

View PostDamocles69, on 21 May 2014 - 05:56 AM, said:

... what an absolute bafoon

And he has proven it time and time again. Best thing PGI could do for MWO would be a round of pink slips!

#93 lol lol lol lol lol lol lol lol

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Posted 21 May 2014 - 06:25 AM

LRM's, SRM's, SRM streaks mechanics are extremely altered and affected, and it seems the functionality of Artemis, TAG, and Narc are screwed up too.

Also, is Artillery Strike working as intended, or is that screwed up too? Yes it does damage, but I swear it is doing less total damage as well.

Anyone who wants to experiment, try it out in Private match and see what I'm talking about. A bunch of my friends and I would dump about 800 missiles on stationary targets (took around 400 I believe for light mechs) would take much longer to kill them, and I'm pretty sure the damage counted was around 1/4 to 1/3 of them, and that's even with Artemis, NARC and TAG together. I also noticed many more head destruction kills from the LRM's.

With moving targets it seemed like the missiles were having a worse time connecting. We didn't set up specific testing conditions, but just observed that a light mech had greater than normal survivability while running around.

Also it seemed like base turrets are affected, too... so just putting that out there...

What is odd, is how is this supposed to be even remotely related to how Clan Missile mechanics are supposed to work? Spread the damage out, increase the chance for a headshot a tad, and have them miss more is supposed to be "balance mechanics" for Clan tech? Woooooow.

Edited by 00ohDstruct, 21 May 2014 - 06:33 AM.


#94 Ngamok

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Posted 21 May 2014 - 06:28 AM

View PostOisha, on 21 May 2014 - 01:56 AM, said:

Do you think hotfix would buff LRMs ten times? :D


I hope so, it would be super fun for a day.

#95 ebea51

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Posted 21 May 2014 - 06:28 AM

Cheers for the update Russ.

Don't worry about any disruption to the player base's regular play-style and enjoyment mate as it consists of (predominantly) PPC, AC5/UAC5 and JumpJets.

Lookin forwards to the fix!

#96 stjobe

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Posted 21 May 2014 - 06:31 AM

View PostNgamok, on 21 May 2014 - 06:14 AM, said:

Every Game I have played to date has released a bad patch. There is always something that gets through no matter how well you test something. And some of these games did it months to years after release. Don't act like this is the first game this has happened to.

There's a world of difference between "a" bad patch and every patch being bad in some way or another.

Anyone but the most rabid of haters can forgive a bad patch once in a while; we all know **** happens. But when the good patches are the ones that are few and far between, and when missiles once again get broken - it seems to happen every time they change something in the code, be it related to missiles or not - for the umpteenth time, it's not a question of "a bad patch".

It's a systemic error with their QA, and it's an issue with the missile code being fundamentally broken. AFAIK we're still running with the same broken missile code that they can't patch splash damage out of - you know the one that they tried to remove splash damage from, but that led to 50%+ of the missiles going CT? (this was about a year ago, I'm sure some of the older hands here do remember).

They need to step up their QA, and they need to go back and rewrite the missile code from scratch; it's blatantly obvious to anyone that's been here for more than a few patches that neither are up to par.

#97 cSand

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Posted 21 May 2014 - 06:33 AM

You know what amazes me most, is how unreasonable, pretentious, and just effing straight up childish half the people on this board are, with your smug little responses and personal digs at the developers who you don't even know, and also at other players who actually have a level head

I honestly think the internet is the only place where these people can have that little tiny bit of satisfaction in their life. It is almost sad. It's like some kind of douche-cultivating farm in here half the time.

get over it, mistakes are made and not as often as the the hyperbole forum-bandwagon would have you believe. You want an example of a real train-wreck? Talk to fans of the X series

You guys wanna know what is actually one of the big problems is with this game? It's whiney, self-entitled, pretentious forum base which is the public representation of the community, and makes all the many decent folks who play this game look bad. Believe me, there is a reputation for MWO community being mostly a bunch of ****** and every day I'm here I see the cold hard evidence

the world does not revolve around you, **** happens, get over it

See you on the battlefield, those of you who actually do more than just forum-complain (once missile are fixed, anyways :D )

PGI, you done messed up but thanks for acknowledging and hopefully it is fixed soon. I for one have learned in my life to "deal with it"

CSAND OUT

Edited by cSand, 21 May 2014 - 06:44 AM.


#98 NoSkillRush

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Posted 21 May 2014 - 06:34 AM

thanks for the quick response PGI. As for everyone else, please understand that mistakes happen no matter how much QA is done.

#99 Ngamok

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Posted 21 May 2014 - 06:40 AM

View Postwanderer, on 21 May 2014 - 02:42 AM, said:

What's amusing me most is if this is how they expect CLAN missiles to perform, they've nerfed them into the ground so hard you can see China on the other side of the hole. We just got an accidental preview of Clan weapon systems.


Actually from people's testing didn't they reverse the effect? LRMs are doing more damage closer than farther? I got a total of 86 Damage on Tourmaline shooting at a Catapult in the open at roughly 800+ meters but on River City Night I did 196 at about 500 meters. Doesn't really matter though, they will find it and fix it now that we've got their attention to fix.

#100 Harathan

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Posted 21 May 2014 - 06:43 AM

View PostKilo 40, on 21 May 2014 - 12:25 AM, said:

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.

Stop accepting games being broken by default. You're part of the problem, not the solution.





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