Srms Hit Registration....
#1
Posted 03 June 2014 - 06:02 PM
Dude...cmon....give me a break!
#2
Posted 03 June 2014 - 06:03 PM
#3
Posted 03 June 2014 - 06:05 PM
#4
Posted 03 June 2014 - 06:07 PM
#5
Posted 03 June 2014 - 06:07 PM
They should have at least brought damage back up to 2.5. It was the splash damage that was broken on them anyway.
#6
Posted 03 June 2014 - 06:10 PM
#7
Posted 03 June 2014 - 06:11 PM
#9
Posted 03 June 2014 - 06:16 PM
Just did 3 kills with 4xSRM2+2xAC10 Jäger, and I only fired 20 AC shells and got 545 damage...so....much better
#10
Posted 03 June 2014 - 06:17 PM
BlackDrakon, on 03 June 2014 - 06:11 PM, said:
Cutting and pasting impulse values kind of implied that. I mean why would an LRM5 have the same impulse as an LRM20? Or an SRM2 vs an SRM6?
I'm surprised they didn't bump up MGs with the release of the Arrow.
#11
Posted 03 June 2014 - 06:18 PM
BlackDrakon, on 03 June 2014 - 06:11 PM, said:
I know that Paul is pretty much the whipping boy for nearly everything that is wrong with MWO, but I hardly think you can blame his "vision of balance" when the reason something isn't balanced is because it's literally broken and not because of something more directly related to weapon balancing like damage, recycle time, heat, etc.
#13
Posted 03 June 2014 - 06:46 PM
darkkterror, on 03 June 2014 - 06:18 PM, said:
I know that Paul is pretty much the whipping boy for nearly everything that is wrong with MWO, but I hardly think you can blame his "vision of balance" when the reason something isn't balanced is because it's literally broken and not because of something more directly related to weapon balancing like damage, recycle time, heat, etc.
Were you here for Closed Beta? and a few months after that? if you were here, u know what im talking about. We had SRMS at their max, but while they tweak LRMS, every tweak they did were directly related to SRMS; trajectory, splash, damage, they nerfed SRMS so bad that they make it the worst wpn system in the game, when they have been always the number 1. Here is video made in January of 2013. This is how srms were, and when they worked, now, they are just a bulky useless piece of **** wpn system that they havent been able to fix it for damn 2 long
Make them work like that, with the splash damage reduced and you wont be needing to put ACs in a more brawly style nerf.....
#14
Posted 03 June 2014 - 06:49 PM
BlackDrakon, on 03 June 2014 - 06:02 PM, said:
Dude...cmon....give me a break!
They flat out stated that the damage bump to SRM's was a stop gap measure until they fix hit registration issues with SRM's.
It shouldn't be a surprise that they didn't fix hit registration for them since they flat out stated that they weren't able to do so with this patch and thus were bumping up the damage to help 'mitigate' the effects of bad hit registration.
#15
Posted 03 June 2014 - 06:53 PM
#16
Posted 03 June 2014 - 06:55 PM
Foxfire, on 03 June 2014 - 06:49 PM, said:
They flat out stated that the damage bump to SRM's was a stop gap measure until they fix hit registration issues with SRM's.
It shouldn't be a surprise that they didn't fix hit registration for them since they flat out stated that they weren't able to do so with this patch and thus were bumping up the damage to help 'mitigate' the effects of bad hit registration.
Then put them back up to 2.5! 2.15 doesnt cut it!!! you know that canon wise, they should be at 3.0 per missile??
We dont have splash damage!! there are no more splat cats! wtf dont they just raise the damage up instead of tweaking crap step by step? why nerf AC/PPC and not fix SRMS???
#17
Posted 03 June 2014 - 06:59 PM
Foxfire, on 03 June 2014 - 06:49 PM, said:
They flat out stated that the damage bump to SRM's was a stop gap measure until they fix hit registration issues with SRM's.
It shouldn't be a surprise that they didn't fix hit registration for them since they flat out stated that they weren't able to do so with this patch and thus were bumping up the damage to help 'mitigate' the effects of bad hit registration.
Yep...they wanted 1.5 damage. As in, half the damage they should be doing.
http://www.sarna.net...d-Fire_Missiles
If you remove guidance, you can fit more payload. Besides, splash was causing them to do over 15 damage PER missile in some cases. We're not about to get that again.
#19
Posted 03 June 2014 - 07:01 PM
Lets see, we raise SRM damage to say 6. You fire off 2 SRM 6's, All missles hit vissualy, cross hairs flash indicating a hit, but hit reg says none hit so 6 x 0 = 0.
Is this that new math I hear about?
I thought someone pointed out a damage increase is no good if the missles don't even register as a hit.s
#20
Posted 03 June 2014 - 07:03 PM
ShadowWolf Kell, on 03 June 2014 - 06:17 PM, said:
Cutting and pasting impulse values kind of implied that. I mean why would an LRM5 have the same impulse as an LRM20? Or an SRM2 vs an SRM6?
I'm surprised they didn't bump up MGs with the release of the Arrow.
Because they don't know how to code simple functions or write object oriented code. Spaghetti code, man!
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