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Possible Lrm Lock/no Guidance Bug...


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#1 JSmith7784

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Posted 01 July 2014 - 02:53 AM

Been noticing a possible LRM bug with both my IS and Clan mechs. Doesn't seem to matter if it's a LRM boat or a single launcher. I achieve lock, fire and they fly with no guidance. Had a solid lock, with line of sight/Artemis the entire time. Then my second launch of LRM's will work as intended. It seems to happen about 30% of the time.

Has anyone else noticed this problem?

#2 Funkadelic Mayhem

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Posted 01 July 2014 - 02:56 AM

radar deprivation

#3 Billygoat

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Posted 01 July 2014 - 03:38 AM

You know how you sometimes used to get that funky delay between when your lock cursor would creep all the way in and when it would actually go red to tell you you've got a lock? Sometimes up to a couple of seconds?

Well, they fixed the UI. So your cursor goes red immediately, but the underlying lag is still there so even though your cursor says you've got a lock, you might not. Same as before really, except that now it's more difficult to predict! Huzzah!

#4 JSmith7784

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Posted 01 July 2014 - 03:38 AM

Even with a solid lock and line of sight the entire time? The target never went behind cover.

#5 Monkey Lover

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Posted 01 July 2014 - 03:42 AM

Listen for the lock sound not the cursor color. Its a bug.

#6 Kilo 40

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Posted 01 July 2014 - 03:42 AM

it's a known bug from the last patch

#7 Monkey Lover

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Posted 01 July 2014 - 03:45 AM





#8 Codegen

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Posted 03 July 2014 - 12:04 AM

Aaaand its still here, even after the yesterdays patch :unsure:

#9 Artillery Witch Viridia

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Posted 03 July 2014 - 01:22 AM

Yes this happen quite frequently even with direct line of sight, tag and waiting a little longer than usual.

#10 Monkey Lover

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Posted 03 July 2014 - 02:58 AM

Lets hope they fix it when they fix the no minimum range on clan lrm

Edited by Monkey Lover, 03 July 2014 - 02:58 AM.


#11 Danielius

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Posted 03 July 2014 - 07:55 AM

Yes, I too have definitely noticed this happening ever since the patch that introduced Clan mechs to the game...

View PostBillygoat, on 01 July 2014 - 03:38 AM, said:


You know how you sometimes used to get that funky delay between when your lock cursor would creep all the way in and when it would actually go red to tell you you've got a lock? Sometimes up to a couple of seconds?

Well, they fixed the UI. So your cursor goes red immediately, but the underlying lag is still there so even though your cursor says you've got a lock, you might not. Same as before really, except that now it's more difficult to predict! Huzzah!

...and this is an excellent explanation of the underlying problem. The impact of this bug is so significant to anyone using LRMs that (in my opinion) PGI should officially acknowledge its existence already and provide a fix at the earliest opportunity.

#12 Ngamok

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Posted 03 July 2014 - 10:36 AM

I have this problem with my LRM and Streak lock on stuck in constant red reticle but not locked on so I have to clear it and relock to get it to properly lock.

#13 Puresin

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Posted 04 July 2014 - 02:43 AM

umm i'm pretty sure clans still had a min range on lrms and they still didn't arm until they hit 100 metres not like clan is op enough yeah lets take off the min range on the lrms too. f off pay to win player and if i had've bought clan mechs i'd still be saying that.

#14 Monkey Lover

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Posted 04 July 2014 - 03:22 AM

View PostPuresin, on 04 July 2014 - 02:43 AM, said:

umm i'm pretty sure clans still had a min range on lrms and they still didn't arm until they hit 100 metres not like clan is op enough yeah lets take off the min range on the lrms too. f off pay to win player and if i had've bought clan mechs i'd still be saying that.
Who knows what they will end up doing but this was in the command post from a few weeks ago.....................................................................Clan LRMs are supposed to not have a minimum range to do damage. Unfortunately we have not had the time to get this fully working for the Clan launch. During the development of this feature, to be released shortly after the Clan launch, we will have the same minimum range as the Inner Sphere LRMs of 180 meters. We apologize for not getting this in on time for the Clan launch but it is not something we are going to forget about. Engineering has the design in their hands and they will start working on it as soon as possible which will likely show up in the first patch after Clan launch. Just to keep you in the loop as to what will be happening, so you're not left in the dark, Clan LRMs will have ramping damage in the 0-180 meter range. This will not be a linear ramp (i.e. damage will not be 1/2 at 90 meters). In order for damage to climb to normal levels, it will slowly climb in the 0-100 meter range and then quickly ramp up in damage from 100-180 meters. Exact numbers will be released as the system goes into testing.........................Sorry if this was hard to read im cutting/pasting on a phone...

Edited by Monkey Lover, 04 July 2014 - 03:25 AM.


#15 Der Hesse

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Posted 04 July 2014 - 03:34 AM

Bug is still active after patch. I can confirm that.

#16 Tyman4

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Posted 04 July 2014 - 03:46 AM

Listen for the lock tone. when the tone is flat, you have actual lock. You will notice that sometimes the reticle turns red to visually signal lock before the tone. This is the bug. Focus on the tone instead of the visual cue and you will have tracking missles everytime.

Tyman

#17 Gorgo7

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Posted 04 July 2014 - 04:08 AM

Thanks Tyman4,

I will try your advice.

This is a MAJOR bug and needs fixing soonest!

I am surprised by the lack of noise surrounding this issue.

Imagine if ALL lasers missed the first time you tried to hit a new target the community would go ape!

If you suffer this issue please create a ticket for added pressure.

Thank you!

Edited by Gorgo7, 04 July 2014 - 04:18 AM.


#18 Jam the Bam

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Posted 04 July 2014 - 05:31 AM

Yep I was seeing this today as well, full line of sight and lock and the LRM's would fly to where the enemy mech had been standing when I fired the missiles, but not follow their movement. I play a mech with backup lasers so I commonly fire them quite close with line of sight so they should not be missing





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