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Lrm Target Bug Fixed In Aug. 5Th Patch?


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#1 Apnu

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Posted 05 August 2014 - 10:10 AM

its not mentioned in the patch notes. Bummer.

For those who don't know. With LRMs right now, often after getting target lock the first full salvo goes into the ground and nowhere near the targeted, locked, enemy mech. Very frustrating.

#2 TheCaptainJZ

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Posted 05 August 2014 - 10:12 AM

I haven't noticed that problem. Might it be an issue where your client thinks you've locked on but the server doesn't? If so, then it could be a local issue?

#3 Why Run

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Posted 05 August 2014 - 10:13 AM

It's not a local issue, it's a damn mess that started on the clan patch and has not been fixed. It's not a client issue, it's a programming/HSR issue and it's completely laughable.

#4 damonwolf

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Posted 05 August 2014 - 10:16 AM

View PostApnu, on 05 August 2014 - 10:10 AM, said:

its not mentioned in the patch notes. Bummer.

They only care about money grab this patch.
I've sen this bug a lot in games in the last week. It's ridiculous. I have target, hold it for a second or two, then launch...they LRMs go nowhere near the target, even when the target is on open ground with nothing to interrupt he targeting. It happens often, EVEN WITH TAG. This is in addition to the LRM-ground bug. They did something to %$#@ up the targeting. Fix your bugs before putting in more money grab patches PGI.

Edited by damonwolf, 05 August 2014 - 12:05 PM.


#5 MagicM0E

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Posted 05 August 2014 - 10:18 AM

I and several of my team mates have also noticed this little glitch, mainly on the Clan Mechs it seems.

The visual indicator shows a hard lock but when you fire the missile don't track and smash harmlessly into the ground (or not so harmlessly into the back of a team mate). If you listen carefully you can hear the audio indicator takes a split second longer to acquire it's lock. If you wait for that you'll find the missiles track normally.

Not sure if this small delay is intentional or not, but it would be better if it matched up with the visual cues.

M0E

#6 Why Run

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Posted 05 August 2014 - 10:20 AM

If only it was a small delay. I've consciously slowed my firing down (obviously you're losing lock time as well). I've waited as much as 5 seconds (practically losing lock), and they still do this. The whole lock sequence is bugged...

P.S. I posted this in the FIRST clan test server feedback post, they have yet to acknowledge it, much less indicate a fix.

#7 Apnu

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Posted 05 August 2014 - 10:25 AM

View PostMagicM0E, on 05 August 2014 - 10:18 AM, said:

I and several of my team mates have also noticed this little glitch, mainly on the Clan Mechs it seems.

The visual indicator shows a hard lock but when you fire the missile don't track and smash harmlessly into the ground (or not so harmlessly into the back of a team mate). If you listen carefully you can hear the audio indicator takes a split second longer to acquire it's lock. If you wait for that you'll find the missiles track normally.

Not sure if this small delay is intentional or not, but it would be better if it matched up with the visual cues.

M0E


I'm strictly IS pilot here. I happened in every match I played last night. I was running with 3xLRM10 w/ Artemis. If I waited a few seconds more, sometimes I'd get a good launch other times I'd fire into the dirt for a while before getting decent tracking. Really sucks when you've only got so many missiles on a tight build.

#8 MagicM0E

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Posted 05 August 2014 - 10:26 AM

Why Run, I've only noticed the small delay I mentioned in my first post. Not experienced it doing anything other than that. In fact your post is the first I've heard of a bigger problem.

I feel for you, Bro if you're having such problems but I'm sure PGI/IGP are on it (or at least have it on their list of stuff to investigate)

I assume it's purely a LRM (Streaks?) problem and your other, non-tracking weapons are as intended? B)


Apnu, sorry mate most of my group have only run Clan since their launch. Looks like your problems are bigger than those I've experienced. Let me know how you get on.

:(

M0E

Edited by MagicM0E, 05 August 2014 - 10:29 AM.


#9 Why Run

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Posted 05 August 2014 - 10:34 AM

It's perfectly replicable. Shockingly it also happens with TAG (one of my builds has tag, one has artemis). Pick a target that you're not locked to. "R" to target, line up, count to 2, fire. I'd estimate 75% of the time volley 1 misses. If you still have lock, you can successfully fire again. If you lose lock, and relock, i'd say 50/50 that it misses the second time. I can't say I play lrms alot anymore, but I spent quite a bit of time LRM farming with the new clans.

The other issue has to do with registering ECM. I've had some strange instances where a DDC without being tagged or narc'd has remained lockable beyond BAP (use that too) range. No ECM counters. I can imagine thats incredibly frustrating for the DDC (with ECM). Unfortunately, sometimes it's a "fake" lock too, so I waste missiles firing dumbfire into the ground or other obstacles. Can occur with mechs shrouded by ECM.

I wish I had a computer that supported video recording - this sucker plugs along at 30-40 fps in pretty low settings. It bugs me more than anything because it's such an obvious flaw and they won't acknowledge. I'm not tied to LRMs, I greatly prefer crit'ing with the new clan lasers :(

#10 Willard Phule

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Posted 05 August 2014 - 11:29 AM

Yes, yes, they know about it. It's been sent in with support tickets, mentioned on both Reddit and Twitter and pounded out here any number of times.

No, they haven't mentioned anything about a fix. Odds are because it's beyond their ability to fix or it's "working as intended." You'd be surprised at how much game breaking crap is there because it's "working as intended."

#11 Livewyr

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Posted 05 August 2014 - 11:58 AM

I think it is a desync issue.. wait for the sound, do not rely on the visual lock cue.

#12 damonwolf

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Posted 05 August 2014 - 12:09 PM

View PostLivewyr, on 05 August 2014 - 11:58 AM, said:

I think it is a desync issue.. wait for the sound, do not rely on the visual lock cue.

I do. Still happens. Even with TAG lock it's happening. They screwed something up badly in one of their recent patches.

#13 Mcgral18

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Posted 05 August 2014 - 12:16 PM

View Postdamonwolf, on 05 August 2014 - 12:09 PM, said:

I do. Still happens. Even with TAG lock it's happening. They screwed something up badly in one of their recent patches.


When I wait for the sound, it works normally.

Your ping?

#14 damonwolf

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Posted 05 August 2014 - 12:22 PM

View PostMcgral18, on 05 August 2014 - 12:16 PM, said:


When I wait for the sound, it works normally.

Your ping?

As I posted, I do wait for the sound and it still does it. I've learned to handle the missiles-ground ****, but this is something entirely new. The missiles fly straight, they do not arc towards the target, even after seconds of lock and the tone. It's a nasty bug that happens often.
My ping is between 65-85

#15 Johnny Reb

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Posted 05 August 2014 - 02:01 PM

View PostMagicM0E, on 05 August 2014 - 10:18 AM, said:

I and several of my team mates have also noticed this little glitch, mainly on the Clan Mechs it seems.

The visual indicator shows a hard lock but when you fire the missile don't track and smash harmlessly into the ground (or not so harmlessly into the back of a team mate). If you listen carefully you can hear the audio indicator takes a split second longer to acquire it's lock. If you wait for that you'll find the missiles track normally.

Not sure if this small delay is intentional or not, but it would be better if it matched up with the visual cues.

M0E

Nope, happens all the time on my IS Kintaro and Atlas. Lucky for me my kintaro is chain fire lrm5's so I don't lose many missiles.

#16 Sug

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Posted 05 August 2014 - 02:11 PM

If I get a visual lock and an audio tone and I fire, my LRM's dumbfire.

If I get a visual lock and an audio tone and wait a few more seconds for another audio tone, and I fire, my LRM's are guided.

If I hold the fire button for my SSRS while obtaining a lock, they'll fired guided before I get any audio/visual lock confirmation.


Been like this since clan patch.

#17 LauLiao

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Posted 05 August 2014 - 02:22 PM

View PostMagicM0E, on 05 August 2014 - 10:18 AM, said:

The visual indicator shows a hard lock but when you fire the missile don't track and smash harmlessly into the ground (or not so harmlessly into the back of a team mate). If you listen carefully you can hear the audio indicator takes a split second longer to acquire it's lock. If you wait for that you'll find the missiles track normally.


This has been my experience most of the time. If you listen, the lock tone goes up slightly when the lock is finally achieved. Generally the swirly red reticule of death shows lock, but the tone takes a couple/few seconds more. USUALLY if I wait for the tone I'm fine, but there have been a couple of times when that hasn't seemed to matter and my missiles nose-dived into the side of a mountain anyway.

#18 Yokaiko

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Posted 05 August 2014 - 02:48 PM

View PostLauLiao, on 05 August 2014 - 02:22 PM, said:


This has been my experience most of the time. If you listen, the lock tone goes up slightly when the lock is finally achieved. Generally the swirly red reticule of death shows lock, but the tone takes a couple/few seconds more. USUALLY if I wait for the tone I'm fine, but there have been a couple of times when that hasn't seemed to matter and my missiles nose-dived into the side of a mountain anyway.




You can wait for tone and still nail the guy in front of you its totally random

#19 tredmeister

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Posted 05 August 2014 - 03:31 PM

I have a consistent 60 ping, and it happens to me all the time too. I have a hard time "listening carefully" for the audio indicator, when I have footsteps, gunfire, explosions, and team chatter all happening at the same time. What I really need is for the visual lock indicator to work correctly!

#20 OuttaAmmo NoWai

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Posted 05 August 2014 - 04:22 PM

It's not ping related, my ping is around 30-60 (damn good) and I still get this bug with LRMs. Really annoying.





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