Kuun, on 19 January 2015 - 12:45 PM, said:
Why throw this 90m BS into the mix? Just go straight up to point blank and it's 100% CT, and it STILL FAILS to register 100% of your damage IN THE TRAINING GROUNDS.
This is because CryEngine 3 just can't handle calculating high numbers of projectiles applying damage simultaneously. This gets even worse when there's server/client latency involved.
I've been researching this and that is the explanation.
Try it with face-hugging. You'll get the same results. McGral has done extensive testing as well. The missiles don't start in a tight pattern and then spread out. They start out very spread out the moment they leave your launchers.
It's not hitreg. The missile spread simply is that large. Some of your missiles will hit the Awesome's arms and legs. So the damage becomes inefficient.
Basically, you shouldn't be asking for a hitreg fix, because it's not a hitreg problem, it's a missile spread pattern problem. I've been using SRMs on the HBK-4SP for a long long time, and I could immediately tell there was a huge improvement with the Buckton fix for HSR.
What you really should be advocating for is a change to the SRM flight pattern. Which I have also advocated for in the past. It should start out incredibly tight and scatter as it goes farther away. Currently it flies out in a spread that remains more or less constant throughout the flight. The old Artemis spiral flight pattern is gone now.
Although at this point, with the Quirkening, it might not be necessary.