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Srms Only Registering About 50% Damage

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#21 Logal Dazlar

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Posted 19 January 2015 - 10:56 AM

Just my opinion and in no way quantifiable as far as I can tell :D

Not all your missiles hit a target or are not all viable(duds). If PGI is using some system for this, it is probably do to TT rules. It is rare in TT for all of your missiles to hit. This being a computer game requires you to suspend some of your preconceptions about what should happen. I enjoy this game with all of its "problems". I am not going to try an track missile hits and calculate the total potential damage, and then post here about a possible "flaw".

I think this game has enough players trying to push for a change in something without regards as to the spirit of why something is happening. I say play the game and enjoy. If something is truly broken it will be noticed and get fixed.

Thank you

#22 Bobzilla

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Posted 19 January 2015 - 11:27 AM

just remove 2 launchers and see. If you dmg ratio stays the same, its the old issue and they must have upped it, but not enough.

#23 - S T R I F E -

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Posted 19 January 2015 - 12:45 PM

View PostYueFei, on 19 January 2015 - 10:50 AM, said:


It's not a hitreg problem. ASRM6 land little over 60% of their damage on the CT of a stationary front-facing Awesome at 90 meters range. Try it on Testing Grounds for a sterile, no-latency environment, and see for yourself.

If that Awesome is moving laterally and torso twisting to a side-on aspect, some of your missiles will outright miss, even with Artemis, even at just 90 meters distance.

If you throw 180 damage worth of ASRM6 at a mech with better hitboxes, a slimmer mech model, and skinnier CT, moving laterally, you're probably only landing about ~150 damage worth, spread across 5 hitboxes with shoulders, arms, and even legs on occasion. Even a 50-tonner can take that kind of damage across 5 body parts and not suffer any armor breaches anywhere.



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.

#24 Primetimex

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Posted 19 January 2015 - 01:29 PM

View PostKuun, 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.


In CW at times I had some unfortunate lights/mechs shut down in front of me so i carefully line up my shots POINT BLANK with my 5xSRM6 Artemis and alpha'ed into their rear armor and had it fail to register FIRST, ONCE even only THIRD and FOURTH volley managed to kill them (after the second volley they had started back up so I have to chase them).

BROKEN GAME BROKEN SERVERS FULL STOP.

#25 YueFei

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Posted 19 January 2015 - 02:22 PM

View PostKuun, 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.

#26 LT. HARDCASE

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Posted 19 January 2015 - 02:36 PM

Why are you so sure that 100% of your missiles are even hitting? That's impossible.





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