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Srms Only Registering About 50% Damage

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#1 - S T R I F E -

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Posted 18 January 2015 - 07:00 PM

I'm keeping track of my ammo used vs. damage dealt on my SRM boats. Only about 50% of missiles are actually registering damage. Alphas of multiple SRM6 launchers have even worse hitreg, at about 40% of missiles registering.

I know PGI is a "small studio" with "limited resources" but can we get hitreg looked at please?

This is kind of getting extremely, absurdly ridiculous.

#2 Davegt27

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Posted 18 January 2015 - 07:14 PM

I call it the nerf machine

New good load-outs work great the first few times then pow they get nerfed


#3 - S T R I F E -

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Posted 18 January 2015 - 07:38 PM

It has nothing to do with being nerfed, it has to do with the game engine or pgis servers being incapable of keeping track of missile damage. Srms are simply NOT having thier damage register, period. Its a hopelessly broken weapon due to a broken game engine or broken servers.

#4 Brody319

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Posted 18 January 2015 - 07:42 PM

well you see when multiple explosions take place of equal strength in a close proximity. the blast waves will cancel each other out, actually decreasing the effectiveness of the explosives.

#5 - S T R I F E -

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Posted 18 January 2015 - 07:48 PM

View PostBrody319, on 18 January 2015 - 07:42 PM, said:

well you see when multiple explosions take place of equal strength in a close proximity. the blast waves will cancel each other out, actually decreasing the effectiveness of the explosives.


Theyre moving in spergs. They do move in spergs.

#6 TripleEhBeef

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Posted 18 January 2015 - 07:57 PM

View PostDavegt27, on 18 January 2015 - 07:14 PM, said:

I call it the nerf machine

New good load-outs work great the first few times then pow they get nerfed


No, SRMs have had issues many, many times in the past. That's why they used to have slightly higher damage per missile to compensate for the fact that a good chunk of the salvo wouldn't register.

#7 Pahrias

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Posted 18 January 2015 - 08:15 PM

so would chainfiring help that issue at all?

#8 LordKnightFandragon

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Posted 18 January 2015 - 08:32 PM

Is it not 50% dmg registered cuz thats about all that is hitting? I have used SRM6s and even with Artemis, they miss alot, spread alot and this game, I will bet this game has alot of lost damage when it has to register many points of damage to several parts of 1 mech all at once...6 projectiles need to register 2 dmg, then the game has to register which parts it hit and yeah.....hit detect seems to be better in games when the shots come slower......

Planetside 2 this was the case that I noticed, slower burst firing got much better results then full auto fire.

#9 CocoaJin

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Posted 18 January 2015 - 09:15 PM

Not sure I'm all that mad about this...Alpha less, might be a side effect worth embracing.

#10 Zordicron

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Posted 18 January 2015 - 09:23 PM

Laser vomit. There is only the laser vomit.

Seriously though, laser HSR got pretty well fixed p and they are outperforming EVERYTHING by spades because of it. SRM arent really worse then before, they just seem like it because some laser puke mech will walk around the corner and all his dmg will count and some of your wont.

It isnt any different then before when ballistic stuff was more reliable then lasers- it made PPC and AC the meta instead. I have been saying since early open beta now that when the hit detection for all weapons gets finally fixed, they wll have to completely start over on weapon balance. Lasers are working correctly for the first time in..... ever, and it shows now as laser boats are showing up on mechs that people never used to use them on, and in general are dominating matches.

So, this thread is valid. However, it is not a new issue. it is just that missile HSR is not up to snuff with laser HSR now, and mixed loadouts are in "worse" shape because the laser boats are in much better shape.

IMO, I hope they fix up some missle and ballistic HSR REALLY soon, because making easy mode lasers the most efficient(because of %dmg that registers) weapon combines really poorly with players with unstable pings and packet loss, creating this annoying paradigm where bad ping means your lasers, even with the improved HSR wont work as good because packet loss, while the low ping guys can melt you in return with the same lasers. This dichotomy has not existed in MWO to this extent before, the closest thing being LRM detection, and that only a distant second place.

#11 Xetelian

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Posted 18 January 2015 - 10:30 PM

Well that makes some sense, I got a SRM 6, 4 TBR that should be doing better.

#12 Zordicron

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Posted 19 January 2015 - 05:20 AM

View PostXetelian, on 18 January 2015 - 10:30 PM, said:

Well that makes some sense, I got a SRM 6, 4 TBR that should be doing better.

You are probably just not fareing as well vs the laser boats, the "new meta" always requires play adjustments.

#13 Thorqemada

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Posted 19 January 2015 - 05:24 AM

Somewhere in their algorithms is a wormhole that eats the damage and each day it likes a different amount.

#14 kapusta11

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Posted 19 January 2015 - 07:09 AM

PGI could've changed its mechsnic to the one CERPPCs have, 67% damage to one location and 33% to adjacent ones, with old visuals.

#15 - S T R I F E -

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Posted 19 January 2015 - 07:19 AM

This thread seems to be filled with confused MechWarriors...

Guys, there's a technical problem with the game. It's OK. We can admit this like adults and talk about it.

Just so we're all clear, in optimal circumstances, with being at point blank range, with firing directly into a stationary mech, only approx. 50% of SRMs from an alpha volley will actually register.

I hope this is clear enough for you all to understand now because there seems to be a lot of people here confused that there is an actual technical problem with the game affecting SRMs.

Thanks.

Edited by Kuun, 19 January 2015 - 07:19 AM.


#16 Davegt27

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Posted 19 January 2015 - 07:28 AM

View Postsneeking, on 18 January 2015 - 08:44 PM, said:

Are you getting in close enough ?

I am doing very well with srm on three of my mechs in this current game version.

Lots of damage fast kills high match scores with huginn and cn9Ac, loved those so much iv decided to resurrect that poor lonely oxide I got a while back but never appreciated.

4xsrm4 srm4cooldown5 oxide is showing promise, couldn't afford the artemis on him like I do on huginn weight v ammo became an issue with four launchers.


I saw this same setup in game yesterday and it was working very well

But don't worry give it a few days and it will get nerfed
Oh I am sorry the hit registration will go down (or whatever you want to call it)


#17 - S T R I F E -

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Posted 19 January 2015 - 08:47 AM

View Postsneeking, on 19 January 2015 - 07:26 AM, said:

Well lets hope they stay broken because if im pulling over 1000 dmg in a huginn now and they fix them...

Get ready for a nerf


You're pulling over 1000 damage in a Huginn because this game is so utterly broken that you're not getting killed at 300ish damage in a light mech like you should be, because hits aren't registering on you.

Meanwhile I'm only averaging 300 damage in a Mad Dog with *SIX SRM6* because my side torsos melt into oblivion in about 2 seconds to any bit of laser vomit even when I'm alpha'ing their face with 180 points of missile damage and their CT only turns a dusting of light yellow.

So, if anything, fixing hitreg would solve your little issue right quick because you'd be dying LIKE YOU SHOULD BE instead of being so nearly invincible that you can put out 1000 damage in a 35 ton light, when 100 TON ASSAULTS are getting put down before they can even put out 500 damage nearly every single match.


It's....it's staggering how obscenely broken this game actually is...

Edited by Kuun, 19 January 2015 - 08:49 AM.


#18 Pale Jackal

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Posted 19 January 2015 - 08:55 AM

View PostKuun, on 19 January 2015 - 08:47 AM, said:


You're pulling over 1000 damage in a Huginn because this game is so utterly broken that you're not getting killed at 300ish damage in a light mech like you should be, because hits aren't registering on you.

...

It's....it's staggering how obscenely broken this game actually is...


Well the Huginn's quirks basically mean it has 4 SRM4s. Also, you're arguing what: lights shouldn't be able to do damage? Doing damage is all there is in this game. Now, with Community Warfare, there's an interesting conundrum since lights no longer need to be as effective as assaults, since tonnage is now a resource. Of course if all 'mechs are equal, then tonnage is irrelevant, and that works fine for balance too.

#19 - S T R I F E -

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Posted 19 January 2015 - 08:57 AM

View PostPale Jackal, on 19 January 2015 - 08:55 AM, said:


Well the Huginn's quirks basically mean it has 4 SRM4s. Also, you're arguing what: lights shouldn't be able to do damage? Doing damage is all there is in this game. Now, with Community Warfare, there's an interesting conundrum since lights no longer need to be as effective as assaults, since tonnage is now a resource. Of course if all 'mechs are equal, then tonnage is irrelevant, and that works fine for balance too.


I'm arguing that lights should actually blow up when they run into an entire enemy formation and get at least 400 points of damage pointed their way and run off with only a light dusting of yellow on their armor.

Don't sit there and pretend you're not aware of how broken hitreg on light mechs actually is, especially the worst offender, the FS9.

When a firestarter targets me and sees 6x SRM6 they shouldn't feel safe running TOWARDS ME HEAD ON, they should feel the fear of God in them and RUN THE FRAK AWAY!

As it stands, I can unleash a 36 missile alpha at 2 damage a pop right into a FS9's CT and they don't have to worry about a damn thing. I have literally put 2 alphas center of mass on an FS9 and died to them coring me with SPLs while they lived to get another 3 kills.

MWO is a broken game. Period.

Fortunately it's still fun enough that no one raises their head too high about how broken it actually is.

Edited by Kuun, 19 January 2015 - 09:02 AM.


#20 YueFei

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Posted 19 January 2015 - 10:50 AM

View PostKuun, on 19 January 2015 - 08:47 AM, said:


You're pulling over 1000 damage in a Huginn because this game is so utterly broken that you're not getting killed at 300ish damage in a light mech like you should be, because hits aren't registering on you.

Meanwhile I'm only averaging 300 damage in a Mad Dog with *SIX SRM6* because my side torsos melt into oblivion in about 2 seconds to any bit of laser vomit even when I'm alpha'ing their face with 180 points of missile damage and their CT only turns a dusting of light yellow.

So, if anything, fixing hitreg would solve your little issue right quick because you'd be dying LIKE YOU SHOULD BE instead of being so nearly invincible that you can put out 1000 damage in a 35 ton light, when 100 TON ASSAULTS are getting put down before they can even put out 500 damage nearly every single match.


It's....it's staggering how obscenely broken this game actually is...


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.

Edited by YueFei, 19 January 2015 - 10:52 AM.






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