Troutmonkey, on 05 October 2015 - 03:40 PM, said:
I still suspect that everyone crying about hit reg with missiles is actually experience the stupid HUD bugs that stop the cursor turning red (now fixed) or the paper doll not flashing (not fixed)
Nope, those who cry about hit reg are those that unload 3xSRM6 perfectly into the rear CT and the target paper doll still shows that armor was not breached. So what? The target had 40+ rear armor? I doubt it.
I can take a Commando armed with 2xSRM4, use chain fire and spend 300 missiles to deal 500 damage per match. (out of 645 possible). But when I tried using 6xSRM6 catapult, I could not break 500 damage even with 500 missiles.
The more missiles you fire at the same time, the less will register.
Hence my suggestion: increase the missile velocity. It has been proven that HSR works best with projectiles at higher speed.
Also, if the missiles put to much strain on HSR, introduce
"ripple fire" (just like Clan LRMs) so that the missile impacts happen during a longer period. Balance longer face time with higher velocity (accuracy) and more ammo per ton (more tonnage for bigger engines).
Johnny Z, on 05 October 2015 - 04:29 PM, said:
Changed to 3 MPL and 2 Streak 2's. Way better. WAY.
Streaks register damage server side, just like LRMs. You are gauaranteed to deal damage using streaks. Problem is, Clans have SSRM6 and mechs that can fire 30-36 of them at the same time. IS has
ONE mech that can fire 12 SSRMs at the same time.
Edited by Kmieciu, 05 October 2015 - 11:03 PM.