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Srm Hitreg: My Brain Hurts. Anyone Enlighten Me.

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#101 Bloody

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Posted 17 October 2015 - 11:55 AM

Yo, those clan lasers are clearly OP, lets nerf them - PGI dev team

#102 pyrocomp

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Posted 17 October 2015 - 01:35 PM

The problem the OP found is in no relation to the HitReg. As was mentioned somewhere in the pages, all you see is a HSR effect.

E.g. anything happening to the objects in-game are server authorized. Once the missiles were fired they will explode on two cases: client determines they hit ground/object or flew enough (looks like that, will check), server tells that this or that missile detonated. So, you fired on the Adder (or any other mech). The missiles go/hit, pause for client to server communication (yep, average time is know as ping), server recieves, introduces it into it's calculations, says 'yep, blow up', pause for communication from server to the client with data just where those missiles detonated (in respect to both pings, yours and your targets), client respectively draws the explosions. Now the question: what was happening during data packet travel to the server, server calculations (and it takes some time) and another packet travel time to the client? In DooM II you would've seen displayed a single frame (nothing was happening, game was frozen), nowdays with high pings (Quake I already was using this, if memory serves) the clients exptapolate what's going on and draw what server tells at the moment they recieve data.

I usually play with high enough ping to constantly see my PPC shots fly through the enemy (disappearing into the ground) for in few frames later to see the hit animation on already shifted mech. Examine closer you vids, you'll notice the explosions added after the missiles passed through the adder or jaegger or firestarter or whatever. For this effect only you actual ping at the moment matters (not an average displayed before a match begins). Where the missiles will register is a matter of both you and you target pings.


PS: examining flight paths in testing grounds you forgot about convergence. The range indicator when you fired on Adder clearly states 43 m, but in testing grounds you have 83 m. You fire 4 SRM6 from spread components, and this matters.

#103 Thorqemada

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Posted 17 October 2015 - 03:29 PM

Have tested my SRM2+2xSRM4 again and it still sucks - 3xSRM4 is better.
Maybe the target saturation is better bcs the more even pattern or SRM better work in multiples of 6 or whatever...

#104 Sarlic

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Posted 17 October 2015 - 11:57 PM

Quote

Examine closer you vids, you'll notice the explosions added after the missiles passed through the adder or jaegger or firestarter or whatever.


That delay is already known and has been there for a long time ;).

Quote

SRM Update

Okay MechWarrior's here it is!

The "Buckton fix" as it has been known by has been completed internally. Brian Buckton did a good job of pointing out a potential problem area and recorded some video and so on. Additionally, Neema Teymory who has put many hours into hit detection and Host State rewind spent many hours exploring the issue and has completed the fix.

You heard me right, the fix is complete and will be present in the June 17th patch. In short, the bug worked something like this: Even though the server and client agreed that you did indeed achieve a HIT, a series of weapon missile explosion codes would then ignore the damage you should have caused. The end result is more damage for SRM's and I can at least state that you will indeed notice the difference!

This fix will be present in the June 17th patch, we hope you enjoy!


They said it was fixed. Shortly after the patch i could notice a difference. But some matches i played with exclusive SRMs are still questionable and i am not the only one.

http://mwomercs.com/...ost__p__2091116
And
http://mwomercs.com/...440-srm-update/

Quote

The range indicator when you fired on Adder clearly states 43 m, but in testing grounds you have 83 m. You fire 4 SRM6 from spread components, and this matters.


I know this. It's because i didnt have a target in testing grounds. Position, angle and torso rotation is roughly the same. The only thing i had to do shoot: the flightpath of each shot is different but the destination is roughly the same. If i had a target walking by just like that Adder the metres would change/adjust to your target. E.g. 83 would change to 43 metres. Thanks though.

Edited by Sarlic, 18 October 2015 - 12:11 AM.


#105 Nothing Whatsoever

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Posted 18 October 2015 - 12:31 AM

View PostDrxAbstract, on 17 October 2015 - 11:13 AM, said:


You can also see plain as day that the deployment patterns do not match the explosion patterns half the time.

While it's not Battletech, I wouldnt be against them eliminating the volume count from SRMs, instead firing one missile per 'volley' that deals its respective launcher numeric (2, 4, 6) as damage instead and carry over, but greatly reduce, the random displacement pattern (spread) that current SRMs use. It would be easier on their network, certainly, and improve their performance enough to make them more reliable toward the far end of their range spectrum.

/shrug


Yeah, I'd like to see how the difference in base coding works. On the one hand LRM coding seems rather consistent and allows for the opportunity to bring some versatility and extra utility to SRMs.

On the other, the devs shouldn't need to pour over the code to make sure everything is working, seeing that the PTS did not seem, to produce such a limit and that there is room for error in the future.

#106 Bobzilla

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Posted 18 October 2015 - 04:00 AM

This sounds weird, but I'm convinced the size/shape of the launcher, effects hitreg. Or causes the missiles the to be rendered where they aren't, so visually they're off. Orion arms and Summoner torso are the worst, both large circles.

Then again I still get them flying off at tangent to the reticle occasionally, which is worse.

#107 LordKnightFandragon

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Posted 18 October 2015 - 04:26 AM

That image under "Break down, skipped a frame" shows why SRMs suck, thye have such bad spread they dont hit anything anyway....

THe spread on SRMs is like they are firing 1 out of each component on the mech, over coming out of a small launcher......

Sure hope PGI one day buffs SRM acc spread... by like 900%...

#108 Mazzyplz

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Posted 19 October 2015 - 06:29 AM

bump!

so has there been any word?

did their 2015 "fix" really change anything?

why are so few people using SRMS if it is fixed?????????

#109 zagibu

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Posted 19 October 2015 - 07:11 AM

View PostMazzyplz, on 19 October 2015 - 06:29 AM, said:

bump!

so has there been any word?

did their 2015 "fix" really change anything?

why are so few people using SRMS if it is fixed?????????


Even if it was 100% reliable, it would still be a short ranged, high spread weapon system reliant on ammo. So it has 3 pretty serious built in disadvantages it can't really overcome.

#110 Weeny Machine

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Posted 19 October 2015 - 07:23 AM

View Postzagibu, on 19 October 2015 - 07:11 AM, said:


Even if it was 100% reliable, it would still be a short ranged, high spread weapon system reliant on ammo. So it has 3 pretty serious built in disadvantages it can't really overcome.


That sums it up nicely. Why would anyone use it over a 2 ML with a couple of heatsinks (if space or hardpoints are no issue)?

#111 Mazzyplz

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Posted 19 October 2015 - 07:25 AM

because when they had a ton of dmg and a ton of splash they were the go-to weapons that's why.

they have been nerfed into oblivion.

you say it can't be helped but really the games history proves that wrong

Edited by Mazzyplz, 19 October 2015 - 07:31 AM.


#112 Sarlic

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Posted 19 October 2015 - 07:43 AM

View Postzagibu, on 19 October 2015 - 07:11 AM, said:


Even if it was 100% reliable, it would still be a short ranged, high spread weapon system reliant on ammo. So it has 3 pretty serious built in disadvantages it can't really overcome.


Incredible low speed
Huge spread (2/4/6)
Terrible hit animation(?)
Incredible unrelieable.

Couldnt have said better myself. We all knew the weapon is bad. It's frustating and all we can do is speculate after watching videos and our own experiences.

I hate praising the SRM god each time.

I really hooe someone is bothering to look at it and either make changes to make it work for everyone. Atleast in a reasonable state. They said they will -eventually-.

Edited by Sarlic, 19 October 2015 - 07:44 AM.


#113 Nightmare1

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Posted 19 October 2015 - 10:03 AM

Edit: Fixed!

I've found that Artemis helps:




...But it's all still wonky. It might be my fault since I ventilated Buckman and Berg in the same match a while back. :lol:

Edited by Nightmare1, 19 October 2015 - 10:06 AM.


#114 zagibu

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Posted 19 October 2015 - 10:25 AM

View PostMazzyplz, on 19 October 2015 - 07:25 AM, said:

because when they had a ton of dmg and a ton of splash they were the go-to weapons that's why.

they have been nerfed into oblivion.

you say it can't be helped but really the games history proves that wrong

Well, I was talking about the current SRMs. Of course it's possible to buff their damage into ridiculous spheres, but I shouldn't have to tell you why that's not a good idea.

I think it's very hard to properly balance the weapon systems that are currently in the game. The reason for that is because the weapons were designed for different purposes (e.g. in a real combat situation with multiple small targets, a spreading missile swarm can be much more useful than pinpoint lasers). But those different purposes were not implemented in this game. As long as they won't be implemented, weapons like Flamers, MGs, SRMs and even LB-X will always remain secondary choice.

#115 Sarlic

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Posted 30 October 2015 - 01:07 PM

SRMs are finally looked into...(townhall) Lets hope for the best.

Edited by Sarlic, 30 October 2015 - 01:08 PM.


#116 MauttyKoray

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Posted 30 October 2015 - 04:47 PM

A LOT OF HITREG ISSUES come from the player's own ping. People are used to playing only on the NA server and now that Euro and Aussie servers exist the ping for a single person can be VASTLY different between matches. Players above 100ms ping will need to lead their target and fire ahead of them with weapons, they have to aim to 'hit' them where they are going to be. This makes indirect weapons (srms and ballistics) even worse of a lead than the normal.

Those with 300+ have it even worse... Remember that.

#117 Xoco

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Posted 30 October 2015 - 04:58 PM

View PostSarlic, on 14 October 2015 - 04:02 AM, said:


Can I steal that warping SRM gif for my sig?

Seriously though, wow...that just...went right through the Adder. Maybe he's actually an interdimensional Adder?

#118 FupDup

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Posted 30 October 2015 - 05:06 PM

As per the November roadmap, it seems that SRMs (and SSRMs) will be getting a velocity increase in the next PTS.

#119 zagibu

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Posted 30 October 2015 - 06:20 PM

View PostMauttyKoray, on 30 October 2015 - 04:47 PM, said:

Players above 100ms ping will need to lead their target and fire ahead of them with weapons, they have to aim to 'hit' them where they are going to be.


Host state rewind mostly accounts for that, so that you don't have to lead extra because of network delay.

#120 Sarlic

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Posted 31 October 2015 - 12:07 AM

View PostXoco, on 30 October 2015 - 04:58 PM, said:

Can I steal that warping SRM gif for my sig?

Seriously though, wow...that just...went right through the Adder. Maybe he's actually an interdimensional Adder?

Sure, no problem.

View PostFupDup, on 30 October 2015 - 05:06 PM, said:

As per the November roadmap, it seems that SRMs (and SSRMs) will be getting a velocity increase in the next PTS.

Eh okay i guess. It's something! Hoped they would reduce the spread a little bit as well. And i dont like the SSRMs damage & speed =/ tons.

But i personally think speed wont solve this problem. (Although it needs it, but NOT ONLY SPEED) It's mainly the spread and other things.

Atleast better then nothing. Perhaps something like Mcgrals edit?

Edited by Sarlic, 31 October 2015 - 01:12 AM.






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