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Srm Hitreg: My Brain Hurts. Anyone Enlighten Me.

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#121 Weeny Machine

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Posted 31 October 2015 - 12:55 AM

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.


Cool. Even deadlier SSRM. Sometimes I wonder what the light mech class has done to PGI

#122 FupDup

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Posted 31 October 2015 - 08:28 AM

View PostBush Hopper, on 31 October 2015 - 12:55 AM, said:

Cool. Even deadlier SSRM. Sometimes I wonder what the light mech class has done to PGI

I'm guessing it's being done to just "normalize all the things," sort of like how nearly every Clan and IS weapon share the same cooldown as their equivalent as well as sharing velocities (most notably displayed in the AC families for both sides).

#123 Xetelian

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Posted 31 October 2015 - 08:35 AM

I run SRMs on my SHDs and my CN9 AH and find them to be rather terrible because it often doesn't register hits. I put 5 shots of SRM 12 into the back of a SCR that was disconnected and it survived till the 6th shot with the majority aimed at the center of the back.

#124 Soldier91

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Posted 01 November 2015 - 01:39 AM

View Postsycocys, on 14 October 2015 - 06:11 AM, said:

Paigan - I tested it over a dozen matches and the results were all about the same - roughly 1 in 4 missiles counted for damage.

Was pretty frustrated by that point so I gave up on it and equipped streaks, bap and pulse lasers.

The one thing that theory doesn't explain is why they'd work properly 2 weeks ago and prior.

- and yes, LBX, LRM, lasers ticking should all have the same issue if its a problem with it dropping out damage counts per tick.

Actually, AC, and lasers/PPC definitely have done this for me too. Part of this is why I take IS streak SRM other part is because I just like them. Not sure about LRM's and LBX they're low damage and spread fire I assumed it was just suppose to take hundreds or thousands of rounds of ammo.

I'm just glad I'm not the only person this happens to seen this happen in quite a few games. Not just MWO, multiplayers in general. I think it's more of a latency problem like I played a COD game a lot a few years ago I'd always get paired with this guy claiming he's from Eastern Europe that was ridiculously good he'd have like 1k ping but I seen youtube videos his game runs smooth wouldn't have any rubber band or anything lag related. When you got in game you'd watch someone spray him down with bullets then he'd fire and spray down the person with bullets and the game would randomly decide who would win sort of like a coin toss but usually in his favor. It's kind of well known in a lot of shooters the lag sort of makes it so their not really where they look like on screen sometimes you have to lead your shots this has helped me a few times on MWO where I missed by a wide margin but still hit somehow, also don't trust your paper doll target info it can sort of lag.
Honestly I wouldn't even pay attention to most of the HUD probably better to just disable it sometimes things move at different speeds, like I've seen a 65kph out run vs a 90kph mech.
Invisible walls seem to be popping up more often use to be at set areas on some maps like old Forest Colony had one by the less elevated hill radar, ran into some new ones on different maps not fixed ones.

Edited by Soldier91, 01 November 2015 - 02:22 AM.


#125 Deathlike

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Posted 01 November 2015 - 05:31 PM

View PostFupDup, on 31 October 2015 - 08:28 AM, said:

I'm guessing it's being done to just "normalize all the things," sort of like how nearly every Clan and IS weapon share the same cooldown as their equivalent as well as sharing velocities (most notably displayed in the AC families for both sides).


Perhaps the changes will go full Paul normalize, and make smaller volleys have a faster velocity and bigger volleys have a slower velocity.

#126 N a p e s

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Posted 01 November 2015 - 05:51 PM

View PostDeathlike, on 01 November 2015 - 05:31 PM, said:


Perhaps the changes will go full Paul normalize, and make smaller volleys have a faster velocity and bigger volleys have a slower velocity.


Don't give him any ideas...

#127 Mordric

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Posted 04 November 2015 - 05:53 AM

so basicly, if my ISP is ******, and and poor quality then I suffer in online gaming?

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

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.


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

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.


#128 Bilbo

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Posted 04 November 2015 - 07:11 AM

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

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.

I only play on the NA servers with a stable sub 40 ping. The hitreg issues may be excaserbated by higher pings but the are defininately not caused by them.





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