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Srm Hitreg: My Brain Hurts. Anyone Enlighten Me.

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#21 Bilbo

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Posted 14 October 2015 - 06:49 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.

The simple answer is that while they were working properly for you they were not working properly for others. This has always been the case.

#22 sycocys

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Posted 14 October 2015 - 06:52 AM

Yeah I can't explain it. Actually would be able to understand it more if it was a game to game thing.

#23 Mister Blastman

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Posted 14 October 2015 - 06:54 AM

This is how I learned to stop worrying and embrace the small lasers.

Posted Image

SRMs are broken. Don't use them. It makes me sad. PGI, please fix, k thx.

#24 Scar Glamour

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Posted 14 October 2015 - 07:06 AM

How about we keep this topic alive until PGI fixes SRM hitreg or we all die of old age, whichever comes first?

#25 Nik Reaper

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Posted 14 October 2015 - 07:14 AM

Well that got us an urby , but they would have to find a way to put a price tag on it X) .

#26 CDLord HHGD

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Posted 14 October 2015 - 07:26 AM

View PostWinterburn, on 14 October 2015 - 07:06 AM, said:

How about we keep this topic alive until PGI fixes SRM hitreg or we all die of old age, whichever comes first?

Maybe we can also drum up and link all the other threads throughout history to punctuate our point. :D

#27 Mazzyplz

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Posted 14 October 2015 - 08:02 AM

View Postcdlord, on 14 October 2015 - 07:26 AM, said:

Maybe we can also drum up and link all the other threads throughout history to punctuate our point. :D


threadcromancer

http://mwomercs.com/...bout-50-damage/
http://mwomercs.com/...through-people/
http://mwomercs.com/...eak-srms-again/
http://mwomercs.com/...39-srms-broken/
http://mwomercs.com/...ppened-to-srms/
http://mwomercs.com/...s-up-with-srms/
http://mwomercs.com/...62-hitreg-srms/

i am sure there is more. these are just the first 7 relevant threads that came up

Edited by Mazzyplz, 14 October 2015 - 08:03 AM.


#28 Lugh

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Posted 14 October 2015 - 08:09 AM

View PostWinterburn, on 14 October 2015 - 07:06 AM, said:

How about we keep this topic alive until PGI fixes SRM hitreg or we all die of old age, whichever comes first?

I've got money on the latter.

#29 Sarlic

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Posted 14 October 2015 - 08:19 AM

View PostBilbo, on 14 October 2015 - 06:49 AM, said:

The simple answer is that while they were working properly for you they were not working properly for others. This has always been the case.


I think we both experienced that when it works it absolutely smash face. But when it doenst... It does almost nothing.

Experienced enough times on my D-DC and th S for example.

It's a terrible unrelieable weapon. It relies on so many factors to make it even work out of the box. SSRMs is less worse then SRMs (i got recording of SSRMs) as well, but that one is more frustating because the homing of the streaks sucks just as the damage.



#30 Lorian Sunrider

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Posted 14 October 2015 - 08:20 AM

Lord knows I've complained about this enough times too but lack the know how to do what Sarlic did in his posts. Kudos sir!

This affects everyone from a Jenner pilot to an Atlas pilot. I would love to see it fixed as I've shelved the Oxide I bought to level up after a few matches because of this issue. And I love my Jenners.

#31 Mazzyplz

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Posted 14 October 2015 - 08:26 AM

guys the worst part of all of this is not even that the hitreg is the only thing making SRMS worse each patch.

the maps are getting bigger and with more foliage.
as a result you can't just spam your srms thru the leaves because you know... that's wasting perfectly good salvo of 12 SRMS or whatever and you have to close in.

meanwhile, laser boats just spam thru leaves in the new forest colony and if they miss there's no big loss of anything.

Srms need a buff outside just looking at hitreg

#32 JP Josh

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Posted 14 October 2015 - 09:12 AM

simple answer is you need more srm power.


(goes off to res the dreaded srm6 cat)

#33 Kristian Radoulov

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Posted 14 October 2015 - 09:31 AM

Sarlic, I actually have a video of the same thing happening to me when I SRM'd a Firestarter standing perfectly still at 40m or so. Mind if I post it in this thread and send the link to Russ?

#34 Sarlic

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Posted 14 October 2015 - 09:36 AM

View PostKristian Radoulov, on 14 October 2015 - 09:31 AM, said:

Sarlic, I actually have a video of the same thing happening to me when I SRM'd a Firestarter standing perfectly still at 40m or so. Mind if I post it in this thread and send the link to Russ?

No i dont mind it at all. Go ahead and send it if you like.

Thanks.

#35 Nothing Whatsoever

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Posted 14 October 2015 - 10:00 AM

Yeah, and so this makes me wonder if applying the SSRM Bones Tracking and Targeting could be acceptable quick-fix for enough players when SRMs are currently so inconsistent, and considering the new ECM functionality we'll get to try out in the PTS, as an alternative existing system to using something like how LB-X cluster-shot works.

#36 Mcgral18

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Posted 14 October 2015 - 10:06 AM

View PostMazzyplz, on 14 October 2015 - 06:25 AM, said:


if this is the case then throw out the SRM code and swap it with lbx code and tweak the graphics/dmg.

it was all the splash tweaks they did since open beta that keep making this weapon a laughing stock - instead of giving it code similar to lbx - they did a filthy hackjob by making the radius on the splash for each missile infinitesimally small, it's like one of those string theory extra dimensions -

could this sloppy programming trick explain many of the SRM woes? I SAY YES


Well, we could reduce simultaneous explosions.
Ever played MWLL? SRMs like that.

Single fire volley, either the current cLRM 0.05s, or shorter, reduce spread considerably (from ~12M to 2M or even less) and increase the speed.

That means instead of 30 simultaneous calculations, you have a max of 6 for SRMs (barring hitting different geometry).


Though, that means they have a longer 'duration' than 10 and lower cUACs (0.25 VS 0.22 for SRM6 VS cAC10). You could bring that number down.


That should improve hitreg (both because fewer calculation, and greater speed, which seems to affect hitreg) and increase weapon effectiveness (because LOL, 12M CoF).

See how that works on the PTS server; it should be adding a few lines of code to SRMs. Of course, give isSRMs greater damage when doing this.

#37 Deathlike

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Posted 14 October 2015 - 10:59 AM

Just as an aside... if the server damage reticule color change (the requirement of a locked on Doritos) in the PTS goes live... this is going to get far more worse. I thought this change would affect sniping, but it'll certainly hurt here significantly in deciphering SRM hitreg.

#38 Christof Romulus

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Posted 14 October 2015 - 11:06 AM

If you're looking really closely at the video footage you'll see a wardrobe appear and open just before the impact on the adder, transporting your SRMs to Narnia.

That's right. Mr. Tumnus has your missiles.

#39 CDLord HHGD

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Posted 14 October 2015 - 11:07 AM

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

If you're looking really closely at the video footage you'll see a wardrobe appear and open just before the impact on the adder, transporting your SRMs to Narnia.

That's right. Mr. Tumnus has your missiles.

Then he isn't very happy, or alive.

#40 Christof Romulus

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Posted 14 October 2015 - 11:12 AM

View Postcdlord, on 14 October 2015 - 11:07 AM, said:

Then he isn't very happy, or alive.

You assume hitreg works in Narnia? =P





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