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Srm Hitreg: My Brain Hurts. Anyone Enlighten Me.

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#81 mogs01gt

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Posted 16 October 2015 - 06:05 AM

Sarlic, can you test a mech that has closer/tighter missile hardpoints like a Cent or Griff.

Edited by mogs01gt, 16 October 2015 - 06:05 AM.


#82 3xnihilo

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Posted 16 October 2015 - 06:25 AM

My commandos are begging for better srms :( I think good srms would go a long way to making brawling a lot more common. Most of the brawler type mechs have a lot of missile hard points like cents, wolverines, Griffins. As it is I feel like I load up my energy hard points as much as possible and whatever tonnage is left over I will use for a couple of srms as back up. They are to sketchy to really rely on.

#83 Sarlic

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Posted 16 October 2015 - 06:36 AM

View Postmogs01gt, on 16 October 2015 - 06:05 AM, said:

Sarlic, can you test a mech that has closer/tighter missile hardpoints like a Cent or Griff.

I dont have them, but i suppose you can test them on PTS. But i think tighter spread would increase accuracy. It makes sense. It could be anything. But things change if there's a more serious underlying problem. (Like Kraft said)

For example the LBX spread reduction quirk on the Orion makes a huge difference. Or what about the UAC Jager DD jam quirk? Big difference as well.

The point is that SRMs are incredible unrelieable. Wheter it's hitreg (i am sure this has happened to everyone), faulty mechanic with the animation sequence / target and more. It's already hard to make some good evidence.

It really needs to get looked into.

It has been ongoing since Beta and frankly i got real tired of it since i use it on alot of builds.

Edited by Sarlic, 16 October 2015 - 06:38 AM.


#84 mogs01gt

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Posted 16 October 2015 - 06:40 AM

View PostSarlic, on 16 October 2015 - 06:36 AM, said:

I dont have them, but i suppose you can test them on PTS. But i think tighter spread would increase accuracy. It makes sense. It could be anything. But things change if there's a more serious underlying problem. (Like Kraft said)
For example the LBX spread reduction quirk on the Orion makes a huge difference. Or what about the UAC Jager DD jam quirk? Big difference as well.
The point is that SRMs are incredible unrelieable. Wheter it's hitreg (i am sure this has happened to everyone), faulty mechanic with the animation sequence / target and more. It's already hard to make some good evidence.
It really needs to get looked into.
It has been ongoing since Beta and frankly i got real tired of it since i use it on alot of builds.

I was bored the other day and ran my Griff for a few matches.. Dumped multiple salvos into the back of an Atlas. It was like they were going right through him and I was at like 50 meters. SRMs seriously need fixed because they arent worth taking.

#85 Sarlic

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Posted 16 October 2015 - 06:45 AM

View Postmogs01gt, on 16 October 2015 - 06:40 AM, said:

I was bored the other day and ran my Griff for a few matches.. Dumped multiple salvos into the back of an Atlas. It was like they were going right through him and I was at like 50 meters. SRMs seriously need fixed because they arent worth taking.

You mean like this?

Posted Image

Well yeah.

I'm still busy writing this up why this yellow rear all opened up -no armed- Phract manages to survive this salvo. Look at the paperdol it looks odd.

Distance is 27 metres in the backside of a Phract.

2 gauss bullets, and about 2-3 salvos of SRMs. (I use gauss/lasers/etc to strip).

No alpha. Just the SRM salvo.

I really cant tell how and why. You see the shots lands and the interals light red up.

I am still compiling a video both in testing ground of a Phract with roughly the same damage pattern and distance upon my shots. But it takes some work.

Edited by Sarlic, 16 October 2015 - 01:50 PM.


#86 Sarlic

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Posted 17 October 2015 - 01:44 AM

New day, fresh mind!

My ping: 99
Ping of target: 157



Sorry no sound in the original footage something went wrong with recording sound.

So i did a little more testing for fun. As we all knew the spread of these things are rediculous. In my opinion it's even worse.

As for the first part of the video: I made sure to strip the most armor with 2 gauss bullets. One into a rear torso and the other in the rear. With the first SRM salvo being a exception because it hits a untouched rear armor. Then the two gauss shots follows.

First salvo had about 3 missiles missing the target due the spread. Second was a miss due the low dragging arms on the floor.

But this thime i think i was too close to the target to make even my SRMs to be effective.
The story of the Jager is however a different story.

Here's a screepcap of the second gauss bullet to strip more armor and expose the internals:
Posted Image
Posted Image

Posted Image
Posted Image

So i went in testing ground and test roughly the same pattern.

I count 7 missiles was going for the center rear in the original video.
In testing ground: 10 missiles was going for the center rear.
4 projectiles = 4.15 damage.

So far i provided three different footages:
  • *Fair close distance with the Adder.
  • *Further away (and close) with the Jager and Morhpeus called me.
  • *This Phract with extremely close encounter.
So what do you guys think of it? Rediculous spread? Hear you out.







I think the footage with the Jager is the most obvious one. Although it had fully armored rear, but the whole thing didnt make sense at all.

Edited by Sarlic, 17 October 2015 - 04:47 AM.


#87 zagibu

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Posted 17 October 2015 - 02:03 AM

I have the most success with SRMs when I chainfire them. Or use only one or two launchers in mixed builds. I recently had a match in my mixed build TDR-5S and lost my left torso early, so all I had was a single SRM6. I still managed to do very well in this match, because the SRMs seemed to register almost all the time. Opened sections just exploded left and right.

I know this anecdotal evidence isn't worth anything, but maybe try chain-firing them some time.

#88 Sarlic

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Posted 17 October 2015 - 02:09 AM

View Postzagibu, on 17 October 2015 - 02:03 AM, said:

I have the most success with SRMs when I chainfire them.
I know this anecdotal evidence isn't worth anything, but maybe try chain-firing them some time.

Guess we will find that out soon enough! ;)

As for chainfiring. I mostly chainfire a paired UAC as well. I have way less jams when chained then i got it paired.

#89 Speedy Plysitkos

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Posted 17 October 2015 - 03:54 AM

Sarlic did you contacted Paul, or anyone ?

#90 Sarlic

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Posted 17 October 2015 - 04:45 AM

View PostTitannium, on 17 October 2015 - 03:54 AM, said:

Sarlic did you contacted Paul, or anyone ?


http://mwomercs.com/...ost__p__4765961

#91 Nothing Whatsoever

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Posted 17 October 2015 - 06:20 AM

When we can hold locks, LRM hit reg seems much more consistent than SRM hit reg, so it dawned on me, why not use the LRM code as a different alternative than using LB-X or SSRM code on SRMs?

So LRM style locks with a flat trajectory would be interesting. We could still fire SRMs without a lock, and they would then have some guidance with a Lock. And with changes to ECM from the PTS hopefully going live, Locks would be possible and not hard countered by ECM.

#92 MechWarrior5152251

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Posted 17 October 2015 - 06:33 AM

Maybe they made the Adder immune to missiles?

#93 Mazzyplz

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Posted 17 October 2015 - 07:58 AM

View PostMechWarrior5152251, on 17 October 2015 - 06:33 AM, said:

Maybe they made the Adder immune to missiles?


i also want a quirk like that;
metallic paint that makes lasers bounce off

i actually ran SRMS for a whole week recently and i recorded 7 matches

http://mwomercs.com/...eciation-month/

i am shooting 4xsrm6 at once there; it seems to do the job - i actually didn't notice missiles clipping thru enemies during that time, but the fact remains that my performance with the mech was 50% of what it is with the laser variant

that's a huuuge dropoff in performance, why? because paul seems to hate srms

Quote

I have the most success with SRMs when I chainfire them.


note that in what i post above, with my mech it would be suicide to chain fire;
it would make me incredibly vulnerable with my barn door geometry.

my only hope is to alpha and twist - and the current mechanics punish me for that, if one of my salvos decides to take a vacation then my match is done. only one can mean the difference between living and getting stomped

Edited by Mazzyplz, 17 October 2015 - 09:17 AM.


#94 Mordric

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Posted 17 October 2015 - 08:41 AM

How are you suppose to fix hit-reg on weapons if its is cause by lag? Or a difference in ping?
Bacause im pretty sure this happens to auto cannons also. They do not always registered the hit. And even though i usely have a low ping. I must get some nasty lag. Because i can do alpha strikes, point blank range to a light mech and not kill it. I used to have matchs with 400-800 damge per match, now i average 150-300 per match. Its very frustrating. This mostly happend after the psr rating. It really screwed up the game for me. And i dont know what happend.

#95 oldradagast

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Posted 17 October 2015 - 08:48 AM

Bad hitreg has made SRM's worthless for a while, but these videos and the numbers behind them are very nice to see since it shows the lunacy of it in plain sight. PPC's also have problems - they seem to explode when they even get near an environmental object, but can easily pass between the small gaps in a mech's body (arms and torso, legs, etc.)

it should come as no wonder that people use Gauss, AC's, and lasers exclusively.

I also wonder if LBX's have similar problems for similar reasons.

#96 Mazzyplz

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Posted 17 October 2015 - 09:15 AM

View PostMordric, on 17 October 2015 - 08:41 AM, said:

How are you suppose to fix hit-reg on weapons if its is cause by lag? Or a difference in ping?
Bacause im pretty sure this happens to auto cannons also. They do not always registered the hit. And even though i usely have a low ping. I must get some nasty lag. Because i can do alpha strikes, point blank range to a light mech and not kill it. I used to have matchs with 400-800 damge per match, now i average 150-300 per match. Its very frustrating. This mostly happend after the psr rating. It really screwed up the game for me. And i dont know what happend.


it doesn't seem to be affecting my laser alphas though; maybe the damage should be applies by ticks as well

#97 Thorqemada

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Posted 17 October 2015 - 09:20 AM

SRM - Sure Reliable Misses! :P

I had my Shadow Hawk 2H(P) and i did not like the 2xAC Setup and after quite some toying around i found a fun and working AC10+SRM4 Setup (AC10 bcs i hate UAC5 jamming when i need it - i am to slow to escape and have not enough armor to twist the jamming away).

I wanted to squeeze more out of it and did a SRM2+2xSRM4 Setup instead of the 3xSRM4 Setup and it worked very well.
Then the "Buckton-Fix" came and suddenly it sucked big and i had to go back to 3xSRM4.

And not only are you in Clan-Era at a total range disadvatange, spread damage disadvantage, projectile Speed disadvantage (casue they peek+poke you faster than your Missiles fly to them IF they are close enough to you) the Hitreg kills you even when your DPS should win it for you in the few situations you get close to them and are not outnumbered.
And this silly SRM10 does suddenly suck is only one more Detail how unreliable this ****** weapons system is.

When IS-Streaks did not suck so hard i used them for having a reliable tool instead of the game of luck that SRM were and be.

I am all for changing SRM from Dumbfire Rockets to Semi/Basic Guided Missiles (bcs Streaks and LRM have no big Hitreg Problems - it also is Lore accurate) in a way that pictures their lower To-Hit-Chance but keeps the reliability of these guided Weaponsystems - that should fix SRM-Hitreg in an effort and balance reasonable way!

Edited by Thorqemada, 17 October 2015 - 09:52 AM.


#98 Sarlic

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Posted 17 October 2015 - 09:42 AM

View Postoldradagast, on 17 October 2015 - 08:48 AM, said:

Bad hitreg has made SRM's worthless for a while, but these videos and the numbers behind them are very nice to see since it shows the lunacy of it in plain sight. PPC's also have problems - they seem to explode when they even get near an environmental object, but can easily pass between the small gaps in a mech's body (arms and torso, legs, etc.)

it should come as no wonder that people use Gauss, AC's, and lasers exclusively.

I also wonder if LBX's have similar problems for similar reasons.

I have posted my LBX stats, i find these much more relieable. But the SRMs are unrelieable due it depends on so many factors before it even works out of the box which includes client / server hit registration, the (random?) spread, animation / impact and the range. All summed together makes it stand in a bad place.

Edited by Sarlic, 17 October 2015 - 09:46 AM.


#99 DrxAbstract

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Posted 17 October 2015 - 11:13 AM

View PostSarlic, on 14 October 2015 - 12:33 PM, said:

Pictures and things.


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

#100 WarZ

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Posted 17 October 2015 - 11:52 AM

View PostMazzyplz, on 14 October 2015 - 05:59 AM, said:

it's like adding superchargers to a car with 4 flat tyres; and never bothering to change them


So, so, so, so, and soooo TRUE.





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