

Absolutely Broken Srm Hitreg Video
#1
Posted 27 December 2015 - 09:57 PM
#2
Posted 27 December 2015 - 10:00 PM
#3
Posted 27 December 2015 - 10:06 PM
#4
Posted 27 December 2015 - 10:07 PM
#5
Posted 27 December 2015 - 10:11 PM
Kristian Radoulov, on 27 December 2015 - 10:06 PM, said:
there is a tree right behind the armpit, so that would explain it. ether way, It really does look like you missed him more then any hit reg problem.
#6
Posted 27 December 2015 - 10:22 PM
It's annoying... It's frustrating... It is what it is.
Not saying that it's right. Just in perspective it not necessarily as egregious as implied when hit-reg is "okay" more often than it's not.
#7
Posted 27 December 2015 - 10:23 PM
Seems like a hit, but perhaps the expectation was more damage?
#8
Posted 27 December 2015 - 10:41 PM
Also the leg dmg is yes from MASC, that EXE was certainly moving pretty fast...
#9
Posted 27 December 2015 - 10:53 PM
Edited by Kristian Radoulov, 27 December 2015 - 10:54 PM.
#10
Posted 27 December 2015 - 11:06 PM
but i agree that SRM hitreg is wonky at times... i have had situations where stationary point blank splat did no damage.
#11
Posted 27 December 2015 - 11:11 PM
you shot
your reticle flashed red
his paper doll lit up and registered damage
the opponent took the damage
maybe I'm misunderstanding hitreg issues?
The missiles that hit registered.
So uhm............ I fail to see the issue?
#12
Posted 27 December 2015 - 11:14 PM

#14
Posted 28 December 2015 - 12:56 AM
In response to my 59 seconds of fame, I offer a screenie of the build in the video. For science!
For reference, that's 8 points of rear armor on each ST. Doesn't seem terribly conservative to me, but I'm open to input.
Don't judge my build mechsperimentation please, it keeps the levelling grind from breaking my geek spirit.

I find it interesting that a couple missiles evidently hit my legs. There was a bounce in the running animation right as you fired that may have served to spread the damage more than you'd like on those already spread out standard SRMs.
It's even more interesting that some of the damage spread to the front RT (watch carefully).
Judging by the paperdoll flash, it looks like you stripped exactly 8 points from the right rear RT, only a couple from the rear CT, and pushed the RA to yellow-orange. A few made the leg armor flash, and it looks like a few drifted high on the arm/shoulder and registered on the front RT (look at the flash on the slo-mo) due to the magic of hitboxes. It even looks like a 1 or 2 contacted the tree, and a couple may have snuck through the gaps between the arm and head/torso/tree to hit the rock formation.
I'll guesstimate the damage spread here for funsies:
I count 24 missiles total, 48 points of potential damage. Exactly 8 went to the rear RT, let's say 8 to each leg because they looked even (24 total), 2 to the CT (yellowed, total 26), 8 or so to the RA (yellow-orange, total 34), 8 to the front RT maybe (total 42), and 6 more on the terrain (48). Tarogato, what would you say to that back-of-the-envelope math?
SRM spread's a pain, hitboxes, animations and HSR play a factor (remember the old broken Timbers and Victors). Add to that the fact that I make liberal use of MASC when running the EXE, that introduces the complicating factor that it may be moving faster than it looks. Oh, and it's a 95-ton mech with a lot of points of armor.
I'd say it's not broken, or at least certainly not "absolutely." Those bomber Jenners can't use Artemis, and it's affects the II-C even more because of the ClanTech missile spread. It didn't work in your favor here, that's for sure.
@RevisSortek: I don't think the leg armor damage is from MASC. The leg armor flashed at the same time as the others did, and did so before it yellowed the internals on the paperdoll to register that I overclocked the MASC to take that damage to the internals on the legs.
ed: clarity
Edited by Virlutris, 28 December 2015 - 01:05 AM.
#15
Posted 28 December 2015 - 01:00 AM
Even had a glow on the back
Typical forums no matter what you say someone will come along and say the opposite
#16
Posted 28 December 2015 - 01:05 AM
Mostly I seem to notice it when using 4+ SRM6 on a Kintaro, Catapult or Awesome (not saying it's tied to those mechs, those are just what I use with SRMs the most in that quantity). Last night I snuck up on a blackjack that was stationary, blapped him in the back with 4SRM6 + Artemis, zero damage registered. RIP hitreg.
#18
Posted 28 December 2015 - 01:59 AM
Kristian Radoulov, on 27 December 2015 - 11:34 PM, said:
Mmm...I can see your point, but it still seems kinda fishy.
SRMs just still arent good enough yet for the DMG they claim to do...
Weather its a issue with hit reg or just a issue with that much dmg being hit into a single component at one time from multiple projectiles. I see complaint of other people saying they from time to time dont get the full dmg from a full alpha from a mech, maybe there is some relation with that and the SRM issues people constantly see/feel but cant put their finger on.
#19
Posted 28 December 2015 - 04:21 AM
I can confirm that sometimes SRM just wiff.
Not sure if the video is proof of that, though.
Either way, i just go in for another splat-run

#20
Posted 28 December 2015 - 08:14 AM
TheCharlatan, on 28 December 2015 - 04:21 AM, said:
I can confirm that sometimes SRM just wiff.
Not sure if the video is proof of that, though.
Either way, i just go in for another splat-run

Oh, he did come back in for another bombing run. I forget if it was 2, 3, or more.
He farmed me pretty well by doing a great job keeping behind me. I kept guessing wrong, and he (I think) was using the terrain along with his speed and low profile to keep out of my sightline for awhile. He did a solid job bombing me before he departed.
The trouble is, he bit off more than he could chew (I don't mean this negatively), because that damage was never quite concentrated enough to focus a torso to the point of destruction, given that the EXE has an awful lot of hit points to soak damage with andthose SRMs are pretty spread out.
It just occurred to me that the convergence is kind ofnzpread ot horizontally in the video, in kind of an oblong cloud 'o SRMs. That's probably the fact that the Jenner's hardpoints are spread wide to start, and the missiles spread more on top of that.
Plus who knows if the HSR decided that his point of focus was actually little further away than it looked, leading it to converge on a distance further out and leaving them still wider than expected.
Missile Jenners have a nice alpha punch, but it's spread out even at point blank range.
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