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Lrm Tracking Issues

LRM tracking

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#1 Sherbet Dip-dab

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Posted 18 May 2017 - 12:10 AM

Since the skill tree patch I have noticed the LRM 15's + Artemis on my NTG-D stops tracking the target after firing, meaning that if an opponent moves a few meters it is sufficient for all (60) missiles to miss, dropping where the mech stood at the time of firing without any apparent in-flight tracking . This has happened when targets remain fully visible, remain highlighted by "R" and seemingly regardless of distance. I have all possible new LRM skills and sensors activated, with both targeting computer and Clan probe equipped to speed up targeting data.

I appreciate the base targeting data would have been nurfed to allow for missile associated skill improvements as a choice, but there appears to be some issues with tracking when the SP node skills make no apparent improvement and I can't get close to what used to be the base performance, after spending hard earned SP on additional skills.

update:Interestingly this does not appear to happen in every single game and will try to find a common denominator. Has anyone else experienced this issue?

Edited by Gorze, 18 May 2017 - 12:28 AM.


#2 DexiledWarrior

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Posted 18 May 2017 - 12:15 AM

Running a 4x lrm5 javelin.... have non of these issues


#3 David Sumner

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Posted 18 May 2017 - 01:22 AM

Hmm, that would explain my average damage dropping from ~400 - 600 to ~200 when I've maxed the firepower tree for LRMs.

Actually.

Archer LRMs,no Artemis - 700dmg from 1500 LRMs
Atlas LRMS with Artemis - 200 dmg

Hmm. Maybe it's artemis that's borked?

Edited by David Sumner, 18 May 2017 - 01:23 AM.


#4 David Sumner

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Posted 18 May 2017 - 04:44 AM

Let's see now
So far this feeling pretty much EXACTLY like before I elited my mechs under the old system
In basic = win X of Y ( where X ~ 3.5 of 10)
Finish Basic - win 1.25 x X
Finish Elite - win 1.5 x X
Stalker has ML,so usually sees little use of them, Atlas has ERPPC which sees frequent use
Ergo, much of Atlas damage is actually PPC when the damage is low.
Also TAG doesn't work under ECM (no icon appears on the enemy)

Previously, my Atlas and Stalker were fairly comparable in W/L at 1.17 v 1.15
Both are Max LRM related firepower in the new skill tree
Atlas ~480 per match ALRM30 + PPC + TAG 380 matches
Stalker ~340 per match LRM45 + 4ML + TAG 480 matches

Stalker, LRMs no Artemis 500 dmg Lost 12:0
Stalker, LRMs no Artemis 750 dmg Lost 12:9
Stalker, LRMs no Artemis 580 dmg Lost 12:5 DC on team
Stalker, LRMs no Artemis 580 dmg Lost 12:5 DC on team
Stalker, LRMs no Artemis 83 dmg Lost 12:5 crashed on game start, got back to be alone and being peeled by a light thanks to your crappy code PGI
Stalker, LRMs no Artemis 580 dmg Lost 12:4 DC on team at game start

Atlas, LRMS with Artemis 180 dmg Won 11:10 cap win, ahead on kills, 3 DCs, 2 on our team
Atlas, LRMS with Artemis 220 dmg Lost 12:4 DC on our team
Atlas, LRMS with Artemis 370 dmg Won 12:3, and I lived to the end, I'd expect easily 600+ dmg here
Atlas, LRMS with Artemis 640 dmg Won 12:9, and I lived to the end, this would have been typical previously
Atlas, LRMS with Artemis 0 dmg Lost 12:6 DC'd on game start, crashed on restart at lab, dead on reconnecting, they had a DC from start, 1/2 the kills for our team were done by the last survivor after evryone else was dead
Atlas, LRMS with Artemis 444 dmg Lost 12:2 to them but we cap won They got a DC on start that rejoined

So 9 losses in 12 games hmm, why am I bothering to play?

Answer -> I shouldn't

PGI -> Artemis is probably bugged, I can't be arsed messing around with mech configs any more to test for you.

If I was smart, I'd TK until PGI banned me so I couldn't come back.

Bye.

Edited by David Sumner, 18 May 2017 - 04:49 AM.


#5 Willard Phule

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Posted 18 May 2017 - 06:26 AM

View PostGorze, on 18 May 2017 - 12:10 AM, said:

Since the skill tree patch I have noticed the LRM 15's + Artemis on my NTG-D stops tracking the target after firing, meaning that if an opponent moves a few meters it is sufficient for all (60) missiles to miss, dropping where the mech stood at the time of firing without any apparent in-flight tracking . This has happened when targets remain fully visible, remain highlighted by "R" and seemingly regardless of distance. I have all possible new LRM skills and sensors activated, with both targeting computer and Clan probe equipped to speed up targeting data.

I appreciate the base targeting data would have been nurfed to allow for missile associated skill improvements as a choice, but there appears to be some issues with tracking when the SP node skills make no apparent improvement and I can't get close to what used to be the base performance, after spending hard earned SP on additional skills.

update:Interestingly this does not appear to happen in every single game and will try to find a common denominator. Has anyone else experienced this issue?


Could be that your target(s) have their radar deprivation maxed out....or you didn't put enough points into retention. Still, it's just safer to blame your team for not facetanking damage to hold that lock for you. Odds are good that's the problem anyway.

View PostDavid Sumner, on 18 May 2017 - 01:22 AM, said:

Hmm, that would explain my average damage dropping from ~400 - 600 to ~200 when I've maxed the firepower tree for LRMs.

Actually.

Archer LRMs,no Artemis - 700dmg from 1500 LRMs
Atlas LRMS with Artemis - 200 dmg

Hmm. Maybe it's artemis that's borked?


Check your tubes. I don't know if PGI ever fixed that issue, but way back when, if you used a bigger launcher than you had tubes for, you spazz fired like the Clan mechs do now. (I remember putting LRM15s on a Stalker that only had 6 tubes and the mess that made).

#6 David Sumner

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Posted 18 May 2017 - 08:49 PM

View PostWillard Phule, on 18 May 2017 - 06:26 AM, said:


Could be that your target(s) have their radar deprivation maxed out....or you didn't put enough points into retention. Still, it's just safer to blame your team for not facetanking damage to hold that lock for you. Odds are good that's the problem anyway.



Check your tubes. I don't know if PGI ever fixed that issue, but way back when, if you used a bigger launcher than you had tubes for, you spazz fired like the Clan mechs do now. (I remember putting LRM15s on a Stalker that only had 6 tubes and the mess that made).


Haven't reconfigured since before the skills release, so if that's suddenly become a problem, I'd say that's a bug.
The logical thing to do at this point would be to drop Artemis from my Atlas and see what happens.
But can I be arsed wasting my time? Probably not.

#7 David Sumner

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Posted 19 May 2017 - 02:00 AM

View PostWillard Phule, on 18 May 2017 - 06:26 AM, said:


Could be that your target(s) have their radar deprivation maxed out....or you didn't put enough points into retention. Still, it's just safer to blame your team for not facetanking damage to hold that lock for you. Odds are good that's the problem anyway.



And F U for your assumptions as to how I play.

More data to follow, just because you P me O.

OK
I dropped Artemis and 1 ton of LRM ammo,and uprated from a 300 STD to 320STD engine.
This is post patch where they fixed the AMS bug and fixed the ECM bug.
Atlas, LRMs no Artemis 530 dmg Won 12:3, solo kill, we had a DC from the start
Atlas, LRMs no Artemis 820 dmg Lost 12:10, yet again we had a DC, but near the end, they got the counter to 12 before we reached the zone
Atlas, LRMs no Artemis 640 dmg Lost 12:2, we had a DC part way through, they got the counter to 5 before we reached the zone
Atlas, LRMs no Artemis 140 dmg Lost 10:7, they had kills advantage and cap won
Atlas, LRMs no Artemis 580 dmg Lost 12:4 DC at match start reconnected almost immediately
Atlas, LRMs no Artemis 500 dmg Won 12:10 Started with a DC that they sniped to death at long range almost immediately
So Let's see, from 18 matches:
12 had AT LEAST one DC, I had 3 crashes in 2 matches
13 lost

And oh look, I take the Artemis away, and my damage goes way up

#8 Damnedtroll

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Posted 19 May 2017 - 03:50 AM

Skill tree patch lowered maximum range of LRM, maybe you are shooting them at over 900m and didn't take range nodes on some mech? Or range nodes doesnt up range for artemis lrm, bugs??

Edited by Damnedtroll, 19 May 2017 - 03:52 AM.


#9 David Sumner

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Posted 19 May 2017 - 08:13 PM

View PostDamnedtroll, on 19 May 2017 - 03:50 AM, said:

Skill tree patch lowered maximum range of LRM, maybe you are shooting them at over 900m and didn't take range nodes on some mech? Or range nodes doesnt up range for artemis lrm, bugs??


I don't generally work at 800+m
500 to 700 yes, shorter often.

I carry 2UAV, TAG and PPC for a reason :)
I've maxed the LRM firepower tree.
In fact, if you look above, I took my 1 Artemis mech (DDC), removed artemis, and used it to up my engine, and DOUBLED my average damage (Though with Artemis I have one match with 2 crashes and got 0 damage)

In fact, the thing I really noticed was that 2/3 of matches have disconnects.
And that REALLY affects the W/L





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