#101
Posted 08 November 2012 - 03:02 PM
#102
Posted 08 November 2012 - 03:09 PM
I do think this is a bug/uninitional chance to SSRMs when they added the SSRM spread.
#103
Posted 08 November 2012 - 03:13 PM
#104
Posted 08 November 2012 - 03:27 PM
Heul net rum, SPIEL.
Do not whine, PLAY
Edited by Taron, 08 November 2012 - 03:27 PM.
#105
Posted 08 November 2012 - 03:29 PM
#106
Posted 08 November 2012 - 03:30 PM
#107
Posted 08 November 2012 - 03:34 PM
xCopperhead, on 08 November 2012 - 03:29 PM, said:
Yup im seeing the same kind of result, one missile of the 2 fired from an SSRM2 always misses.
As there isnt a patch note saying this was intentional, it has to be a BUG (ittd be a crude way to "fix" this issue anyway when cutting the damage by half would achieve the same thing without the weirdness).
#108
Posted 08 November 2012 - 03:34 PM
<--- Feels twice as stupid.
#109
Posted 08 November 2012 - 03:46 PM
The issue is that the spread is poorly implemented, as due to the spread the missiles will miss half the time on stationary targets instead of hitting separate parts of the body.
#110
Posted 08 November 2012 - 03:52 PM
But as everyone else has stated, Streaks were not meant to lock onto and only seek out the CT as they were doing before, they were meant to lock onto the entire mech and hit a location at random. So if you're complaining about Streaks no longer just hitting the CT then tough break it's now fixed to cannon.
If you're complaining about Streaks missing altogether however, that may be a hit box desync issue, unless you actually see the missile fly completely off then i don't know.
Also Bloodghost, as for "SRMs locking on some of the times" I've actually noticed that, about one or two a laucher will lock on and correct course so long as you keep your reticle on the mech. Though maybe it's just their random flight path playing tricks on the eyes.
Regardless, SRMs and Streaks appear, key word, appear to be working as intended, though more data is always nice.
#111
Posted 08 November 2012 - 03:54 PM
#112
Posted 08 November 2012 - 04:18 PM
#113
Posted 08 November 2012 - 04:20 PM
This was only a small sample of 5-6 shots though. He eventually noticed me behind him.
#114
Posted 08 November 2012 - 04:32 PM
As for srms, they are supposed to be getting a boost with the artemis to fly in tighter groupings.
#115
Posted 08 November 2012 - 04:36 PM
#116
Posted 08 November 2012 - 04:36 PM
Edited by bravo3, 08 November 2012 - 04:39 PM.
#117
Posted 08 November 2012 - 05:45 PM
HOWEVER i really wish I could target WHERE i want them to hit IE if i AIM at the arm when i fire i want them to hit the arm not fly by it to try for the CT all the time..
i think they MIGHT have made SRMS more sloppy to mitigate the artemis advantage. pre hot patch my srms with art4 where hitting like one big shotgun slug. perhaps rather then alter the art4 they just made srms MORE sloppy without art4.
all of that is me guessing as far as the srms go though..
multiple streaks are STILL the best way to bug stomp IMO,
cant WAIT till i can knock the annoying little things over agin too >
Edited by IronGoat, 08 November 2012 - 05:46 PM.
#118
Posted 08 November 2012 - 05:59 PM
#119
Posted 08 November 2012 - 11:57 PM
Liquidx, on 08 November 2012 - 02:27 PM, said:
Lock on still = guaranteed hit. It just doesn't mean that both missiles hit, and that every shot hits the CT. The streak mechanic is/was meant as an ammo conservation measure. Of course, I'm using TT as a reference, not some mis-aligned, self-serving, make-believe description that I've come up with myself.
Sorry your excuse just makes no sense. How is there any ammo conservation measures if the streak missle system is designed to let locked missles fly wide of their target 40% of the time?
That's very inefficient ammo use. No conservation there whatsoever.
Locked missiles hitting all over the mech instead of a single location repeatedly is a good change.
A locked missile should not randomly miss the target every third shot or so at any speed, distance, or turning trajectory. As well as standing still.
Only until after Tuesday's patch, have I been team killed while standing behind an enemy while a teamate fires streaks in front of the same enemy.
SSRM's can fly wide and miss for no reason now and damage your team if they are within 40m of the missile's target.
WOOT!!!! BIG 500!!!!
Edited by ZoomThruPoom, 08 November 2012 - 11:58 PM.
#120
Posted 09 November 2012 - 02:26 AM
While I agree they shouldn't automatically both hit centre torso both missiles should be guaranteed to hit the target (thats the whole point!) barring intervening terrain etc.
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