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Ssrm Flight Path Bugged

v1.0.142

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#101 Kibble

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Posted 08 November 2012 - 03:02 PM

Personally I like how the SSRMs are now. It seems more reminiscent of TT. Granted SSRMs shouldn't miss like I have seen some do at times they should just hit a random location.

#102 Zyllos

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Posted 08 November 2012 - 03:09 PM

SSRMs should have a 100% chance to hit slow/stationary relative movement targets. But, the spread is 100% fine and actually is canonical.

I do think this is a bug/uninitional chance to SSRMs when they added the SSRM spread.

#103 Zyllos

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Posted 08 November 2012 - 03:13 PM

Agreed. I think the missing against slow/stationary relative moving targets is a bug/unintitional change.

#104 Taron

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Posted 08 November 2012 - 03:27 PM

SSRMs are now as they shoud be. I'm a victim, my SSRM Cata isn't that Killer as he was before, but that is ok.

Heul net rum, SPIEL.


Do not whine, PLAY

Edited by Taron, 08 November 2012 - 03:27 PM.


#105 xCopperhead

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Posted 08 November 2012 - 03:29 PM

50% of the SSRM's current when fired stationary at the back of an Atlas from my Jenner were missing the target at 100m. This should be a bug.

#106 Taron

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Posted 08 November 2012 - 03:30 PM

Yep, and that is fully OK

#107 TigaShark

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Posted 08 November 2012 - 03:34 PM

View PostxCopperhead, on 08 November 2012 - 03:29 PM, said:

50% of the SSRM's current when fired stationary at the back of an Atlas from my Jenner were missing the target at 100m. This should be a bug.

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 Dark Mortuus

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Posted 08 November 2012 - 03:34 PM

OK, next time ill look up the source of the song before i reference to it. :P
<--- Feels twice as stupid. :)

#109 Reaver225

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Posted 08 November 2012 - 03:46 PM

The issue isn't the spread over the body.

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 KageRyuu

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Posted 08 November 2012 - 03:52 PM

Honestly I haven't noticed Streaks missing completely like some of you are indicating the issue is (then again I don't use them often).

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 KageRyuu

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Posted 08 November 2012 - 03:54 PM

Video of missiles in action would be nice.

#112 Gabrielpendragon

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Posted 08 November 2012 - 04:18 PM

Missiles not hitting CT all the time was intentional...however missing the mech completely...might as well use normal srms...even if it isn't a bug its a problem.

#113 xCopperhead

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Posted 08 November 2012 - 04:20 PM

I was sitting stationary in a Jenner, shooting at the back of an Atlas and ~50% of the time one of my two missiles actually flew past him and hit the ground beyond him. There is definately something wrong with the tracking code. The first missile seems to fly straight and most of the time hit the CT, the 2nd one either hits an arm, leg, or air.

This was only a small sample of 5-6 shots though. He eventually noticed me behind him.

#114 Gabrielpendragon

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Posted 08 November 2012 - 04:32 PM

SSRMs are being reported by many to have one missile completely missing the mech almost every shot. I am sure this has something to do with the new coding for not CT hunting.

As for srms, they are supposed to be getting a boost with the artemis to fly in tighter groupings.

#115 HaDeZs

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Posted 08 November 2012 - 04:36 PM

I just ran two matches with my SP hunchie running SSRM's. There is definately something wonkey with the pathing. I did miss with one missle more than I should have in instances where I could not miss. I didn't have enough instances or testing to confirm anything else. Its definately something linked in with the patch change to missle flight.

#116 bravo3

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Posted 08 November 2012 - 04:36 PM

i've noticed in a single alpha strike 2 of the 12 missiles will miss. also theres a randomizer somewhere while chainfiring a single salvo of 2 missiles will completely miss. the random hits are rt, lt, ct, la/ra, ll/rl. i don't think the head is part of the random hitbox as i've never had a single head hit since the patch...like i said in another post the ssrm nerf actually buffed it a bit since there are more areas to hit and there is no more cockpit shake with ssrm impact, it gets ignored more often now. :)

Edited by bravo3, 08 November 2012 - 04:39 PM.


#117 IronGoat

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Posted 08 November 2012 - 05:45 PM

i have a hybrid streak cat and i kill just fine with 4 streak 2s all they did was remove the coding to make every missle hit dead center and add a little spread. they still hit pretty damn close for me and i do fine killing with just 4 of them.
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 Zargulis

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Posted 08 November 2012 - 05:59 PM

I have noticed SSRMs are a little more inaccurate, but more troublesome is they seem to do very little damage. I can't say for certain, but I think there may be a problem when I hit CT on a cored, red internals enemy mech with 3 volleys of 3xSSRM2s and they don't die. I know I was hitting CT because they had no side torsos (and no AMS to shoot SSRMS down).

#119 ZoomThruPoom

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Posted 08 November 2012 - 11:57 PM

View PostLiquidx, 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 ASHRID

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Posted 09 November 2012 - 02:26 AM

I was definately seeing my SSRMs missing the target completely last night.

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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