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Ssrm Flight Path Bugged

v1.0.142

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#21 Bennz

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Posted 06 November 2012 - 06:40 PM

same here, 50% of the ssrm flys like srm O.o

#22 Mounty

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Posted 06 November 2012 - 07:40 PM

View PostMawai, on 06 November 2012 - 06:18 PM, said:

Did the Cat have an AMS system? AMS works against SSRMs so I am not surprised that it might take out one missile out of two. I did notice a big increase in survivability for my Jenner against SSRMs when I fitted an AMS system.



No, the missiles weren't being destroyed, they were veering off just before impact and flying away behind the target.

#23 Eldakkar

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Posted 06 November 2012 - 08:12 PM

What the issue is, is that the designers favor the light mechs. Almost everything that has come out in the past month or two favors the light mech at best. It seems only rational that the designers nerf the SSRM because it rapes lights.

#24 Stingz

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Posted 06 November 2012 - 08:37 PM

View PostEldakkar, on 06 November 2012 - 08:12 PM, said:

What the issue is, is that the designers favor the light mechs. Almost everything that has come out in the past month or two favors the light mech at best. It seems only rational that the designers nerf the SSRM because it rapes lights.


Not true, before this patch a streak cat would wreck anything that got within range.
(With a combination of screen shake and chainfire, no target can get a solid shot off.)

Streaks still hurt like hell in my Commando, just more spread out instead of insta-kill.

Edited by Stingz, 06 November 2012 - 08:38 PM.


#25 Starsider

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Posted 07 November 2012 - 04:55 AM

Intentional or not, SSRMs have been nerfed. Should a commando be able to take 18 direct volleys and still not go down? Seems to me that even less then 50% are hitting their target. I would only hope if it was intentional they would let us know in the patch notes.

#26 XtremeLord

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Posted 07 November 2012 - 06:17 AM

i miss a hunchback ***, both of 2 missile spreading and pass a hunchback *** around 50 meter in front of me
i was wondering if now the SSRM dont want hit a mech *** :lol:

#27 deputydog

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Posted 07 November 2012 - 06:27 AM

Lrms and Srms in TT have a dice rll to see how many hit. Streaks always al hit.
However.. They do no and should not all hit one spot. All missiles in this game should swarm like an old Robotech cartoon and hit random parts. I think even srms should have some semi guidance like an lrm but not all hit.

#28 Starsider

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Posted 07 November 2012 - 06:51 AM

The problem is not where they hit. Not always hitting torso would be fine. Problem is that they are not hitting at all.

edit... some are hitting but only a small percentage.

Edited by Starsider, 07 November 2012 - 06:53 AM.


#29 JediMastaDJ

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Posted 07 November 2012 - 07:08 AM

I've noticed SSRMs were not tracking properly. Many times one missile would hit and the other would fly off to the side. This isn't good. I just switched to SSRMs, too. I guess I'll go back to my double MPLs on my Jenner.... That is if I ever take it out of the garage now that LRMs are OP and drop like they did mid closed beta straight onto your head. Not sure why they changed THOSE flight paths, they were doing fine. Now you can't even use cover to your advantage. :(

#30 sokitumi

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Posted 07 November 2012 - 07:38 AM

This nerf really illustrates PGI's failure at balance (if LRM changes havn't enough). Auto aim CT seeking ssrm were certainly OP. Massive random spread and wasted ammo at close range, broken.

Instead of looking at WHY they were OP before, PGI opted to lame them into uselessness. And I love how this wasn't even addressed in the patch notes. So absurd.

My opinion is they should be aimable, and have smaller spread.

Edited by sokitumi, 07 November 2012 - 07:40 AM.


#31 Dagger6T6

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Posted 07 November 2012 - 07:48 AM

the streaks went from being to accurate as in hitting the CT most of the time... to now missing the target completely about half the time.

I did notice chain firing streaks seemed to be more accurate, where as a full barrage of all streaks some seemed to miss

All the streak Cats I know of have stripped them off and went to LRMs lol

#32 Verminaard

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Posted 07 November 2012 - 07:53 AM

Streaks do indeed miss targets standing still directly in front of the mech. Firing at the back of a atlas standing still with 2xSSRMs I missed 50% of my missiles, when he was moving 75% seemed to hit however.

I have no tried chain-firing them yet, but will look into it.

#33 M T

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Posted 07 November 2012 - 09:38 AM

The patch notes clearly state that Artamis does NOT add guidance to SRM's, yet in game the Artamis upgrade says it will add Guidance to SRM's. Now I tried it and it does not give any guidance to normal SRM's at all.

So First of all this is completely contradictory to what the patchnotes say, and furthermore, what DOES artemis do for normal SRM's?

Its all so vague and unclear, this whole game really. Luckily I'm getting the grip of alot of things but still...

#34 rcmasta

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Posted 07 November 2012 - 09:44 AM

Adding guidance does not make dumb missiles guided, it makes them reduce spread thus hit more precise location. You can see that Artemis reduces SRM spread a bit.

#35 Thorn Hallis

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Posted 07 November 2012 - 09:45 AM

It says "homing capabilities".

#36 Josef Nader

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Posted 07 November 2012 - 09:49 AM

It does not add guidance. What it does do is tighten the grouping so they are more focused at midrange.

#37 CutterWolf

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Posted 07 November 2012 - 09:54 AM

Artemis IV Fire Control System

Introduced in 2598 by the Terran Hegemony. The Artemis IV Fire Control System is a guidance system that utilizes an infrared laser designator and tight-beam microwave transmitter which improves the accuracy of LRMs, SRMs, and MMLs by roughly thirty-five percent. The Artemis IV FCS must be mounted in the same location as the launcher it controls, taking up space and weight on a BattleMech like other components. In order to actually take the benefit of Artemis IV, the missiles fired must be Artemis compatible, which are more expensive than standard versions, and the firing unit must have line of sight to its target, indirectly fired LRM receives no increase in accuracy.
Though extremely useful for improving a missile launcher, there is one major obstacle to their use: If any standard missile launcher is equipped with an Artemis system, every launcher of that type must have its own Artemis IV attached. Therefore a 'Mech mounting an LRM-15 and an LRM-5 would need two Artemis IV systems. (As they use different guidance systems, Rocket Launchers, MRMs, Streak launchers, and NARC systems do not require Artemis IV and do not count towards this limit.) ATM launchers automatically have Artemis included.

Edited by CutterWolf, 07 November 2012 - 09:55 AM.


#38 dal10

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Posted 07 November 2012 - 10:07 AM

well to offset the wall of LRMs are OP posts, which I do agree need to have their firing angle reduced, and maybe some spread change, why don't we go into the other major missile balance change?

I played a streak kitty well before they were necessary to kill light mechs in this game due to bad net code changes. I noticed the significant nerf to streak missiles in the last patch.

So I have to say, I am loving the nerf on the streak missiles, they just weren't a challenge to use prior to this patch, now they are still good for killing light mechs, but don't ROFLstomp everything short of an atlas. I do get annoyed when about 1 out of every 3 shots a missile misses, and one out of about every 10 both missiles miss, while I think that they should hit every time, at least against slower targets, lights out manuevering them is understandable, especially since that is what streaks do once they get a lock, the damage spreading out makes them much more enjoyable to use,

Right now I am running A1 kitty with 4 streak 2s 2 lrm 10s xl 300 4 tons lrm ammo 3 tons streak ammo and having a blast.

#39 3ffigy

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Posted 07 November 2012 - 10:14 AM

I suspect the issue here is that the flight path seems to have been modified to induce the damage spread and sometimes this appears to result in the flight path causing the missiles to fly toward and then around the target and re-converge behind it. I normally witness this phenomenon at closer ranges, such as sub 100 meters. In my Jenner with two streak SRMs I can usually hit the target even if it is being moderately evasive when it is out near the max range of the streaks, but if I engage even a slow moving or stationary target such as an LRM Atlas that I managed to sneak up behind at sub 100 meter range then the missiles will arc around to either side of the target and miss entirely. I've even tried this while both mechs are logged in and stationary with the same results. Mind you I typically chain fire, so don't believe I am seeing each pack go a different direction, but each missile in the two pack going in an opposing arc, one left the other right. My understanding is that given a lock, clear line of sight, within range, and reasonably non-evasive target, SSRMs should never miss, just hit different locations on the mech.

Edited by 3ffigy, 07 November 2012 - 03:25 PM.


#40 IronGoat

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Posted 07 November 2012 - 10:18 AM

so you enjoy having your steak cat turned into what amounts to an LBX rig?
ok well to each their own but i disagree
streaks take WAY too long to lock on and way to long to reload
LRMS reload faster it seems
id be fine with the spread damage model if the lock on wasnt even more tedious then an lrm ( which doesnt have to try and lock up a tiny mech as it wizzes by)

i repectfully disagree with your opinion but a compromize would be more then acceptable. if theyd speed up lock time a bit and reload time a bit ( a bit mens a BIT not a euphimism for ALOT, just to be clear..)





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