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Ssrm Flight Path Bugged

v1.0.142

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#201 Kobura

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Posted 13 November 2012 - 02:25 AM

View PostSkyfaller, on 12 November 2012 - 06:12 AM, said:

SSRM's should all hit one spot in the mech. Make that spot be random.

Currently using SSRM is worse than using a SRM2 .. its .5 lighter but you end up having to wait for a lock. The damage is the same, spread is the same...and the SRM2 at least can benefit from Artemis and TAG.

Alternatively, make SSRM's behave like LRM's in their flight path. Fire UP and slam down hitting random parts of the mech.


This will turn A1s into ultra-AC20-cats except also fast and armored and jumping, no no no danger Will Robinson

Just seek some part of the collision model. I'd be okay if a whipping-around Commando made one streak seeking its' arm fly off into oblivion, but right now the Streaks are LESS accurate against slow targets than fast ones.

The exact opposite of which needs to be going on.

+1 on the "fast mechs run away from explosion" problem. Seeing it extensively as I work on all-elite Cat skills.

+10 on the "missiles go everywhere against stationary targets" problem. I shouldn't have to be inside 50M to make every one of them hit an Atlas facing me. Not even hit the desired CT... just hit, at all. Not with how hard it is for me to get locks with my increasingly atrocious framerates (a personal note, of no consequence to game balance /really/)

#202 steelblueskies

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Posted 13 November 2012 - 09:01 AM

View PostQuantumButler, on 11 November 2012 - 05:27 AM, said:


Yeah that stationary Atlas at 50 meters with 50 ms ping sure is using cover to block my guided missiles when half of them miss.

They completely broke them last patch.

how do people not grasp that an ssrm2 launch is the same damage as a medium laser if both missiles hit.

its frontloaded instead of over 1 second.

heats similar, but you cannot implicitly aim before or now.

before i knew it was going to fly to ct, so i could position myself relative to target ct to hit head, or sides, or arms(but never legs, elevation differences making that possible were too rare). now with random targeting one cannot even position to try and target specific areas. why? because 30 damage from 6 ssrm2 is op vs assaults? 6 mlas do the same thing and are aimed with no ammo.

nerf mlas eh?

#203 Flapdrol

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Posted 13 November 2012 - 09:07 AM

I dont mind some of the streaks missing but the way it is now still seems a bit weird, if you target an atlas they go all over the place but if you target a commando the grouping is very tight, seems to me if I target a commando they're more likely to hit compared to an atlas, which is a bit weird.

#204 KA50

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Posted 13 November 2012 - 09:16 AM

So hooray SSRM cats are now useless crap! They can still hit commando or jenner (com needs 3 alphas, jenner - 5-8), but they are fully helpless against heavy or assaults without condensing strikes on torso!
P.S. had to sell this now-became-a-garbage mech...

Edited by KA50, 13 November 2012 - 09:17 AM.


#205 Chuckie

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Posted 13 November 2012 - 10:41 AM

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.


BUT by Nerfing the SSRMs they make the lights much less useful . in the case of my Commando.. its almost useless to play now. Have tried (2) SRM4s with ARt in place of my 3 SSRMs and 2 SSRMs, and its almost the same. I really can't do much.

View PostStarsider, on 07 November 2012 - 04:55 AM, said:

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.


True.. but a Commando now will go down without doing much more than harrassing the other mechs, it sure wont get a kill no matter what.

#206 Anubis6

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Posted 13 November 2012 - 11:19 AM

View PostHarddown, on 06 November 2012 - 03:55 PM, said:


1) Streaks aren't supposed to hit the same section. They're supposed to guarantee a lock, meaning all missiles hit, but they don't have to hit the same section. That's how they're supposed to work.

Yes they are SUPPOSED to do that, the current problem is that they DON'T all hit the target. Your lucky to get 60% of a hit rate as it is.

#207 Bilaz

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Posted 14 November 2012 - 06:21 AM

View PostThontor, on 13 November 2012 - 11:31 AM, said:

Seems it depends on the target... Or the size of the target... Each missile will individually lock onto a specific part of the targets body... For smaller targets this means they don't spread as much, but for larger ones they will obviously spread more... Like if one missile locks onto an Atlas' right arm and the other the left leg..

This is compounded the closer the target is, because the missiles will have to spread at a steeper angle to reach their targeted body part... And the more and faster they have to spread, the more likely they are going to miss.

I haven't done enough testing of this theory myself on different targets and ranges, but it seems to explain what some people are describing to some extent.

Yes i had similar feelings - faster target goes more chanses to hit, smaller target is - more chances to hit. That still makes streaks extremly viable against lights, but somehow rubbish against heavy/assault mechs and esp. dragon since its quite wide. I certanly hope it gets fixed somehow - becouse i want streaks off my jenner, but i cant while other lights are so effective against me if they are with them and i'm not :)

#208 Ruronin

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Posted 14 November 2012 - 01:33 PM

just now fired voley of 12 ssrm missles and almost standing enemy's cat from 100-140m. clearly see 5/12 missed and flight straight in the sky.
and then someone still tells me "ssrm always hit". ********! 5 of 12 MISS!

SSRM - best homing missiles with 50% hit chance! :)

p.s. but to be fair, this happens not all the time. sometime ssrm goes like before, in tight pack. but sometimes... it a total fail

Edited by Ruronin, 14 November 2012 - 01:44 PM.






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