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Ssrm Flight Path Bugged

v1.0.142

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#41 dal10

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Posted 07 November 2012 - 10:21 AM

the lock is annoying at times, but I learn to deal with it, especially since you lock on faster at over 180 meters (I tested and it is about 0.2 seconds faster)

#42 BLeeD

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Posted 07 November 2012 - 10:29 AM

ok lets me honest , the streaks needed some changes , but if your in a light it take forever to lock onto another light, way to long , and the hold is a little short now as soon as you turn off and rotate it unlocks. they go from one extreme to another.

#43 TheUnderking

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Posted 07 November 2012 - 10:52 AM

I love the streak changes, but I didn't boat streaks, I carried 2xSSRM2 launchers on both my jenner and my dragon.

#44 Shawgrin

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Posted 07 November 2012 - 11:28 AM

Why not make SSRMs lock to the targeted section of the mech that the lock occurred on. Say you got a lock while targeting the arm, missiles will track the arm until destroyed or target lock is lost. Or if the mech has TAG and SSRMs have the missiles guide to the TAG point on target. These are more real world than what we are seeing in the game at this point.

Note: Chain firing had been more effective than alpha firing the SSRMs before the recent patch, I have not used them since the last patch.

Edited by Shawgrin, 07 November 2012 - 11:32 AM.


#45 Stormgut

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Posted 07 November 2012 - 11:35 AM

I ran streaks on a catapult for a few rounds last night and definitely saw some launches just dumbfire with no homing whatsoever, during a sustained target lock. For perspective, this happened on stationary mechs I was strafing around, and it happened to middle salvos in a chain fire when the first and last salvo both homed properly (see: too quickly to have lost/regained lock).

#46 Redback

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Posted 07 November 2012 - 03:11 PM

Would it make as much sense to have a laser or ballistic do the same even when it's dead on target?

I am sorry but this makes no sense at all. I have no problem with streaks not hitting dead ct so easily but flying past a stationary mech and hitting the hill instead is far from how it should be.

I hope this issue will be addressed before next patch is released.

*Damn auto correct strikes again in subject title :D

Edited by Redback, 07 November 2012 - 03:13 PM.


#47 Redbull102

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Posted 07 November 2012 - 04:43 PM

SSRM not hitting a standing target. Had this multiple times ( 1 missile missing ).

Bad thing is:
It happens not often when hunting a light fast mech in my commando ( I miss from time to time, when the enemies zigzag or run in circles, but that is ok ) no it happens most times versus a big fat atlas or catapult.

But it can be worse...
Today -> My Commando 2xMLaser 1xSSRM2 Launcher found a enemy big fat ATLAS on a hill standing, I waited for the lock, enemy was locked at 103m, I shoot, both missiles missed.
Could not believe what I saw! One missile went right of him, the other missile left of him! All locked SSRM Missiles missed.

Hope you find the bug fast.

Best wishes
Redbull102

Edited by Redbull102, 07 November 2012 - 04:52 PM.


#48 pinche72

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Posted 07 November 2012 - 04:51 PM

Bump: same in my founder Jenner. Witnessed on large mechs, but it seemed like in a turn fight with another Jenner almost none of the Streaks were hitting. If they were hitting they didnt register on the other mechs HUD...

#49 USMC Iceman

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Posted 07 November 2012 - 05:46 PM

Who is testing this stuff before the patch. And are the programmers playing the game>?? It feels as if they don't even know this game after each patch. I can see how the LRM and SSRM could be fixed with the ECM units but that seems to still be in testing. Could this be the issue with updates is that new changes are made based on other things like ECM and Guardian not being put out at the same time?

#50 Ronin Starwalker

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Posted 07 November 2012 - 05:58 PM

This is a bug, fix please or move to thread

#51 SPencil

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Posted 07 November 2012 - 07:12 PM

I've seen the same thing, and it looks like SSRMs were turned into a shotgun :L

I run a Centurion (CN9-A) with three streaks on chain fire. I've watched all six missiles miss. Not very often, mostly one or two will miss at most, but when they all miss I feel somewhat cheated. I'm okay with the missiles hitting different parts of the mech I'm fighting. I can even accept that they'll miss from time to time because [circumstances], but at the rate they're missing it's bull[REDACTED].

I swear, I need to hug my enemy if I want all of them to reliably hit :lol:

#52 Ramsess

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Posted 07 November 2012 - 07:53 PM

Yeah i have had issues with missing streak on immobile targets..... enven when hugging their back chasis they would still miss.

At like less then 10M maybe id have a 75% to 100% miss chance it seems.... some even went through the mech to blow up on what ever it would hit on the other side......

Something is wrong.

Hitting more then 1 part of the mech is pretty much standard and its what i expect....

#53 Asmosis

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Posted 07 November 2012 - 08:50 PM

View PostCynwulf, on 06 November 2012 - 03:57 PM, said:

this is a skill based fps thus you should be able to aim those streak srms at chosen target weather head, shoulder or torso just like all other weapons other than indirect.


If you want to aim them, use srms instead.

Interesting the SSRM fix snuck in unannounced :lol:

Edited by Asmosis, 07 November 2012 - 08:50 PM.


#54 Zwietracht

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Posted 08 November 2012 - 02:12 AM

i appreciate the streak nerf although i used to play a jenner with 2 ssrm2 but it was like cheating... running with nearly 150 kmh firing 4 missiles with 100% hit chance guarded by lag shield i got rounds with 6-7 kills ... well would be strange to deny that i loved it but it ruins the game on a short term... in the last 1-2 weeks lights with streak launcher were the mechs u have to play (or a lrm boat)...
so im fine with this and consider to play my jenner again with 2*4srm inculding an artemis

Anyway - pls fix the lag problem, i started to use streaks because its the only possibility to bring down fast light mechs!

#55 bmulkshake

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Posted 08 November 2012 - 03:33 AM

i run an awesome with 4 ssrms. I agree ssrms may have been a bit too powerful before the patch but now they're virtually useless. I think they dumbed them down too much. I hope they find a happy medium. I'm also sick of lrms. it makes this game almost unplayable for me.
I absolutely loved the game before the patch, now I think I'll hold off on playing until the next patch to see if things improve.

#56 Ruronin

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Posted 08 November 2012 - 05:33 AM

ssrm are absolutely broken now. just now i had fight 1 on 1, my cat a1 vs cat c1. distance 20-40m i launch voley of 12 missiles and... OMG 8-10 of them MISSED! ssrm miss at target where srm will hit 100%! HOW? HOW CAN IT BE?! "smart" missiles are now more stupid than dull one?
just get me right. i do not say that ssrm must have 100% hit chance. but now missiles spread for ssrm on close range are like... 80% of entire screen.
yes, ssrm must randomely choose any part of target and try to hit it. but HOW can it miss, if target put its face in front of my launcher?

PLEASE! FIX IT ASAP! :D

p.s. as an idea. how about adding some range, where ssrm missiles goes more like in straight line and then start to maneuver toward some part on target mech. for example first 5-10 meter from launcher missiles goes straight forward with a minimal deviation, next 20-30 meter it use 50% of maximum ability to maneuver, and the rest part it use full ability to maneuver? how about that idea? it will leave reasonable limit to miss, but will fix stupid miss, when target is right at you face, but 1 missiles hit the ground and second one flight to the space.

Edited by Ruronin, 08 November 2012 - 05:47 AM.


#57 B E E L Z E B U B

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Posted 08 November 2012 - 10:28 AM

hello devs!

just wondered, did you nerf the ssrms...?
seems they have started to be less accurate.

#58 Aratan Aenor

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Posted 08 November 2012 - 10:33 AM

I think SRMs in general are less accurate. I used to be able to land 75% of my SRM6s on a target near max range. Now I'm lucky if a single missile flies straight long enough to hit a target at 50 meters.

#59 Liquidx

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Posted 08 November 2012 - 10:40 AM

It's not a nerf if it was a broken implementation to begin with.

#60 Nacon

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Posted 08 November 2012 - 11:04 AM

I think people are getting confused here... which one are you talking about? SSRM (StreakSRM) or SRM?





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