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Ssrm Flight Path Bugged

v1.0.142

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#81 Gabz

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Posted 08 November 2012 - 01:09 PM

View PostBilaz, on 08 November 2012 - 01:04 PM, said:

Its not just accuracy - they lock on random body parts (each rocket individually) and seem to miss even against average-sized low-speed targets in plain view. Part of it was promised by devs earlier, but i dont see any mentions of this in recent patchnotes.

I think it would make more sence if they would be speed sensitive and lock into bodyparts by pairs, while ignoring hands and legs - that would still nerf them from their only-torso behaviour, but still leave them as an alternative to srm's. Now i dont think that they live up to their cost in critslots and cbills - but hey, who said they should.


So they might have just popped this in between other stuff in the patch and not mention it al all ? Weird, but if you say it was discussed before. Could make sense.They are usually torough on patch notes. That's why I asked.

View PostPhemeto, on 08 November 2012 - 01:06 PM, said:

i keep trying to tell people, AMS shoot down SSRM now.


Oh ??? Really ?? that's cool. Makes it look like it's just off target but that would be a good explanation.

#82 WeekendWarrior

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Posted 08 November 2012 - 01:10 PM

View PostDark Mortuus, on 08 November 2012 - 12:55 PM, said:

I noticed the accuracy is down a bit. I assume you are upset they are not 100% hit and 100% str8 to the CT. Justin Timberlake wrote you a song. "Cry me a river".

Its not Bugged.


Actually, if they aren't 100% hit they ARE bugged.
100% hit rate when locked on is the entire point of Streaks...

#83 Inveramsay

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Posted 08 November 2012 - 01:10 PM

I can only imagine they are preparing for SSRM4 and SSRM6. Imagine the murder a cat with 6xSSRM6 would be or a jenner doing 150 kph with 2xSSRM4

#84 Name60014

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Posted 08 November 2012 - 01:25 PM

Did you say steaks?

Imagine a Jenner IIC with its 3 launchers. But AMS is supposed to knockout streaks. And streaks are heavier. And they only fire when you have lock. And Streak 4's and 6's require more crit space and yadda yadda yadda.

LRMs are doing more than 1 point of damage per missile. So the response is to keep Streak damage the same and nerf accuracy on the one weapon in the game that's supposed to always hit if you have a lock?

They were already dodgeable; why nerf accuracy? Dial down damage a bit then.

#85 Dark Mortuus

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Posted 08 November 2012 - 01:25 PM

View PostWeekendWarrior, on 08 November 2012 - 01:10 PM, said:


Actually, if they aren't 100% hit they ARE bugged.
100% hit rate when locked on is the entire point of Streaks...

Point taken and it makes sense. I noticed yesterday that i had about a 10% miss rate. I like the way they preform now for targeting, maybe if they just up the hit rate to 100% we would be fine.

View PostGabz, on 08 November 2012 - 12:58 PM, said:

Lol Did I seem upset to you ? It's a question... You seem a little cranky though. Throwing free insults.Oh and stating the obvious... you assumed wrong.

Can I get positif and intelligent feedback now ?

Ok, ur right. I was being a jerk. As this lovely person mentioned maybe they are bugged since its not 100% hit. They did do a spread on the SSRM's so it no longer hits the CT everytime. There is anouther thread on this topic called --> http://mwomercs.com/...0795-ssrm-nerf/
Hope this helps and again, sorry i took my crap day out on ya. :)
LT think b4 post. <-- self note.

#86 Gabz

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Posted 08 November 2012 - 01:26 PM

View PostInveramsay, on 08 November 2012 - 01:10 PM, said:

I can only imagine they are preparing for SSRM4 and SSRM6. Imagine the murder a cat with 6xSSRM6 would be or a jenner doing 150 kph with 2xSSRM4


That would be a good explanation too but.Sucks theres no official answer to this yet.

Edited by Gabz, 08 November 2012 - 01:37 PM.


#87 Gabz

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Posted 08 November 2012 - 01:30 PM

View PostDark Mortuus, on 08 November 2012 - 01:25 PM, said:

Ok, ur right. I was being a jerk. As this lovely person mentioned maybe they are bugged since its not 100% hit. They did do a spread on the SSRM's so it no longer hits the CT everytime. There is anouther thread on this topic called --> http://mwomercs.com/...0795-ssrm-nerf/
Hope this helps and again, sorry i took my crap day out on ya. :)
LT think b4 post. <-- self note.


Wow I think it's a first in any post i red. Thanks for being mature and no hard feelings.

#88 Buckler

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Posted 08 November 2012 - 01:34 PM

I'd like to see an answer to this too. I've seen a few SSRM's fired at stationary target's swerve and miss, that I've got to believe an unguided SRM would have hit.

Targeting legs and hands instead of the torso every shot is a great balancing move, but making their guidance fail to direct them into stationary and slow targets at all is a bit overboard. I'm hoping this was either an unintended bug, or just testing one extreme of SSRM balancing before tweaking them back to a desired effective level.

#89 ZoomThruPoom

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Posted 08 November 2012 - 01:45 PM

Bravo, on making a missile with a lock system, miss it's target.

Great way to balance out SSRM.

At no matter what range at any mech other than the wide atlas or awesome a couple SSRM's will miss their target 100% of the time. Every time. Moving or standing still.

Don't reduce the damage SSRM does at all. Don't make a firing delay with SSRM.
Don't raise the heat. Don't raise the reload time.

Make the spread so inconsistent that a few SSRM missles will miss no matter what?

Again great job. Here's to them adding something else to the game that would have to be equipped in order for SSRM lock to work correctly.

#90 Ulvar

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Posted 08 November 2012 - 01:49 PM

i ike it as it is now. before that you where dead for sure if you encounter a streakpult as a light and sometimes even as a med. this tooks no skill and now you can dodge them better. at the other hand i've had no problems to kill several commandos with ssrms in a jenner, now you have time your shots better and some missiles will miss but thats fine.

#91 ZoomThruPoom

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Posted 08 November 2012 - 01:50 PM

View PostLiquidx, on 08 November 2012 - 10:40 AM, said:

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


This is turning out to be true about every aspect of this BETA.

And turning down the damage, or increased relaod time, would be a nerf.

Making missiles that can only be fired after a lock miss no matter what, is breaking, not nerfing.

Edited by ZoomThruPoom, 08 November 2012 - 01:52 PM.


#92 Daekar

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Posted 08 November 2012 - 01:53 PM

Wow... Cry Me a River was NOT written by Justin Timberlake... holy crap not even close.

#93 Gabz

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Posted 08 November 2012 - 02:05 PM

View PostDaekar, on 08 November 2012 - 01:53 PM, said:

Wow... Cry Me a River was NOT written by Justin Timberlake... holy crap not even close.


It was Arthut Hamilton in 1953. At least that's what the random person wrote on wikipedia.

#94 BloodGhost

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Posted 08 November 2012 - 02:19 PM

View PostMason Grimm, on 08 November 2012 - 12:57 PM, said:

In my opinion they are now "working as intended". I use them myself on one of my Jenners and it was stupid easy. Now it requires some luck and a little planning. Just like real combat.

Streak-cats and Streak-mandos will now have to work for their wins other than just "Wait for red, press button until dead".


I can't agree to that. At least the first part. To me they feel like "how SRMs should have been in the first place". I ran my founders Jenner with 2 Streak2s and did some tests. Aimed for bigger and slower mechs, different ranges. And when i launch 4 at a Hunchback at 60m range, and only 1 of them hits, i call BS on them being guided at all. They seem to have forgotten to lock on, just like regular SRMs do in canon. I routinely miss Atlases with half of them. At close range. Some 31st century tech they are. For 57k a ton and double launcher weight no less.

View PostPropagandaWar, on 08 November 2012 - 01:06 PM, said:

Yep not a nerf. They still follow youll learn your lines soon enough to hit. They needed to get rid of the "F/R CT Mainly" impact zone. As to the SRM's it used to be about this tight without art. You just need to learn the lines there as well.


I'm all about learning to use the weapons, that's a great thing in every game. And that CT guidance only was really bad. Spread is ok, but Streaks should always hit. And i mean somewhere that is not scenery. Right now i'm more dangerous to mother nature around me then my opponent. Maybe i'm just unlucky, but i feel X-COM'd a lot of times. Streaks were invented to solve this.

View PostLiquidx, on 08 November 2012 - 10:40 AM, said:

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


Unfortunately I have to agree with this. To me, they feel wrong. We've had enough threads about SRMs/SSRMs and guidance, and i dislike how it turned out.

There has to be another solution to dumbfire mis.. ehm.. rockets and actual missiles. Regular SRMs should have that "locked on, still miss"-thingy going on. Sure, boating them could be brutal, just balance it otherwise. Longer reload comes to mind. And keep the spread, making them the crit-seekers they are in TT. Streaks should always hit, still all over the mech. Again crit-seekers, just more reliable ones. Maybe slightly tighter grouping but with a higher lock on time. Maybe even a random one that actually waits till all missiles have locked on (with a max of course). You know, refusing to fire before, just like in canon.

For the time being, i found my love for medium pulse lasers on my Jenners. I'll wait it out and decide afterwards.

#95 WeekendWarrior

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Posted 08 November 2012 - 02:23 PM

View PostUlvar, on 08 November 2012 - 01:49 PM, said:

i ike it as it is now. before that you where dead for sure if you encounter a streakpult as a light and sometimes even as a med. this tooks no skill and now you can dodge them better. at the other hand i've had no problems to kill several commandos with ssrms in a jenner, now you have time your shots better and some missiles will miss but thats fine.


No its not.
As i said above, a 100% hit rate with lock on is the entire frelling point of the weapon system.
Its the reason you pay 50% more in weight and money, and the ammo costs twice as much.

The reason Streakpults were so deadly against Lights isn't the hit rate, but the hit location.
A weapon system that auto-aims for the CT is beyond ridiculous.

Btw, a Catapult showing up with nothing but six SSRM2s would be laughed at in TT.

#96 Liquidx

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Posted 08 November 2012 - 02:27 PM

View PostZoomThruPoom, on 08 November 2012 - 01:50 PM, said:


This is turning out to be true about every aspect of this BETA.

And turning down the damage, or increased relaod time, would be a nerf.

Making missiles that can only be fired after a lock miss no matter what, is breaking, not nerfing.


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.

#97 TigaShark

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Posted 08 November 2012 - 02:43 PM

No patchnotes mentioning a change = BUG

#98 Starsider

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Posted 08 November 2012 - 02:45 PM

There are already a few post concerning this. The posts started Tues shortly after the patch and are marked as know bugs. SSRMs are not hitting a large percentage of the time. It has nothing to do with the area they are hitting, has nothing to do with target running around a corner and escaping said missles. They simply are not hitting even stationary/disconnected targets.

#99 Arrtax

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Posted 08 November 2012 - 02:55 PM

The probability of SSRMs missing should be based on the target's speed and its angle of movement relative to the attacker.

#100 RragnarR40k

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Posted 08 November 2012 - 02:57 PM

It is just fine with srm and ssrm. They were rediculous prepatch...

6xssrm cat was just lame...





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