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Ssrm Flight Path Bugged

v1.0.142

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#141 Corvus Antaka

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Posted 09 November 2012 - 08:21 PM

SSRMS are working fine for me....outside the missing they do sometimes which will hopefully be fixed soon.

#142 Stoicblitzer

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Posted 09 November 2012 - 09:15 PM

Hey mord. ssrms seem to be pretty balanced atm.

#143 Thorqemada

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Posted 09 November 2012 - 09:19 PM

SSRM be spot on atm, good for hunting lights and to supplement the dps potential of the main armament.

I dont know if the visual feedback in this game is that much accurate that a missile that visually misses the target really counts as miss to the server bcs what we see at the client is pure eyecandy that is not 1:1 what happens on the serverside - its only an visual interpretation of what may have happened.
Though it looks good ;)

Edited by Thorqemada, 09 November 2012 - 09:20 PM.


#144 Asmosis

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Posted 09 November 2012 - 09:54 PM

Using them on my C1 currently with medium lasers, my accuracy with streaks is about 80-90% against light mechs, this hasnt changed from before the patch as even with the CT homing ones they would occasionally miss fast turning Jenners (normally going 150km up/down an incline while turning).

They're just as effective now vs scouts as they were before, but their effectiveness vs heavy/assult mechs has been lessened which is a good thing. They're basically like homing SRMs now rather than a homing dual gauss round.

Edited by Asmosis, 09 November 2012 - 09:55 PM.


#145 Bogus

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Posted 09 November 2012 - 10:09 PM

SSRM2 (note the emphasis) is just fine, it's a 1.5 ton skirmishing weapon comparable to a medium laser. Saying SSRM2 is useless because it doesn't ez core assault mechs anymore is tantamount to saying MLas is useless because it does less damage than gauss.

The real question people should be asking is when we get SSRM4 and SSRM6.

edit: well, the thing where they miss a line-of-sight shot isn't fine, that's clearly a bug since SSRM is always supposed to hit something, I'm referring to their overall performance.

Edited by Bogus, 09 November 2012 - 10:10 PM.


#146 Scratx

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Posted 09 November 2012 - 10:38 PM

View PostBogus, on 09 November 2012 - 10:09 PM, said:

SSRM2 (note the emphasis) is just fine, it's a 1.5 ton skirmishing weapon comparable to a medium laser. Saying SSRM2 is useless because it doesn't ez core assault mechs anymore is tantamount to saying MLas is useless because it does less damage than gauss.

The real question people should be asking is when we get SSRM4 and SSRM6.

edit: well, the thing where they miss a line-of-sight shot isn't fine, that's clearly a bug since SSRM is always supposed to hit something, I'm referring to their overall performance.


SSRM4/6 aren't due for a while yet I think and we'll be swimming in Clan gear by then, I suspect. ;)

#147 Targanon

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Posted 09 November 2012 - 11:11 PM

View PostMad Elf, on 09 November 2012 - 03:59 PM, said:

Believe it or not, I was really looking forward to streaks hitting other than CT: I'd like to be able to get the occasional headshot, or (more often) de-arm the opponent to get better odds in a fight. 6xSSRM hitting CT all the time means you have to keep lock and thump them over and over -- on the most heavily armoured part of the mech.

Making them miss is a bit lame, as already mentioned. The main control over not OPing streaks is the lock-on time -- has it increased? Not sure.

Halving the number of missiles per ton is an incredibly unfair nerf. Doesn't look like the cost per ton went down to match either. That sucks.

In my last match tonight, I took down an Atlas. Not sure what the guy was thinking; he kept walking nice and calmly in an almost-straight line while I pounded into his back armour. Didn't catch his name, but I thank my nameless opponent for his cooperation in this experiment.

A few of my missiles missed entirely; a few hit his arms and legs, but most were spread evenly over his back torso locations. I think a couple of other people scored some minor hits in passing, but basically the entire kill was down to me -- and it took 320 missiles to do it. When my mech carried 1200 missiles, that was fine. Now it only carries 600, it's ridiculous.

Please give us the other half of the missiles back!

Don't know what drug you are on but I want some....

#148 Orthodontist

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Posted 10 November 2012 - 12:21 AM

I actually am enjoying the streak changes. They are still really, really effective, but you have to put some thought into firing them.

Point blank Streak SRM spamming whilest circling doesn't seem to be as effective as it used to be, but they are still my go to weapon for dealing/chasing down other light mechs. Extremly effective killing, now as well as before.


They do miss, and they should. Stand back about 120+ meters and allow them to find your cursor. Its the sweet spot I've found. Anything closer and they don't have enough air time to find their way into anything.

#149 Matta

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Posted 10 November 2012 - 12:50 AM

I've run entire last night K variant with one S-SRM. Different - yes, but no where near useless (ask Colonel Panda and Jyi here ;) ). Most of the time they won't miss the target, just make sure you don't have itchy fingers and don't fire them instantly whenever they come of cooldown (time them properly instead).

As a Jenner pilot, I rather have them like this (and do less damage) than streak-kitties gunning me down in a mater of seconds. :(

#150 qki

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Posted 10 November 2012 - 01:37 AM

@Mad Elf - true, but it also meant you had an AC24 with aimbot - not the worst weapon you could have on a 'mech.

#151 Adrienne Vorton

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Posted 10 November 2012 - 01:41 AM

had a duel with a hunchback, me in a centurion...only using 3 streaks... killed the hunch... i don´t think they are "worthless" or what so ever...they are just not a "Auto-Core-CT" system now... didn´t realize that much missing...maybe because i mostly fire them from a good angle...?

Edited by Adrienne Vorton, 10 November 2012 - 01:42 AM.


#152 Elizander

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Posted 10 November 2012 - 01:50 AM

View Postqki, on 09 November 2012 - 01:40 PM, said:

Hardly. SSRM ammo is unchanged - 100/ton, same as regular SRM ammo. And they will sometimes spread out. Still get god hits though, and let's face it. SSRM2 was a very easy-to-use, "cheap" weapon - way more powerful than it should have been.


It's the only weapon that gets through the lag shield though.

#153 Arrtax

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Posted 10 November 2012 - 01:52 AM

I use SSRM2 in my Jenner to hunt down other lights and I'm pretty okay with them right now. The only strange thing is that they now even miss stationary targets. The probability of SSRMs missing should be based on the target's speed and its angle of movement relative to the attacker.... and of course cover, since cover and speed are light mechs' best friends! ;)

Edited by Arrtax, 10 November 2012 - 01:53 AM.


#154 Taiji

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Posted 10 November 2012 - 03:26 AM

View PostMordKrahe, on 09 November 2012 - 01:23 PM, said:

So if I understand Streaks no longer hit there target very well, spread out more then lbx 10 and have half of there ammo now. Well this beta is getting worse instead of better. The end of this game will not come from it being a bad game but from bad design. This is not my only gripe just the latest. No you are not ready for open Beta.


It improved the game. I think you are not ready for improved game.

#155 Ashnod

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Posted 10 November 2012 - 03:50 AM

Honestly SSRM chance to hit needs to be increased, the targeting system is supposed to achieve a 100% guaranteed hit on its lock.. Granted things will still happen every so often that will force it to not hit / run into something else, keep the randomized location but increase accuracy please.

Oh and if anyone was wondering, I do not play a streak cat.

Edited by Ashnod, 10 November 2012 - 03:51 AM.


#156 impar

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Posted 10 November 2012 - 03:56 AM

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

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

This!

View PostStarsider, on 08 November 2012 - 02:45 PM, said:

They simply are not hitting even stationary/disconnected targets.

And this!

View PostASHRID, on 09 November 2012 - 02:26 AM, said:

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.

And THIS!

#157 Obadiah333

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Posted 10 November 2012 - 04:27 AM

I am actually pretty happy with where ssrms are right now, and I use them on about 1/2 of my builds. Get rid of the ones that randomly miss and they will be perfect.

#158 Mr GreenSuit

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Posted 10 November 2012 - 04:28 AM

Anyone complaining about their rigged streaks not insta winning them games better first take a look at some of the facts of the SRM weapon.

SRM range is supposed to be 270m, but in practice it isnt. At best versus a very large target SRM range is 150m due to the spread. The spread of the weapon makes shots at farther distances impact on the ground or fly past your target in air making you lose at least 50% effectiveness of the weapon.

Now you can upgrade your SRM with artimis for 1 ton and 1 slot extra which probably increases that range to about 180-200m effectiveness. This is way more expensive than the .5 tons for streaks which will get you far more hits and on faster smaller targets than the normal SRM.

The only real tradeoff for near perfect accuracy and increased effective range is .5 ton and a lockon time that is hardly an issue at all due to team line of sight.

So using some logic please, I would like to hear a justified arguement as to why streaks are so nerfed when you get so much out of the upgrade. "Lag shield" is NOT an arguement, learn to lead your target like in any other FPS. I have never seen a homing weapon in any first person shooter or tank/mech game as effective as streaks.

Edited by Mr GreenSuit, 10 November 2012 - 04:29 AM.


#159 pjnt

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Posted 10 November 2012 - 05:03 AM

My vote is for OK. I think they have got them pretty well spot on and playing with them at this point would be, well, pointless.

#160 Inveramsay

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Posted 10 November 2012 - 06:24 AM

I regularly hit all six missiles from my SRM6 equipped jenner all the way up to 270m, at least when the target is stationary. As long as you aim you will hit most of them, especially on a big enough target like a cat. They are pretty pants when it comes to moving targets though and my tactic is usually to just blast them off in the other persons face now that knockdowns are out





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