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Max Damage Is What?!


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#1 Sneeky BERT

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Posted 29 November 2012 - 01:51 PM

Okay so this is the deal... Running 6 srm6 with artimis doesnt actually register full damage.. In the scheme of things one alpha strike should kill just about any mech on this game outside full armor atlus..

even watching as a slow heavy with back turned to you and not moving gets hit square in the back... What gives?

What is the exact max damage any mech can recieve or dish out in one alpha? Ive heard that head/cockpits dont allow full damage on first hit..Is this true?

#2 Bilbo

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Posted 29 November 2012 - 01:55 PM

The damage goes where you put it. If you hit em in the head or CT with enough damage, the mech pops.

#3 Stormur Herra

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Posted 29 November 2012 - 01:59 PM

I've found non-streak SRMs to be very bad at applying their damage to a single area. Even from point blank or especially from point blank (since your arms are at opposite ends of your mech).

#4 3rdworld

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Posted 29 November 2012 - 02:00 PM

View PostSneeky BERT, on 29 November 2012 - 01:51 PM, said:

Okay so this is the deal... Running 6 srm6 with artimis doesnt actually register full damage.. In the scheme of things one alpha strike should kill just about any mech on this game outside full armor atlus..

even watching as a slow heavy with back turned to you and not moving gets hit square in the back... What gives?

What is the exact max damage any mech can recieve or dish out in one alpha? Ive heard that head/cockpits dont allow full damage on first hit..Is this true?


SRMs splash, so you may do 90 dmg to a mech but it is likely spread over several areas.

#5 Dukarriope

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Posted 29 November 2012 - 02:01 PM

Given the spread of SRMs, I'm not surprised. But if I'm like less than fifty meters away I can usually place 90% of that damage on the CT, making it a three-swarm affair for most mechs.

#6 Stingz

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Posted 29 November 2012 - 02:02 PM

SRMs do tons of damage, but all over the place. SRM-6 has about mid/close-range LBX spread.

#7 Bilbo

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Posted 29 November 2012 - 02:06 PM

They can be fairly pinpoint with artemis. The lack of horizontal arm movement on the Cat negates this though. In the Atlas, they go exactly where you point them at close range.

#8 Skyfaller

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Posted 29 November 2012 - 02:07 PM

Regular SRM's have a horrid dispersion problem that is linked to weapon convergence range.

Check it out for yourself. Fire an SRM at a rock 200m away and see how the SRM's actually converge AT that range.

Now aim to the side of the rock, thin air, and fire again. You'll see the same SRM volley scatter all over the place @ 200m.

Since the SRM's have to be lead to hit a moving target you will never, EVER have them hit effectively. Half of them will miss the mech and the other half hit all over the place.

Half the damage of the SRM6 is 12.5 dmg. To use simple logic that 12.5 hits all over the mech so lets say they hit 4 places.

Thats 3 damage per section.

an SSRM does 2.5 damage per missile and also hits in random location. The difference is, it is guaranteed to hit unless something gets in between it and the target.

That is why even a 6 SRM6 cat A1 is significantly less effective than a 6 SSRM catA1. The only time the SRM6 CatA1 will punch hard is if it is literally kissing the front or rear of an Atlas or Awesome ...who have bodies wide enough to absorb all missiles once fired.

#9 Voridan Atreides

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Posted 29 November 2012 - 02:10 PM

View PostSneeky BERT, on 29 November 2012 - 01:51 PM, said:

Okay so this is the deal... Running 6 srm6 with artimis doesnt actually register full damage.. In the scheme of things one alpha strike should kill just about any mech on this game outside full armor atlus..

even watching as a slow heavy with back turned to you and not moving gets hit square in the back... What gives?

What is the exact max damage any mech can recieve or dish out in one alpha? Ive heard that head/cockpits dont allow full damage on first hit..Is this true?


Regular SRMs do a lot of splash damage....they are not good at focusing in at one point.

#10 Sneeky BERT

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Posted 29 November 2012 - 02:11 PM

Im sorry guys but I should have explained in more depth.. Ok if I can walk up to the back of a hunchie and alpha him at a perfect distance and the damage is seen and also not spread across multiple torsos, then why does the hunchie not die? Much less not turn red/purple flash on alpha.
The damage isnt getting transfered to the side torsos except maybe a few points... I mean Im shooting something like 90 damage points in one alpha here including extra tight grouping with artemis!

I understand netcode/lag for the lights, but come on, a medium that doesnt even begin to move after the alpha should take all damage.. I hit 82 ping all day every day BTW.

#11 Stingz

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Posted 29 November 2012 - 02:14 PM

View PostSneeky BERT, on 29 November 2012 - 02:11 PM, said:

Im sorry guys but I should have explained in more depth.. Ok if I can walk up to the back of a hunchie and alpha him at a perfect distance and the damage is seen and also not spread across multiple torsos, then why does the hunchie not die? Much less not turn red/purple flash on alpha.
The damage isnt getting transfered to the side torsos except maybe a few points... I mean Im shooting something like 90 damage points in one alpha here including extra tight grouping with artemis!

I understand netcode/lag for the lights, but come on, a medium that doesnt even begin to move after the alpha should take all damage.. I hit 82 ping all day every day BTW.


it's about 2.5 dmg/missile, and there is little/no damage transfer on destroyed parts

#12 Bilbo

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Posted 29 November 2012 - 02:16 PM

Depending on the distance, The arms on the cat can't converge to pinpoint the CT. The damage is being spread over the entire mech. There is a reason the build isn't very common. Sounds good on paper, but in practice not so much.

#13 Sneeky BERT

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Posted 29 November 2012 - 02:17 PM

What I find is weird is that alpha striking targets with 6x 6srmart seems to do a lot less damage than chainfiring the same load out... Im just concerned that there is an actual max damage any one mech can give another in a givin strike.

Edited by Sneeky BERT, 29 November 2012 - 02:19 PM.


#14 CodeNameValtus

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Posted 29 November 2012 - 02:18 PM

Well, Hunchbacks have usually 10-12 rear CT armor, and 32 internal. That's going to need a lot of focused damage to take them down. Basically you need to hit with 50% of your alpha strike directly in their rear CT. If there is by some random act of dev, a limited one-shot kill rear armor bug that the devs have let sneak by them, just try chainfiring them instead...As then you'll get more of your splash and higher sustained DPS....not like they are turning around faster than you can click your chainfire 6 times.

#15 Sneeky BERT

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Posted 29 November 2012 - 02:21 PM

View PostCodeNameValtus, on 29 November 2012 - 02:18 PM, said:

Well, Hunchbacks have usually 10-12 rear CT armor, and 32 internal. That's going to need a lot of focused damage to take them down. Basically you need to hit with 50% of your alpha strike directly in their rear CT. If there is by some random act of dev, a limited one-shot kill rear armor bug that the devs have let sneak by them, just try chainfiring them instead...As then you'll get more of your splash and higher sustained DPS....not like they are turning around faster than you can click your chainfire 6 times.


Well sure sure of course chain firing them seems to be better. I was just throwing the question out there if anyone knew for fact or hunch that there is indeed a max damage to any mech "from" any mech in a given strike.

#16 Stingz

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Posted 29 November 2012 - 02:24 PM

View PostSneeky BERT, on 29 November 2012 - 02:21 PM, said:


Well sure sure of course chain firing them seems to be better. I was just throwing the question out there if anyone knew for fact or hunch that there is indeed a max damage to any mech "from" any mech in a given strike.


Not that I've noticed, heard of Commandos getting one-shot by a SRM-6 barrage though.

#17 Sneeky BERT

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Posted 29 November 2012 - 02:25 PM

"10-12 rear CT armor, and 32 internal"
I am shooting close to 90 damage at optimal range for convergence and the client doesnt register anything out of the three torsos. Nore do I get crit hits with the strikes... yes I will chain fire them but just wanted to bring it to yalls attention and see if anyone else can confirm or try to confirm maybe a max damage issue going on here..
Hell maybe cryengine cant register that much damage per missile at once.

#18 Bilbo

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Posted 29 November 2012 - 02:25 PM

View PostSneeky BERT, on 29 November 2012 - 02:21 PM, said:


Well sure sure of course chain firing them seems to be better. I was just throwing the question out there if anyone knew for fact or hunch that there is indeed a max damage to any mech "from" any mech in a given strike.

There is not a damage ceiling. If you can get it all to a point. That point will take all the damage. And like I said before, if there is enough, the mech will pop.

#19 Sneeky BERT

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Posted 29 November 2012 - 02:27 PM

View PostStingz, on 29 November 2012 - 02:24 PM, said:


Not that I've noticed, heard of Commandos getting one-shot by a SRM-6 barrage though.



Oh as for commandos go... those poor mechs are made of ceramic.. I have alpha launched them with 2xlrm15 art and 4x streaks and they explode like a fat girl on the toilet.

Edited by Sneeky BERT, 29 November 2012 - 02:31 PM.


#20 Sneeky BERT

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Posted 29 November 2012 - 02:30 PM

View PostBilbo, on 29 November 2012 - 02:25 PM, said:

There is not a damage ceiling. If you can get it all to a point. That point will take all the damage. And like I said before, if there is enough, the mech will pop.


Okay so you can confirm that there is not a damage ceiling then. Well alright, must just be bad netcode/lag/cryengine/coding then.

Thanks, that is the answer I was looking for... Nevermind this thread any further ; it has been solved.
Guess I will go back to lrm and streaks then... Atleast then I kinda know what/how many missiles should hit a given target.





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