Jump to content

Srm Hangfire+No Damage Video Inside


11 replies to this topic

#1 Franchi

    Member

  • PipPipPipPipPipPipPip
  • 818 posts
  • Locationplaying something else.

Posted 19 December 2012 - 08:14 PM

Here is a short video I slapped together on the two issues


Edited by Franchi, 19 December 2012 - 08:14 PM.


#2 Franchi

    Member

  • PipPipPipPipPipPipPip
  • 818 posts
  • Locationplaying something else.

Posted 19 December 2012 - 08:27 PM

Take special note of the 27 point assist at the end, after I shot the phract with 4 SRM6 launchers twice, 120 points of damage, now some could have missed but 93 damage worth of misses?

I don't think so!!!

The video is decent quality so please watch it in full screen.

#3 Vermaxx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 3,012 posts
  • LocationBuenos Aires

Posted 19 December 2012 - 08:36 PM

You seem to hit fine when your reticle hasn't been dancing around right before you fired.

The paper doll doesn't update correctly, that is known. Server-side authority means weapons can have a fire delay, that is known. I don't know why you posted 27 damage there at the end. Like I said, it looked like you were hitting fine when you let the reticle settle for a moment before firing. Which, incidentally, is how you make PPCs significnantly less suckage.

Now, if you are at the end of match screen with SIGNIFICANTLY less damage caused than missiles fired, that is a thing to report.

Ok. I get it. 27 XP for the assist, not 27 damage.

I don't know how much a kill pays for XP now, it USED to be 100, and the XP you got paid was directly related to the percentage of damage you did to the mech. The kill assist said you did 27% of the damage to that target.

You should also know that PGI responds to tickets more than forum posts. File a ticket, because none of us can do anything about it.

#4 Franchi

    Member

  • PipPipPipPipPipPipPip
  • 818 posts
  • Locationplaying something else.

Posted 19 December 2012 - 08:38 PM

View PostVermaxx, on 19 December 2012 - 08:34 PM, said:

You seem to hit fine when your reticle hasn't been dancing around right before you fired.

The paper doll doesn't update correctly, that is known. Server-side authority means weapons can have a fire delay, that is known. I don't know why you posted 27 damage there at the end. Like I said, it looked like you were hitting fine when you let the reticle settle for a moment before firing. Which, incidentally, is how you make PPCs significnantly less suckage.

Now, if you are at the end of match screen with SIGNIFICANTLY less damage caused than missiles fired, that is a thing to report.

What happened with the phract is typical SRM behavior.

I have been dealing with SRM damage not reporting for most of open beta (even on stationary atlases), I have matches with 700 missiles fired with at least half good hits in knife fighting range with 300-400 damage posted, I just started recording to point it out.

The end damage for that match was 347.

#5 Operant

    Member

  • PipPipPipPipPip
  • 162 posts

Posted 19 December 2012 - 08:42 PM

View PostVermaxx, on 19 December 2012 - 08:36 PM, said:

The paper doll doesn't update correctly, that is known.


Posted Image

#6 Vermaxx

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 3,012 posts
  • LocationBuenos Aires

Posted 19 December 2012 - 08:44 PM

There is the possibility that the SRM missile animation is not actually how the missiles fly, and SRM roll a random hit on the enemy mech.

Either that or your problem, which has not been widely reported by many players, is an isolated issue more related to whatever gribblies your connection to PGI has.

#7 Franchi

    Member

  • PipPipPipPipPipPipPip
  • 818 posts
  • Locationplaying something else.

Posted 19 December 2012 - 08:59 PM

View PostVermaxx, on 19 December 2012 - 08:36 PM, said:

Ok. I get it. 27 XP for the assist, not 27 damage.

I don't know how much a kill pays for XP now, it USED to be 100, and the XP you got paid was directly related to the percentage of damage you did to the mech. The kill assist said you did 27% of the damage to that target.
So i did 116% of the damage to this target?Despite the fact that I hadn't fired on him in almost a minute (he was striped had no rear armor no front CT armor no head armor and no side torsos) I got 116% of the damage it took to kill him? The guy that killed him hit him with two medium laser btw, the rest of the damage on him was from me. There is no way to make that work out. Its not based on a percentage.

Posted Image

that is from about 30 minutes ago. Is this also a known issue?

View PostOperant, on 19 December 2012 - 08:42 PM, said:


Posted Image

If you are going to be condescending at least have a clue about the issue.

Edited by Franchi, 19 December 2012 - 09:24 PM.


#8 Operant

    Member

  • PipPipPipPipPip
  • 162 posts

Posted 19 December 2012 - 10:21 PM

View PostFranchi, on 19 December 2012 - 08:59 PM, said:

If you are going to be condescending at least have a clue about the issue.


Obviously someone doesn't watch Game of Thrones. Enjoy Ponies or whatever baby-show you watch.

#9 Plavis

    Member

  • PipPipPipPipPip
  • 178 posts

Posted 19 December 2012 - 10:49 PM

i suspect a ninja nurff by PGI, well that the reason im 1 step ahead of the damn patches, i knew that build was gonna be used by many and sooner or later somthing would have change, thats why i have a new toy.

R I P my Alphacat.

#10 p00k

    Member

  • PipPipPipPipPipPipPipPip
  • 1,661 posts

Posted 19 December 2012 - 10:59 PM

it is percentage. but it's not 1:1. if you do 90% of the damage, without doing the kill, you get 90% of the xp for assists. not 90xp, 90%. read the patch notes when this was implemented for further details (for that matter, you should always read the patch notes)

#11 Franchi

    Member

  • PipPipPipPipPipPipPip
  • 818 posts
  • Locationplaying something else.

Posted 20 December 2012 - 08:17 AM

Quote

Hello Franchi,
The problem you have encountered is a known issue and we hope to have it fixed soon.
This ticket is now considered to be closed, however this does not mean that we consider the issue resolved as bugs are tracked in a separate database. You can reply to this mail if you have pertinent information to add and the ticket will be reopened. Thank you for contacting the MechWarrior® Online™ support.
Regards,



That is the form letter reply to my bug report.

View PostPlavis, on 19 December 2012 - 10:49 PM, said:

i suspect a ninja nurff by PGI, well that the reason im 1 step ahead of the damn patches, i knew that build was gonna be used by many and sooner or later somthing would have change, thats why i have a new toy.

R I P my Alphacat.

Wouldn't surprise me however I consider the other option (terrible code) a more likely option given PGI's track record.

Edited by Franchi, 20 December 2012 - 08:18 AM.


#12 FrDrake

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,086 posts
  • LocationTexas

Posted 20 December 2012 - 09:45 AM

View Postp00k, on 19 December 2012 - 10:59 PM, said:

it is percentage. but it's not 1:1. if you do 90% of the damage, without doing the kill, you get 90% of the xp for assists. not 90xp, 90%. read the patch notes when this was implemented for further details (for that matter, you should always read the patch notes)


I'm glad you're trying to set them straight, here's the full breakdown.

For each kill there is 200xp given out.

50 goes to the guy who got the killshot.
150 is broken up based on what % each person did in damage to the mech.

If you do 66% dmg to the mech and don't get the killshot, you get 100xp.
If you do 66% dmg to the mech AND get the killshot, you get 150xp.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users