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Please Fix The Ssrm2 Bug Asap.


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#61 Eboli

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Posted 07 February 2013 - 02:49 AM

View PostZylo, on 07 February 2013 - 01:40 AM, said:

I still do run my raven, I have to be slightly more careful about using cover than before which is a good thing as the netcode fix helped. Lights shouldn't be running around in the middle of 8 enemies knowing that they can't be hit. A full netcode fix would be ideal along with collision knockdowns.

Then it would be back to lights sneaking around, looking for that lone enemy sniper or missile boat, or maybe an Atlas that wandered off alone. That's when it was actually fun to play a light. I mostly ran the Raven 3L to handle lagging enemy lights so that my team would not need to worry about them as much.


I completely agree that a light mech should not be running through a group of enemy mechs unless under extreme circumstances. They do have a role in the game and lights should not be looked down upon as I seem to think that some players view them as.

I am looking forward to collisions being brought in but I do hope that proper collision damage is also implemented. I was also in closed beta (and being a light player) and did not like the tactic of purposeful knockdowns being conducted. That is my personal opinion.

If collisions do occur I am hoping that appropriate damage is metered out to both mechs and that a light is able to knock down larger mechs under certain circumstances. As a light player I want the option of high speed damaging ramming against my enemy - even if it kills me in the process. I too like the idea of using my light to drop an enemy mech (under certain circumstances) for my team to kill an enemy as well.

For collisions to come back in PGI will need to fix the bug of downed mechs not swapping places when getting up though.

Cheers Eboli

#62 Cybermech

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Posted 07 February 2013 - 02:54 AM

I can win battles against raven-3l in a jenner at times.
best thing to do is damage their legs which will make anyone else on your team shoot at their legs.
use building to your advantage or any object were you can dodge the streaks.

If you think like this, I got jenner with 6xML and it works very well.
You never circle lights with streaks, alpha at their legs and hide, repeat and you win.

I'm using the jenner for a week or 2 and I have been very aggressive with it.

The streaks ability to turn around 360 and hit you while your chasing a raven is crazy and that should be looked at.
You were meant to have to lead streaks a little bit but now its just hold down the button

#63 Zylo

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Posted 07 February 2013 - 02:55 AM

View PostEboli, on 07 February 2013 - 02:49 AM, said:


I completely agree that a light mech should not be running through a group of enemy mechs unless under extreme circumstances. They do have a role in the game and lights should not be looked down upon as I seem to think that some players view them as.

I am looking forward to collisions being brought in but I do hope that proper collision damage is also implemented. I was also in closed beta (and being a light player) and did not like the tactic of purposeful knockdowns being conducted. That is my personal opinion.

If collisions do occur I am hoping that appropriate damage is metered out to both mechs and that a light is able to knock down larger mechs under certain circumstances. As a light player I want the option of high speed damaging ramming against my enemy - even if it kills me in the process. I too like the idea of using my light to drop an enemy mech (under certain circumstances) for my team to kill an enemy as well.

For collisions to come back in PGI will need to fix the bug of downed mechs not swapping places when getting up though.

Cheers Eboli

I think the only reason players look down on lights now is due to the increase in the number of lights running around as soon as the collision knockdowns were removed. The old light pilots seem to look down on the new light pilots thinking the new guys are only playing lights due to the way lights became OP when collision knockdowns were first removed.

Some pilots of other mech types simply look down on all light pilots as exploiters of bad netcode and exploiting the lack of collision knockdowns.

When lights can be knocked down again I don't think pilots will look down on the lights anymore, well... except those that are in much taller mechs...

#64 Razorwire

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Posted 07 February 2013 - 03:28 AM

View PostZylo, on 07 February 2013 - 02:55 AM, said:

...The old light pilots seem to look down on the new light pilots thinking the new guys are only playing lights due to the way lights became OP when collision knockdowns were first removed...


Old Light Pilot, and I certainly do.

I hung up the keys to my Jenners and Ravens when collisions were removed, and they are all still gathering dust at the front of my garage.
I've played a few matches with them since, just to test the various patches and fixes.

I'll put the engines back in and return to my favoured role when collisions are back... I just don't want to get into the bad habit of bouncing off enemies and friendlies without a care.

Edited by Razorwire, 07 February 2013 - 03:40 AM.


#65 JudgeDeathCZ

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Posted 07 February 2013 - 03:49 AM

Lagshield is away...deal with it or die by my hand(lazorz,rokkits etc...) noobs :)

#66 Joseph Mallan

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Posted 07 February 2013 - 04:12 AM

The only nerf I agree with for SSRMs is the need to relock after missile detonation. While Missiles are in flight, no more SSRMs can be fired. That is a fair limitation on the system.

#67 Larkis

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Posted 07 February 2013 - 04:24 AM

View PostJoseph Mallan, on 07 February 2013 - 04:12 AM, said:

The only nerf I agree with for SSRMs is the need to relock after missile detonation. While Missiles are in flight, no more SSRMs can be fired. That is a fair limitation on the system.


Indeed. Good idea.

But i hope they will fix the missile-flight System

#68 nksharp

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Posted 07 February 2013 - 04:46 AM

View PostJoseph Mallan, on 07 February 2013 - 04:12 AM, said:

The only nerf I agree with for SSRMs is the need to relock after missile detonation. While Missiles are in flight, no more SSRMs can be fired. That is a fair limitation on the system.


Would be nice to use my jenner again buy I don't see a fix coming for this in a while. There was another post (by a kaos member i believe) also stating why there are few jenners around and its due to both ecm and streaks being to good.

Anyone who played a light mech in cb probably enjoyed it a lot more then now as well. Playing a raven simply requires no skill at the moment and nothing seems to be done about it which is a shame.

#69 Joseph Mallan

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Posted 07 February 2013 - 04:47 AM

I haven't seen a problem with this. I don't use SSRMs, but when Spectating i see Streaks do some cool acrobatics to hit a target and I see them smash into terrain when cover is taken at the right time. It seems balanced to me.

#70 Rauchsauger

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Posted 07 February 2013 - 04:49 AM

I either play my 3L with
3 mlas and 2 ssrm - light hunter
or 3 mplas and 2 ssrm - light hunter but a bit heat sensitive
or when i want to really want to frustrate the ssrm crybabies
i run my bird with 3 mlas and 1 srm6 + 1 srm4 coreing them assaults before they know it

Edited by Rauchsauger, 07 February 2013 - 04:50 AM.


#71 Satan Petit Cul

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Posted 07 February 2013 - 04:50 AM

View PostLarkis, on 07 February 2013 - 12:14 AM, said:

Hello Devs,

actuall there is a huge problem with SSRM2 which destroy every Light-Gameplay.

I'm a Jenner pilot. I pilot it since i get in the founder closed beta. a play it a long long time and i love it. But actuall there is a huge problem which destory every Light-Gameplay.

Let me explain the problems.

1. Aiming
In MWO there are 2 Crosshairs, one for arms and one for the torso. You could put Weapons in both but firing there together needs a little bit skill. if you are a light you mostly must only care about the arm weapons, cause the torso is to slow to turn. But the SSRM2 use the same Arm crosshair. I played a most time against SSRM2 boats and i still played sometimes as a SSRM2 Commando. its still true. I made some pictures to explain:

http://www.apload.de...19490bpr2pl.png

This is a typical situation in a cycle of Death of 2 Light mechs. In most of this cylces you only can use the arm weapons cause of the limits of the torso movement you cant turn it around fast enough. You see on the picture, the arm crosshair is on the side, maybe 90° whly the torso is still looking forward. But you only need the arm Crosshair to still lockon the Torso weapons.

With every other weapon i must snycron the two croshairs to fire all weapons. But not with SSRM2. Thats the first unbalanced problem.

2. Missile Movement
The second problem is the Misile Movement. Missiles are a weapon based on hard ammunition. There are Launchers in the Arms and Torso which are firing the rockets. The launches are fixed and cannot move. Lets loock back to the situation in the cycle of death.

http://www.apload.de...19491bxntgh.png

Again we see the commando. The position of the enemy mech is marked with the blue cycle. You also can see the fixed rocketlaunchers. The pink lines show the points where the weapons target. The arm launcher easily can hit me, no problem with this. Lock on the Torso weapon. This launcher is aiming a lot away from me. And Rockets are weapons with a Main thruster and smal control-plaetes on there back side. Yes they are able to turn, but cause of the speed of the trhsuter and the small plates, they only can turn in a curve. But actually, (you see it on the graphics as a red line, the rockets will leave the launcher turn in 90° angle at this positions and then fire the maintrust and hit. So the rockets make a move which is really impossible to do.
In reality a misxile starts, must fly a few seconds to build up speed and only then the missle can change direction. But in MWo the missile starts, change direction and than fire the main trhuster. I know MWo is not Reality but i never read that there are magic missiles wich ignore every law of physic.

3. Missile Movement and Modules


With 1 and 2 it's very hard to avoid the SSRM2 from another light. But sometimes i get the chance to move out of the range of the armcrosshair. And for this, we got 2 Modules:

First:
360 Target. - You are able to tracking Enemys behind you.

Second:
Target Decay - Still Lock on a Target which is out of your range for a few seconds.

So with both modules you are able to target the enemy light even if he is out of target range and behind you.

And know this happens:
http://www.apload.de...19492bwj5zl.png

The armlauncher do the magic thing i explained in missile movement. But the torso launcher is really a great hudini. First the rocket makes a turnaround. And then they fly Trough the Torso to hit the enemy behind the light.


And what that means for the fight?

Lets say im a Jenner. I have 3 Medium Pulse Laser and i full with Double heatsinks. I make with an Alpha 18 Damage. The Raven-L for Example make 15 Damage with the SSRM2. The SSRM2 reloads faster than the MPL. So i must hit with every target the center Torso of the Raven with an alpha only to have a little chance against the raven. In this time the raven must only lock on the enemy one time, hold them in lock and hold the finger brainafk on the weaponbutton. After a few alphas the jenner lost the damagerace cause of overheating. The Raven never overheat with the SSRm2. The Jenner does. But ther Raven not only have SSRM2. They also have Lasers ect. So there is no way to win against a Raven-L. They have the armor like a jenner, they have the same Speed but have much more weapons and not so much problems to fight with it. You need no skill and no heat managment to get the kills.

So actuall as a Light you MUST use SSRM2 to have a chance. Without SSRM2 you are a freekill for every other light. And here is anopther problem, SSRM2 Commando/Raven with ECM. Very nice, the only weapon which is a danger for the SSRm2-Ligh can be countered easily only install a ECM.

So there are only 2 Light mechs actual which are usable. Raven-L and Commander 2D. Every other Light is a freekill for this mechs. And i see the problem only on the SSRm2 and the buggy movement. So please fix this. :)


i totaly agree.

#72 Larkis

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Posted 07 February 2013 - 05:00 AM

View PostJoseph Mallan, on 07 February 2013 - 04:47 AM, said:

I haven't seen a problem with this. I don't use SSRMs, but when Spectating i see Streaks do some cool acrobatics to hit a target and I see them smash into terrain when cover is taken at the right time. It seems balanced to me.


Do you ever have played a Light Mech against a ECm+SSRm2+Light Mech?

Edited by Larkis, 07 February 2013 - 05:00 AM.


#73 Rauchsauger

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Posted 07 February 2013 - 05:01 AM

I killed quite a lot of lights with my 3M cicada and LLAS

#74 Joseph Mallan

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Posted 07 February 2013 - 05:05 AM

View PostLarkis, on 07 February 2013 - 05:00 AM, said:


Do you ever have played a Light Mech against a ECm+SSRm2+Light Mech?

Smallest I drive is a 4SP. What you are complaining about is part of being in a combat game. SSRM2x2 is 10 damage. I would think you would be more challenged by a 6 SSRM Cat than the one you listed.

#75 nksharp

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Posted 07 February 2013 - 05:05 AM

View PostRauchsauger, on 07 February 2013 - 05:01 AM, said:

I killed quite a lot of lights with my 3M cicada and LLAS


I wish I could be a pug some day.

#76 Rauchsauger

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Posted 07 February 2013 - 05:08 AM

View Postnksharp, on 07 February 2013 - 05:05 AM, said:

I wish I could be a pug some day.


You should be careful what you wish for... I'll be keeping an eye out for you
(Edit: also i am pretty sure i blew you to kingdom come quite few times already)

Edited by Rauchsauger, 07 February 2013 - 05:22 AM.


#77 Joseph Mallan

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Posted 07 February 2013 - 05:09 AM

View Postnksharp, on 07 February 2013 - 05:05 AM, said:

I wish I could be a pug some day.

They are cute aren't they...
...
...
you mean the Gamer not the dog dontcha? :)

#78 Budor

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Posted 07 February 2013 - 05:10 AM

View PostJoseph Mallan, on 07 February 2013 - 05:05 AM, said:

Smallest I drive is a 4SP. What you are complaining about is part of being in a combat game. SSRM2x2 is 10 damage. I would think you would be more challenged by a 6 SSRM Cat than the one you listed.


Buy any non ecm light (without streaks) and fight a 2D or 3L (with streaks). If he isnt completely ******** you have no chance of winning. This game has a lot of cool light chassi available for purchase but streaks (on ecm mechs) pretty much killed the variety in this weight class.

#79 Joseph Mallan

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Posted 07 February 2013 - 05:13 AM

Its the chance you take when you choose that class. You know the risks. Until a nerf is made that doesn't destroy the intent of Streaks, you know the rules, you need to use them.

#80 VonRunnegen

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Posted 07 February 2013 - 05:19 AM

Lights are very far from OP now, as they are easily killable with ballistics and energy weapons. However, the problem isn't heavies vs. lights, its lights vs. lights where the Craven rules supreme due to SSRMs & ECM. This is even more of an issue due to the non-direct advantages of ECM, but for one light to be so much better than every other is stupid.

3Ls can keep up with any other light mech, hitting them with more damage without having to aim or worry about heat. If they come up against a streakmando its closer, but any other light is so easy its stupid.

(I'm loving how Zylo saying lights are still too good is a Craven pilot.... who doesn't have to deal with any of the difficulties of driving a 'normal' light like the other team knowing when you're about to come round the corner, LRM dodging, SSRM dodging, losing map vision, losing use of own SSRMs...)

If it were just Jenners being disadvantaged that would be one thing but its every non-ecm light. Yes, a 6 med-las Jenner with a much more skilled pilot might manage to take a bad 3L pilot out, but they'll be heavily damaged and in any case if you need to be loads better than the other guy its just stupid.

Knockdowns coming back in would be nice, or at least decent amounts of collision damage, but has nothing to do with the issue at hand.

Edited by VonRunnegen, 07 February 2013 - 05:20 AM.






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