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Were You Aware Srm's Explode On Contact With Water?


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#1 Arcturious

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Posted 15 February 2013 - 01:52 PM

Bit of a public service announcement. I've been getting a few self kills in my SRM based Commando's. I suspected that SRM's explode on contact with water but wasn't 100% sure, so I submitted a bug report.

This was the response:

Quote

Missiles will explode when impacting water and SRMs are immediately active (whereas LRMs do not activate their warheads until 180m). All missiles can do splash damage, which is dependent on range to the explosion. So, if your SRM launcher is at water-level or underwater then they will explode before even leaving their tubes and your Mech will incur the full splash damage itself. This is as designed.


So this is to all the Commandos, Jenners and other SRM using lights out there. I imagine this applies also to S-SRM's. While you might not have been killed as often as I was by my own SRM's, you have almost certainly taken unneccessary damage.

When on River City, Forest Colony or any large body of water HOLD YOUR SRM FIRE until you are out of the water!!!

I've been playing for over 6 months now and while I vaguely remember a patch note adding in the water collision physics, I didn't really connect that with missiles leaving my launchers at water level! While I knew they would explode on hitting water after firing, I didn't jump to the conclusion that you could then kill yourself just by firing them at water level.

Sorry if some people were aware of it already but you can bet if I wasn't 100% on it there was a lot of others in the same boat :P

EDIT: New footage to show the issue! I show that moving at full speed forwards, while firing SRM4 or SRM6 doesn't cause self damage. Then in water, firing arm mounted SRM doesn't cause damage. However, firing torso mounted SRM causes damage. It's not conclusive obviously as there are many combinations such as different types of mechs, SRM4 vs SRM6 etc but it's a start!


Edited by Arcturious, 18 February 2013 - 01:38 AM.


#2 squidvt

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Posted 15 February 2013 - 01:54 PM

That gives me a good advantage from streamandos! :P

#3 Dagada

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Posted 15 February 2013 - 01:57 PM

water also affects ballistics and lasers, i know lasers do reduced dmg through water something like half dmg. i forget if water stops ballistics or just reduces dmg. to bad that dev update is lost and gone in the beta forums.

#4 De La Fresniere

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Posted 15 February 2013 - 02:00 PM

View PostDagada, on 15 February 2013 - 01:57 PM, said:

water also affects ballistics and lasers, i know lasers do reduced dmg through water something like half dmg. i forget if water stops ballistics or just reduces dmg. to bad that dev update is lost and gone in the beta forums.


Indeed, I wish there were an official guide, one that would get updated every patch (there's typically very few changes so it wouldn't even take long).

The vast majority of beta testers here have no idea how things are supposed to function, which kind of makes it hard to identify issues.

#5 Grimm Peaper

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Posted 15 February 2013 - 02:07 PM

This actually goes both ways, a small commando or spider that is in deep water will not take missile hits from enemy streaks. For example, on some maps, there are spots where the commando are so deep in water, that streaks fired from enemy mechs will hit and explode in the water BEFORE ever reaching the command/spider, and resulting in zero damage from the streaks. This basically means that they are immune to streak missiles while submerged, but conversely it also means they cannot use their own streaks (according to your information).

I do not know if this is a bug or as designed, but it does present tactical advantages/disadvantages to be aware of.

#6 Moonsavage

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Posted 15 February 2013 - 02:09 PM

Yeah, short mechs (Jenner, Commando, Ravn) are a vastly reduced target when in water.

#7 Arcturious

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Posted 17 February 2013 - 09:49 PM

When trying to use this to hide from LRM's make sure your head is below the surface. Otherwise you are just directing the whole payload to that pointy noggin which will be the only bit sticking out to be hit :unsure:

For avoiding those streak / splatcats etc though, very handy!

#8 Star Colonel Mustard Kerensky

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Posted 17 February 2013 - 10:13 PM

I've actually avoided entire LRM volleys by submerging my jenner under water. It's fun watching the other team rage about "why aren't you taking any damage !!!!!11!!oneoneone"

#9 MustrumRidcully

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Posted 18 February 2013 - 02:09 AM

So to beat Streak Cats and Streakmandos and Splatapults all you need to do is go swimming!

#10 GODzillaGSPB

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Posted 18 February 2013 - 02:18 AM

View PostMustrumRidcully, on 18 February 2013 - 02:09 AM, said:

So to beat Streak Cats and Streakmandos and Splatapults all you need to do is go swimming!


Fix for splatcats: Underwater-maps! :P Or even better, sudden-death-mode like in worms. A few minutes before the end of each round, water is starting to rise. Where from? Good question. Here's my answer: *throws holy grenade* :unsure:

#11 FiveDigits

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Posted 18 February 2013 - 02:32 AM

I killed myself in my Streakmando two days ago. Fired my CT streaks while my CT was deep red, submerged in River City Night's river. Exploded as soon as I pulled the trigger.
Was slightly miffed ... then it dawned on me that I had been killed by SPLASH damage. :unsure:

#12 Wispsy

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Posted 18 February 2013 - 02:40 AM

Jenner missiles shoot from above your head anyway though? Sounds like a mostly Commando problem! :unsure:

#13 Kyone Akashi

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Posted 18 February 2013 - 06:38 AM

It is interesting how profiles and sizes can be a real gamechanger for the smaller 'Mechs; this case is a good example. A Jenner's missile launcher is indeed located overhead, so it is generally safe to use it. On the other hand, the Jenner is also quite a bit larger than a Commando, and so more vulnerable to damage since "only" half (the legs) is submerged.

I think I have wasted quite a number of missiles in battles against small 'Mechs in the water - they generally only hit when they fly straight. Those arcing too high just pass the target, and those flying too low will be destroyed in water where otherwise they may still have hit the target's legs or lower torso.

#14 Tarman

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Posted 18 February 2013 - 06:48 AM

Nifty little data morsel. The more we know, the more fun we can have killing each other.

#15 Vahnn

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Posted 18 February 2013 - 06:56 AM

This explains so much... Was wondering how that 90 kph Raven was able to kill me when I had 2 MPL and 2 SRM4...

#16 Penance

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Posted 18 February 2013 - 07:09 AM

nerf op h2o

Edited by Penance, 18 February 2013 - 07:09 AM.


#17 Mr 144

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Posted 18 February 2013 - 07:13 AM

The 'phract 2X can have this problem as well...

Mr 144

#18 Havyek

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Posted 18 February 2013 - 07:58 AM

Posted Image

#19 Ranger207

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Posted 18 February 2013 - 08:03 AM

This is as it is in tabletop (pretty much, I don't have hard data), and so now they need SRTs and LRTs (Short- and Long-Range Torpedoes).

#20 Kaspirikay

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Posted 18 February 2013 - 08:21 AM

Theres actually a spot in colony where a commando can stay fully submerged. I like to play submarine from time to time.





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