The expected SRM update - facts and test, pre & post patch?

Thread in 'MechWarrior Online' started by Lan, Apr 28, 2014.

  1. Lan

    Lan Mech Wrangler

    1,570
    201
    79
    Running test now, took a cpl of matches to get into the mentality. :p
     
  2. Blagg Zear

    Blagg Zear Star Lord

    5,002
    578
    199
    OMG SRMs so powerful now. Seen several 800+ Scores on the Scoreboards by Splat-taros.. soo cruel!!!

    Might try some nasty SRM builds... e.G. on the Awesome! haha

    http://mwo.smurfy-net.de/mechlab#i=15&l=ef6f37564b8834a1087d7681a3235eb47f861d00
     
  3. Lan

    Lan Mech Wrangler

    1,570
    201
    79
    Updated with 5+5 test runs, I did a lot worse this time around on kills but just a tad less on damage. Will crunch the numbers when testing is done post patch 17th.

    Phew, it took some time but luckily the Dreamhack Summer 2014 Quarter/Semi finals in SC2 entertained me while queuing. I recorded the entire session and just went into rewind to write down all the stats. Far easier then doing it right then and there.
     
  4. Cirno The Wise

    Cirno The Wise New Member

    2
    0
    1
    Ok, gentlemen if you start talking about scientific tests, i should come out of read only mode.

    I hope that i manage to do a pre-test batch in time left, with a bit more additions to information gathered.

    Weapon stats at player profile has fired/hit rounds, hit %, and damage done. Difference in this stats pre/post rounds, or at least pre/post batch can tell us more about performance.

    Considering possibility of difference when shooting at stationary/moving target, if possible, 2 batches should be made, one when you exclusively try to hit only moving targets, and one when you exclusively try to hit only legged stalkers prepatch and direwolves postpatch.

    If time allows, controls should be included. Easiest one is control to live pvp testing - just same thing tried in testing grounds pre and postpatch, how much srms are needed to down an atlas point blank ect. Other controls are weapon control - like lasers and ssrms boating rounds to check that changes made in srms and not in all weapon systems.

    At least i got this for me in a hurry before patch

     
  5. epikt

    epikt Benefactor

    2,511
    502
    104
    Still no real tests, but it feels really good.
    Splatcat was a bit hard, I forgot how fast you lose your ears on those things. But the Oxide! this bugger is a gorgeous SRM-boat ^_^

    [​IMG]
    http://i.imgur.com/BEmpkZx.jpg[/img]
    http://i.imgur.com/bFZDemO.jpg[/img]

    The new modules "target deprivation" and "shock absorbance" are really nice and allow some reckless moves you might have been reluctant to make before, out of fear of missiles or to break you precious legs.
     
  6. Cirno The Wise

    Cirno The Wise New Member

    2
    0
    1
    Ok, proceeding to part 2.

    POST-PATCH TEST:


    RESULTS:
    While i obviously rushed pre-patch test and died much faster, its not like i fired srms right and left without even trying to hit anything, so data should be acceptable.

    Post patch we have significantly higher average accuracy (57,2±4,6 vs 35,8±3,06, p=0.0047), and damage per SRM fired (1,26±0,08 vs 0,79±0,08, p=0.0037), while damage per SRM hit remained same (2,21±0,06 vs 2,19±0,09, p=0.8503).

    And if we look at my best pre-patch match (350 damage and 1,05 damage per SRM fired), and compare with post-patch worst by damage (252 damage, 1,13 per SRM fired) or by accuracy (493 damage, 1,09 per SRM fired), post-patch results are still better.

    I think i will add some graphics and post on main game forums soon.
     
  7. Lan

    Lan Mech Wrangler

    1,570
    201
    79
    Interesting Cimo, I will do my tests soon. Was busy playing the clan mechs and wanted things to stabilize somewhat with patches and playstyles changing.
     
top-fast
top-fast
top-fast
top-fast