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Aenonar

Data Analyzer

(2,796)

Posts: 7,863

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: Dec 16th 2011

Platform: PC

Location: Sweden

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21

Monday, April 30th 2012, 8:41am

Hi, I think I may have found a glitch regarding tank guided missiles.

In my testing, an unguided front hit from a T90 on an M1 did the normal 41% damage, however when the tanks were swapped, the M1 guided missile did 71-76% damage on the T90's front armour (it could be vice-versa, can't quite remember).

Would someone be able to check whether this was just a weird one-off or whether it's actually a glitch?
Confirmed...

T90 unguided missile = 41
M1A1 unguided missile = 71

Fail dice... fail... :thumbdown:

Quoted

(14:06:57) Riesig: I should stop now. People might get sig material again

J0hn-Stuart-Mill

GW2 N00B... also old.

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  • "J0hn-Stuart-Mill" started this thread

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: Apr 10th 2012

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22

Tuesday, May 1st 2012, 2:15am

Hi, I think I may have found a glitch regarding tank guided missiles.

In my testing, an unguided front hit from a T90 on an M1 did the normal 41% damage, however when the tanks were swapped, the M1 guided missile did 71-76% damage on the T90's front armour (it could be vice-versa, can't quite remember).

Would someone be able to check whether this was just a weird one-off or whether it's actually a glitch?
Confirmed...

T90 unguided missile = 41
M1A1 unguided missile = 71

Fail dice... fail... :thumbdown:

Wow great find! Haha, that is such a stupid bug!
My father used to say, We find our true friends on the Battlefield! - J0hn Snow


Aenonar

Data Analyzer

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Posts: 7,863

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: Dec 16th 2011

Platform: PC

Location: Sweden

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23

Tuesday, May 1st 2012, 8:21am

Hi, I think I may have found a glitch regarding tank guided missiles.

In my testing, an unguided front hit from a T90 on an M1 did the normal 41% damage, however when the tanks were swapped, the M1 guided missile did 71-76% damage on the T90's front armour (it could be vice-versa, can't quite remember).

Would someone be able to check whether this was just a weird one-off or whether it's actually a glitch?
Confirmed...

T90 unguided missile = 41
M1A1 unguided missile = 71

Fail dice... fail... :thumbdown:

Wow great find! Haha, that is such a stupid bug!

Looked at the game files it seems like they messed up which file to fiddle with...


Unguided:
T90: 200 dmg
M1A1: 350 dmg


Guided:
T90: 350 dmg
M1A1:200 dmg

I'm guessing there's a hidden 2x multiplier at work giving them their total damage.


So with that, M1A1 should actually deal less damage when laser guided ;o


Edit: Bug fixed

Quoted

(14:06:57) Riesig: I should stop now. People might get sig material again

This post has been edited 1 times, last edit by "Aenonar" (Jul 17th 2012, 10:15am)


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: Mar 4th 2012

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24

Tuesday, May 1st 2012, 9:57pm

hah typical dice.
they better give us something special for all the hidden bugs we spot for them.

so which ones op? 1v1 seems abrams but then i mostly use guided on lased targets so t90?

rainkloud

jet proximity scan <3

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25

Wednesday, May 2nd 2012, 4:12am

Yeah I actually posted about it last week here: Updated Missile vs Armor Info

There's also AGM related stuff that is borked and needs fixing. Jet AGM w/soflam is broken. No bonus to damage, range and lock on time. I'm going to do a spreadsheet once I get my testing laptop delivered. Vehicle and missile stuff only. Lots of guys already working on infantry weapons.

My next test will be on jets. I have a suspicion that the hornet does more damage than the flanker with its jet cannons. I'll keep you all posted.

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26

Wednesday, May 2nd 2012, 6:05am

Hmm, jet agm files have:

maverick/as-14 direct:
damage 100
blast damage 200

maverick/as-14 lased:
damage 0
blast damage 350

so lased target should add 50 to total damage (times whatever the multiplier is)

interesting that there are 2 types of damage for the missile, maybe something to do with reactive armor?

Both f-18 and su-35 use the same jet cannon file so damage should be identical.

Cannot seem to find f-35 files, anyone knows where its hidden?

rainkloud

jet proximity scan <3

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27

Wednesday, May 2nd 2012, 6:13am

Yeah you can try it yourself on an empty server but I can assure you that the jet is not using the SOFLAM file. It ignores it completely. I mean the missile will still hit but it's just a normal hit.

I tested the cannons and you're right. Exactly the same.

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28

Wednesday, May 2nd 2012, 6:55am

laser locking weapon files are confusing, from vehicle file hash points to laser locking file which then spits into LockingController / SecondaryLockingController (lased/unlased) but those have no hashes pointing anywhere and lasermissile files dont seem to have common hashes with other files either.

laser locking file does have following:
jets:

Source code

1
2
3
4
5
6
7
LockingController 
LockTime 1.0
RayLength 900.0
------------
SecondaryLockingController 
LockTime 1.75
RayLength 900.0

mbt:

Source code

1
2
3
4
5
6
7
LockingController 
LockTime 1.25
RayLength 400.0
--------------
SecondaryLockingController 
LockTime 2.25
RayLength 300.0

so maybe see how fast lased/unlased targets lock for jets to check if it is using different files.

rainkloud

jet proximity scan <3

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29

Wednesday, May 2nd 2012, 7:22am

Already done long time ago. No difference whatsoever. Now every other vehicle is benefiting from the damage/distance/lock on bonus (with exception of the russian tank which has the borked damage tables) it's just jets that are having this problem. You can see too that the missile is not doing the "top down" attack.

It uses the 1.75 second lock time. The only thing that reduces that is beam scanning. In theory, once this is fixed you could use beam scanning against a lazed target and get a <1 second lock. This would encourage SOFLAM use again. Soflam is kinda dead right now since jets are the main beneficiaries from a soflam target since they have the range and speed to reliably get to the target in time.

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30

Wednesday, May 2nd 2012, 9:01am

Any tests done with the TOW/KORNET launchers? I heard those were buffed.
Valve can stick their dicks in my ass for all I care. Feels good man.