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Srms Really Need Their Damage Nerfed Already


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#1 hashinshin

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Posted 05 March 2013 - 05:20 PM

I think we've done enough testing to show that SRMs are the most spammable weapon in the game and far too powerful for their weight. Reduce damage to 2.2 or less from their ridiculously high 2.5.

You can keep streaks the same, nobody cares. It's the triple+ SRM6 that are dominating the game right now. Being able to spam AC20 levels of damage from 3 tons is insanity.

#2 Royalewithcheese

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Posted 05 March 2013 - 06:15 PM

Haha have you seen what Artemis does? If you thought splatcats and DDCs were bad before the patch...

#3 Bloody Moon

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Posted 05 March 2013 - 06:41 PM

Indeed returning to the TT 2damage/missile value would be nice, they'd still carry a good punch but on more acceptable levels.

Streaks should be balanced somehow aswell, they are far too dominating in light fights.

#4 Az0r

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Posted 05 March 2013 - 06:52 PM

View PostBloody Moon, on 05 March 2013 - 06:41 PM, said:

Indeed returning to the TT 2damage/missile value would be nice, they'd still carry a good punch but on more acceptable levels.

Streaks should be balanced somehow aswell, they are far too dominating in light fights.


Problem is there's no other really GOOD weapons for light vs light fights. Lasers spread too much. PPCs are too big/hot to fit, same with AC20/Gauss.

#5 The Flying Gecko

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Posted 05 March 2013 - 06:58 PM

The first time I encountered a splat-cat, I initially thought the other player was cheating. It just didn't seem right when myself and two friends came over the ridge, and he killed all 3 of us in one hit each. It was also the only time I've been 1-shot-killed in my Atlas. I don't have any problems with Streaks personally, but I assume at some point we'll be able to get bigger launchers, and I reckon they'll be a problem then. SRM's seem just a little bit too good, I hope something (small) is done about it :D

Increase the missile spread.
Lower the damage.
Increase weapon weight.
Lower ammo per ton.
Raise the heat level (seems quite high already though)

#6 Hekalite

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Posted 05 March 2013 - 08:24 PM

I agree. The damage seems a little on the high side.

#7 Zyllos

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Posted 05 March 2013 - 08:39 PM

The reason why damage seems so high is because at 10m, all those missiles hit the same location.

I am really not sure how to fix this without making them feel/look wonky like them starting out in a spread even though the launchers are together.

#8 Sybreed

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Posted 05 March 2013 - 09:03 PM

no, don't nerf the missiles. Nerf the ability to boat them. My Fang with his one and only SRM 6 will suffer a lot from an SRM nerf.

#9 hashinshin

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Posted 06 March 2013 - 02:09 AM

View PostSybreed, on 05 March 2013 - 09:03 PM, said:

no, don't nerf the missiles. Nerf the ability to boat them. My Fang with his one and only SRM 6 will suffer a lot from an SRM nerf.

your fang with his 1 SRM 6 is using an OP weapon.

your overt self serving agenda is somewhat sickening.

View PostZyllos, on 05 March 2013 - 08:39 PM, said:

The reason why damage seems so high is because at 10m, all those missiles hit the same location.

I am really not sure how to fix this without making them feel/look wonky like them starting out in a spread even though the launchers are together.

2 SRM6 can splat the entire backside of a mech. You don't need to hit one location when you can destroy everything all at the same time.

View PostBloody Moon, on 05 March 2013 - 06:41 PM, said:

Indeed returning to the TT 2damage/missile value would be nice, they'd still carry a good punch but on more acceptable levels.

Streaks should be balanced somehow aswell, they are far too dominating in light fights.

please don't say TT values. You say TT values and it makes me want to change my opinion to SRMs are fine simply because I HATE you TT fundamentalists.

#10 Noth

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Posted 06 March 2013 - 02:30 AM

View Posthashinshin, on 06 March 2013 - 02:09 AM, said:


2 SRM6 can splat the entire backside of a mech. You don't need to hit one location when you can destroy everything all at the same time.



If 2 SRM6 can destroy your entire backside, you really need to add more armor there. It's 30 damage total spread over at least 3 areas. If you do not have more than 10 armor back there you deserve to have you backside blown off.

#11 hashinshin

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Posted 06 March 2013 - 03:16 AM

View PostNoth, on 06 March 2013 - 02:30 AM, said:


If 2 SRM6 can destroy your entire backside, you really need to add more armor there. It's 30 damage total spread over at least 3 areas. If you do not have more than 10 armor back there you deserve to have you backside blown off.

2 SRM6 do 60 damage.

I've JUST gotten out of a match where my 2xSRM6 3xPPC cataphract got behind a catapult, and just to amuse myself instead of blowing it away in 3 seconds with PPCs I got up to 50m away and shot an SRM volley directly in to its back. To my amusement it rendered the entire back armor yellow internal, all 3 sections.

Load up the game and tell me the back section armor of your mech? Is it more than 20? (Heavies get more than 20 on their back center, mediums and lower do not. An SRM volley to the backside of even a heavy will shred it to tiny pieces.)

There's a reason the most popular builds for competitive right now are SRM6 spam lights, SRM6 spam mediums, SRM6 spam heavies, and SRM6 spam assaults.

Edited by hashinshin, 06 March 2013 - 03:17 AM.


#12 Mazgazine1

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Posted 06 March 2013 - 04:53 AM

View Posthashinshin, on 06 March 2013 - 03:16 AM, said:

2 SRM6 do 60 damage.

I've JUST gotten out of a match where my 2xSRM6 3xPPC cataphract got behind a catapult, and just to amuse myself instead of blowing it away in 3 seconds with PPCs I got up to 50m away and shot an SRM volley directly in to its back. To my amusement it rendered the entire back armor yellow internal, all 3 sections.

Load up the game and tell me the back section armor of your mech? Is it more than 20? (Heavies get more than 20 on their back center, mediums and lower do not. An SRM volley to the backside of even a heavy will shred it to tiny pieces.)

There's a reason the most popular builds for competitive right now are SRM6 spam lights, SRM6 spam mediums, SRM6 spam heavies, and SRM6 spam assaults.



Or maybe that Catapult didn't have a lot of back armor.. They do 30 damage, there is no magic involved. Assuming this guy cut his to half, would get the same result.

#13 Rubidiy

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Posted 06 March 2013 - 05:42 AM

there's no problem with their damage. But there's a HUGE PROBLEM with being able to equip 6 SRM6. It's a question of changing hardpoint system from just a weapon type hardpoint to weapon type + size type hardpoint. Thus you can limit the quantity of srm6 which can be equipped down to 2 and other slots could be equipped with srm4 or srm2.
Same goes to PPCs.

#14 z3a1ot

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Posted 06 March 2013 - 05:47 AM

Someone posted this on forum somewhere although cant remember where exactly. Pretty funny.



#15 Gremlich Johns

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Posted 06 March 2013 - 07:23 AM

I have advocated before to drop the SSRM/SRM damage to the canon 2 pts. LRMs need to be 1 pt.

#16 Elwood Blues

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Posted 06 March 2013 - 07:32 AM

Fast SRM platforms dominate competitive play right now with good reason. It is even worse when a few splatcat players are pug stomping. SRMs need some rebalancing.

#17 Eggs Mayhem

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Posted 06 March 2013 - 08:11 AM

an SRM 6 hits just as hard as 3 MLs (15 damage) but with the heat of only 1. Considering they weigh almost the same, a difference of roughly 1 ton for ammo, that is a huge advantage for SRMs. Now obviously trying to make them match is a bad idea, since SRMs spread, but some effort should be exerted towards driving the SRMs closer to MLs, without changing the weight or crit size.

I would first suggest an alteration to their flight path, one that pretty much forces them apart upon exiting their tubes. The end goal of the spread would be to make sure that no more than 2 missiles in a SRM6 hit a single component on average. There will obviously be times where someone can jam their tubes up against someone's back and pull the trigger, but hopefully it will not be as consistent as we see today.

Then I would suggest lowering the damage to 2 per missile from 2.5. This would still make the SRM2 35% more efficient than the ML, the SRM4 66%, and the SRM6 78%. Increasing the heat of the SRMs would not be a good idea, imo, as it would make them unwieldy for light mechs that rely on them to do their big damage.

Edited by EmperorMyrf, 06 March 2013 - 08:12 AM.


#18 Elwood Blues

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Posted 06 March 2013 - 08:24 AM

I agree with 2 per missile damage for SRMs because I think they were previously balanced based on a community that hadn't figured out how to take advantage of them. I think that if people had figured out that they could be that effective on a fast moving heavy (splat cat) or medium (zombie cent), they never would have been buffed that high.

#19 DocBach

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Posted 06 March 2013 - 08:30 AM

View Posthashinshin, on 06 March 2013 - 02:09 AM, said:


please don't say TT values. You say TT values and it makes me want to change my opinion to SRMs are fine simply because I HATE you TT fundamentalists.


find a new game, then, because this one is based on an established IP with 30 years of lore and history. You aren't going to separate it from MWO.

#20 Lykaon

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Posted 06 March 2013 - 10:14 AM

View Posthashinshin, on 05 March 2013 - 05:20 PM, said:

I think we've done enough testing to show that SRMs are the most spammable weapon in the game and far too powerful for their weight. Reduce damage to 2.2 or less from their ridiculously high 2.5.

You can keep streaks the same, nobody cares. It's the triple+ SRM6 that are dominating the game right now. Being able to spam AC20 levels of damage from 3 tons is insanity.



You have to think the streaks through.You have not taken into account some important factors.

1) 2.5 damage per missile shared by SRMs and SSRMs was essentially designed to compensate for SRMs inaccuracy and reduced effective ranges.
SRMs are most effective at sub 100m ranges meanwhile streaks are equally effective from 0-270m.Since SSRMs always hit with all ordnance there is absolutely no reason the streaks should ever have been given a damage buff from 2 per missile to 2.5 per missile.

2) Some time down the line streaks will need to be addressed because someday we will not be seeing 6xSRM6 boats we will be seeing 6X Streak SRM6 boats.





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