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#1 Homeless Bill

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Posted 03 December 2013 - 05:14 PM

That SRMs are bad? Because they are. Since we're clearly not going to get a missile hit registration fix anytime soon, can we please push the damage up to 2.5? Please?

But what about when they finally do fix hit registration? Just turn the damage back down to 2.0 in the same patch or just let SRMs have a week of being overpowered. What, like direct fire alphas haven't had their day in the sun?

Quote

You can vote to bump SRM damage up to 2.0, not this patch but next, or leave damage as is until hit detection is fixed. Keep in mind, this bump in damage is going to be a fairly big world of hurt for larger Mechs.

It's not. Even on large, stationary 'mechs, SRMs are ****** compared to their direct fire counterparts.


As much as the forums are a bit of a whiny cesspool sometimes, game balance is one thing I'd trust more to people here than whoever is in charge now.

Months of machine guns being bad, while PGI continues to tell us they're just fine. PGI decides making it a crit-seeking weapon will be enough, and the forums disagree. Fast forward a few months, the forums were right, and the machine guns, in addition to being savage crit-seekers, have had their damage more than doubled.

Months of endless poptarting, an unsuccessful attempt to end it with Ghost Heat, and then finally the PPC nerf that players had been begging for.

Also, pulse lasers have always been bad and still are bad. What's the point of having a balance forum when there's so rarely an attempt to balance out underperforming things?

TL;DR: Buff SRMs and pulse lasers. Because they're bad and there's no reason not to. Seriously, it's a number in a text file - why can we not get at least that small courtesy?

#2 FupDup

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Posted 03 December 2013 - 05:21 PM

Also, the SL, Flamer, Narc, and MG could use a little lovin' too. Maybe even the AC/2.

#3 Murzao

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Posted 03 December 2013 - 05:30 PM

Well yea we need SRMs fixed so people will play mediums more. Months ago I shot a guy twice in the back with 3ASRM6s, he didn't die. I ran into him when he stopped to see what was happening split second after the 2nd shot....took 4 to actually kill him....in the back from point blank range (again I was actually running into him).

#4 Sybreed

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Posted 03 December 2013 - 06:20 PM

View PostFupDup, on 03 December 2013 - 05:21 PM, said:

Also, the SL, Flamer, Narc, and MG could use a little lovin' too. Maybe even the AC/2.

I might even push it to LRMs too, they seem to suffer from bad detection as well.

#5 Alistair Winter

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Posted 03 December 2013 - 06:36 PM

View PostFupDup, on 03 December 2013 - 05:21 PM, said:

Also, the SL, Flamer, Narc, and MG could use a little lovin' too. Maybe even the AC/2.

Yep. But other than that, things are pretty good.

Well, except for the SPL, MPL and maybe even the LPL. Maybe the LRM5 needs to be looked at. But yeah.

#6 Sybreed

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Posted 03 December 2013 - 06:43 PM

View PostAlistair Winter, on 03 December 2013 - 06:36 PM, said:

Yep. But other than that, things are pretty good.

Well, except for the SPL, MPL and maybe even the LPL. Maybe the LRM5 needs to be looked at. But yeah.

LRM 15 and LRM 20 also need to be looked at. Right now, having 2 LRM 5 is better than 1 LRM 15 or 20.

#7 Troutmonkey

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Posted 03 December 2013 - 07:08 PM

View PostHomeless Bill, on 03 December 2013 - 05:14 PM, said:

That SRMs are bad? Because they are. Since we're clearly not going to get a missile hit registration fix anytime soon, can we please push the damage up to 2.5? Please?


What? No!
Why would you want a band aid fix like that? If they fail to hit then it doesn't matter how much damage they do.
Fix them first, THEN think about whether they need further balancing.

#8 Sybreed

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Posted 03 December 2013 - 07:12 PM

View PostTroutmonkey, on 03 December 2013 - 07:08 PM, said:


What? No!
Why would you want a band aid fix like that? If they fail to hit then it doesn't matter how much damage they do.
Fix them first, THEN think about whether they need further balancing.

thing is, it's taking them forever to fix them. Bring in the band aid, fix them, remove the band aid.

#9 Homeless Bill

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Posted 03 December 2013 - 07:20 PM

View PostTroutmonkey, on 03 December 2013 - 07:08 PM, said:


What? No!
Why would you want a band aid fix like that? If they fail to hit then it doesn't matter how much damage they do.
Fix them first, THEN think about whether they need further balancing.

Yeah, man. Let's just let them stay ****** for ANOTHER six months instead of changing a ******* text file. The number changing is way too much work; if it's not perfect, we might as well have nothing at all, right? Great philosophy. Have you applied for a job at PGI?

Why do I want a bandaid fix? Because I want SRMs to be usable again. Because it will take literally thirty minutes, at most, of someone's time to change a number, save the file, and zip it up in a PAK file. So, lights will still register no damage, and mediums won't be much better - who cares? SRMs would at least be good for something.

Here's my question for you and all those that share your ****** opinion: why the hell can't I have SRMs that work now? Why do you insist on waiting for a time in PGI's perpetually delayed schedule that they'll be able to take another legitimate pass at HSR? We've waited for over six months for functional SRMs, they're not here, it'll take them a ridiculously small amount of effort to fix, and there's no reason to wait. Period.

As I said in the OP, just drop the number back to where it was whenever you patch in HSR fixes. There is no reason to leave SRMs as garbage for the foreseeable future. It's indefensible.

When a band-aid is easy to put on and take off, it's a lot better than letting the wound fester.

Edited by Homeless Bill, 03 December 2013 - 07:21 PM.


#10 Solis Obscuri

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Posted 03 December 2013 - 07:24 PM

View PostFupDup, on 03 December 2013 - 05:21 PM, said:

Also, the SL, Flamer, Narc, and MG could use a little lovin' too. Maybe even the AC/2.

AC/2 just needs to have Ghost Heat turned off. I think SL is still useful for light builds, just not worth the slot on most heavier. MG is actually pretty good, kills fast if you rip off armor with bigger/hotter weapons.

The NARC definitely needs love, and the Flamer... well, I'm not sure what to think, but the fact that I almost never use them probably says something.

#11 Troutmonkey

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Posted 03 December 2013 - 07:28 PM

View PostHomeless Bill, on 03 December 2013 - 07:20 PM, said:

...


Wow Bill, I used to think highly of you.
Making SRMs do more damage isn't go to fix them. It's going to make them wildly inconsistant will some alpha's absolutely destroying any mech (Splatcat anyone?), while other Alphas will do nothing at all.

There is a major problem with hit reg, it's not just SRMs that are being affected. It is being looked at, but as a system that's deeply rooted into the core game the fix could be difficult to find and impliment without braking something else. It certainly is frustrating to wait for these fixes, but swearing your **** off isn't going to get you anywhere

EDIT: Apparently T1ts is filtered. Damn these overzelous systems

Edited by Troutmonkey, 03 December 2013 - 07:30 PM.


#12 A banana in the tailpipe

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Posted 03 December 2013 - 07:30 PM

SRMs are great if you treat them like a shot/scatter gun.

#13 Jman5

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Posted 03 December 2013 - 07:36 PM

I have been using Streak SRM 2s for months now because they are the only missiles that do decent damage and they have the added bonus of lock-on.

Why would I use dummy SRMs when my streaks are doing the same if not better Damage pound for pound

#14 A banana in the tailpipe

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Posted 03 December 2013 - 07:42 PM

View PostJman5, on 03 December 2013 - 07:36 PM, said:

Why would I use dummy SRMs when my streaks are doing the same if not better Damage pound for pound


because if you have a good ping, learn to aim, or both, SRMs pack a huge punch and get the job done faster.

#15 Deathlike

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Posted 03 December 2013 - 07:45 PM

View Postlockwoodx, on 03 December 2013 - 07:42 PM, said:

because if you have a good ping, learn to aim, or both, SRMs pack a huge punch and get the job done faster.


If only SRMs.... worked as intended™.

#16 Sybreed

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Posted 03 December 2013 - 07:49 PM

View PostTroutmonkey, on 03 December 2013 - 07:28 PM, said:


Wow Bill, I used to think highly of you.
Making SRMs do more damage isn't go to fix them. It's going to make them wildly inconsistant will some alpha's absolutely destroying any mech (Splatcat anyone?), while other Alphas will do nothing at all.

There is a major problem with hit reg, it's not just SRMs that are being affected. It is being looked at, but as a system that's deeply rooted into the core game the fix could be difficult to find and impliment without braking something else. It certainly is frustrating to wait for these fixes, but swearing your **** off isn't going to get you anywhere

EDIT: Apparently T1ts is filtered. Damn these overzelous systems

are you freaking deaf? They can just buff srms while they try to fix the hit detection bug (and honestly we don't even know if they're trying to fix it), then we can remove the buff again once they deal they're supposed dmg.

Jesus....

#17 Amsro

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Posted 03 December 2013 - 07:55 PM

Streak SRM's = 2.5
Artemis SRM's = 2.0
Standard SRM's =2.0

SRM's = ? which is it?

The only difference is the guidance system, how can one be more damaging then the other, SRM 2 doesn't even make sense compared to streaks.

Once streak SRM 6's make it into game its going to get ugly.

#18 Jman5

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Posted 03 December 2013 - 07:59 PM

View Postlockwoodx, on 03 December 2013 - 07:42 PM, said:


because if you have a good ping, learn to aim, or both, SRMs pack a huge punch and get the job done faster.

Well until I get as good as you and I can hit a 150kph light with all 6 of my SRM 6s every time, lock-on streaks with their higher damage per missile are going to be way better for me.

#19 CeeKay Boques

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Posted 03 December 2013 - 08:01 PM

That the french fries at the A and double UUUUUUUu taste a little strange?

#20 FupDup

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Posted 03 December 2013 - 08:02 PM

Oh, and also the LBX needs love too. Maybe we could even sneak in a small reload speed buff to the AC/10.





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