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Ssrm's Need Nerfed


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#41 Kaldor

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Posted 29 December 2013 - 10:53 PM

I see a trend in this thread..

The "ERMAHGERD NERF SSRMS? THEY ARE FINE/UNDERPOWERED" crowd is in full force.

They need to have the damage dropped to 2 and CT weighting increased as an offset. And before anyway says anything, why should they be more effective than an SRM2, which they clearly are no matter what buff they give to SRMs.

On another note, SRMs need to get set to 2.5 again, and FFS, hit detection, please, I beg of you. Fix HSR so brawling with lasers and SRMs might be sorta decent again, and I might play again more than once a month...

#42 NextGame

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Posted 30 December 2013 - 01:06 AM

SSRMS are fine, the clan variants will be hilarious however and I think it will be difficult to balance them. Expect another nonsensical and convoluted system that exists beyond the realms of logic to be implemented for those.

#43 MeiSooHaityu

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Posted 30 December 2013 - 04:36 AM

SSRMs are in a good place. I don't find them terribly overpowerd. Like somone else mentioned, if they both hit, it does 5 damage. That is equal to 1 solid MLaser hit (except now you have ammo to contend with).

I just don't see a reason to adjust them.

#44 KharnZor

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Posted 30 December 2013 - 04:48 AM

View PostNautilusCommand, on 29 December 2013 - 05:20 PM, said:

TL;DR
They do too much damage for a guaranteed hit.

NO.

#45 Clownwarlord

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Posted 30 December 2013 - 04:55 AM

View PostNautilusCommand, on 29 December 2013 - 05:20 PM, said:

SSRM's are OP.
Please nerf.
Everyone one (at least I think) would agree SRM's are trash with the problem of the fact the hit-detection is god awful, on top of that SSRM's have a damage of 2.5/per missile. This makes it like caring a flyswatter for light 'mechs. "They aren't because the missiles hit random places witch justify the damage amount" I find this to be a band-aid on the problem. It doesn't matter on the random hit locations because a light hunter sporting 4x2=16 with a recycle time of 3.5 seconds is still stupid amounts of damage in shot burst. Regardless of the fact they hit random points it's only a matter of time before you're legged and {scraped}. On top of it I find LRM's and SSRM's to either leg, or CT you.

TL;DR
They do too much damage for a guaranteed hit.

I disagree with you on a nerf of Streaks. Mainly due to energy and ballistic streaks HAVE to be with in 270 to be effective. So due to the range and all the flak you will take to get in range it is effectively balanced. Out of all this though I still uses more 6-packs over streaks because more damage in alpha = more likely to kill you faster and move on.

(Maybe you should be a better pilot??? rotate to spread armour ... or a better shot to kill the enemy faster before he gets to you and kills you???)

QQ

#46 Screech

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Posted 30 December 2013 - 07:58 AM

Guess we will just have to wait till tonnage limits and then1-2 months of a {Scrap} meta till they decided to fix it with a half-baked idea. Way it has worked in the past.

#47 NautilusCommand

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Posted 30 December 2013 - 08:09 AM

Alright as is seems that everyone has looked at this as a "I'm a light pilot, and the thing that kills lights needs nerfed" and further more me just QQing. This wasn't intended to sound so it was me trying to get at that the weapon is truly out of place because a number of things seemed to gone wrong.
As people have stated the thing is for being 2.5/damage per missile+guidance but yet there is still the same amount of ammo in each ton.
The fact that hit detection is a huge problem about the SRM's make it just not even worth dealing with, and just bringing SSRM's fixes it.

#48 Lostdragon

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Posted 30 December 2013 - 08:21 AM

View PostNautilusCommand, on 30 December 2013 - 08:09 AM, said:

Alright as is seems that everyone has looked at this as a "I'm a light pilot, and the thing that kills lights needs nerfed" and further more me just QQing. This wasn't intended to sound so it was me trying to get at that the weapon is truly out of place because a number of things seemed to gone wrong.
As people have stated the thing is for being 2.5/damage per missile+guidance but yet there is still the same amount of ammo in each ton.
The fact that hit detection is a huge problem about the SRM's make it just not even worth dealing with, and just bringing SSRM's fixes it.


Comparing SSRMs to SRMs right now is pointless because the devs have acknowledged there are hit detection issues with SRMs. Until that is fixed any comparison is invalid.

I play lights a lot and I don't have any problems with SSRMs as implemented. They have drawbacks to balance out their strengths. I use them on some of my lights, but if SRMs weren't so squirrelly I would be using them more than streaks. I think there are a lot of other weapons like pulse lasers, flamers, and the LBX10 that need attention way more than streaks.

#49 Sandpit

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Posted 30 December 2013 - 01:33 PM

View PostKaldor, on 29 December 2013 - 10:53 PM, said:

I see a trend in this thread..

The "ERMAHGERD NERF SSRMS? THEY ARE FINE/UNDERPOWERED" crowd is in full force.

They need to have the damage dropped to 2 and CT weighting increased as an offset. And before anyway says anything, why should they be more effective than an SRM2, which they clearly are no matter what buff they give to SRMs.

On another note, SRMs need to get set to 2.5 again, and FFS, hit detection, please, I beg of you. Fix HSR so brawling with lasers and SRMs might be sorta decent again, and I might play again more than once a month...

That's odd, I was thinking the exact same thing about the " emer gawd I got killed by something nerf nerf nerf" crowd being in full force.

#50 hercules1981

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Posted 30 December 2013 - 07:14 PM

View PostTurist0AT, on 29 December 2013 - 05:56 PM, said:

Oxide needs a nerf not ssrms. Streaks werent an issue until Oxide showed up and everyone starts screaming nerf streaks. What about mechs that cant pack 6 of them?!

People actually bought that mech,my entire merc group stayed away from that

Edited by hercules1981, 30 December 2013 - 07:19 PM.


#51 hercules1981

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Posted 30 December 2013 - 07:19 PM

View PostLostdragon, on 30 December 2013 - 08:21 AM, said:


Comparing SSRMs to SRMs right now is pointless because the devs have acknowledged there are hit detection issues with SRMs. Until that is fixed any comparison is invalid.

I play lights a lot and I don't have any problems with SSRMs as implemented. They have drawbacks to balance out their strengths. I use them on some of my lights, but if SRMs weren't so squirrelly I would be using them more than streaks. I think there are a lot of other weapons like pulse lasers, flamers, and the LBX10 that need attention way more than streaks.

I link the first statement and have herd the same, so comparison actually can't even take place right now as for your 2nd statement about flamers lbx 10 and pulse lasers I hope u mean buffs not nerfs.

#52 Jman5

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Posted 30 December 2013 - 07:45 PM

With all due respect, streaks are fine. It's dummy SRMs that need a buff to 2.5. The only thing nerfing streaks would do is make people completely abandon short range missile builds.

Edited by Jman5, 30 December 2013 - 07:48 PM.


#53 Nutlink

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Posted 30 December 2013 - 07:53 PM

Flip the damage - SSRMs to 2 points a missile, SRMs to 2.5 points a piece. Buff the SRMs, minor debuff to SSRMs. I'm scared at the thought of 6xSSRM6s, even chain fired, coming after me, regardless of what mech I'm using. Streak 2s aren't meant to be as powerful as they are now, and even a Streak 6 firing 1 missile at a time is going to be pretty damn scary as it is.

#54 DeadlyFred

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Posted 30 December 2013 - 09:07 PM

Again, if there's a problem of quantity, why the hell is anyone advocating nerfing the individual weapon? You can't balance a single weapon solely based on the potential of six of that weapon, it's completely illogical. If there's a big issue with Streaks en masse then perhaps THAT should be addressed. I agree there probably well could be.

#55 Dan Nashe

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Posted 30 December 2013 - 09:50 PM

Absolutely not.
You know why ssrms get top damage? Because they can't kill anything in less than 15 volleys.
I say this as someone who just mastered a spider 5d (no ams) and a jenner f (no missiles Or ecm on that one).
Ssrms are just not That scary.

SRMs are really bad right now due to a flaw in the code of the game pgi is trying to fix, making streaks more popular than their quality merits, because they are the only choice for non-lrm boats that make missile variants worth playing, but a medium laser still blows an ssrm2 out of the water for a fraction of the tonnage.
4 ssrm2s: 6 plus 1.5 (bap) plus 2 (25 shots of ammo) is 9.5 tons.
4 ml? 4 tons. Make it 4 ml, 4 dhs, and an ams for 9.5.
Same total damage, but it can be aimed.

Oh, and my ssrm hit percent is 70 percent. My ml is 80 percent and can do 2.5 damage at 400 meters.
Streaks are just barely worth taking when you have missile slots.
They are about the only reason over a dozen variants are even worth playing.

Are they a good choice for some pilots with bad aim to fight lights? Absolutely. Why shouldn't new players have a weapon they can use against the hardest mechs in the game for new players to kill? Pilots with different strengths use different weapons, variety!
just, no.

Edited by DanNashe, 30 December 2013 - 09:56 PM.


#56 Navy Sixes

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Posted 30 December 2013 - 10:15 PM

Well, if they'd fix regular SRMs, maybe we'd opt for an SRM6 in that slot instead of a streak2. But right now, a guaranteed 5 points of damage, spread between 2 random hit boxes, is the best short-range missile game in town.

SSRMs don't need a nerf. SRM hit reg needs to be fixed.

In the meantime, streak boats do a lot of damage but rarely kill anything except lights that don't "R" before they charge in. Play smart!

#57 nemesis271989

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Posted 30 December 2013 - 10:22 PM

View PostFupDup, on 29 December 2013 - 05:49 PM, said:




35 points of armor on side torso with XL engine - LOL

#58 nemesis271989

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Posted 30 December 2013 - 10:33 PM

View PostNautilusCommand, on 29 December 2013 - 05:20 PM, said:

SSRM's are OP.
Please nerf.
Everyone one (at least I think) would agree SRM's are trash with the problem of the fact the hit-detection is god awful, on top of that SSRM's have a damage of 2.5/per missile. This makes it like caring a flyswatter for light 'mechs. "They aren't because the missiles hit random places witch justify the damage amount" I find this to be a band-aid on the problem. It doesn't matter on the random hit locations because a light hunter sporting 4x2=16 with a recycle time of 3.5 seconds is still stupid amounts of damage in shot burst. Regardless of the fact they hit random points it's only a matter of time before you're legged and {scraped}. On top of it I find LRM's and SSRM's to either leg, or CT you.

TL;DR
They do too much damage for a guaranteed hit.


Ways to fix your Problem:

  • Pack AMS
  • Pack double AMS
  • Get ECM mech
  • Group up with friendly mechs that carry AMS
  • Stay within friendly ECM
  • Stay out of range (>270m)
  • Use terrain cover
  • Get faster mech
  • Get fatter mech (more armored mech/heavier)
  • Pack SSRMs
  • Pack more SSRMs than your foes
  • Target enemy mech ("R" key) scan it before engaging
  • Get Advanced Info Gathering Module
  • Stop complaining
  • Learn to play

All games have "HARD counters" and "SOFT counters" for nearly everything. Stop screaming for Nerf get some logic. No logic? Learn math - that develops logic. Where to learn math? Go to School.

Oh ******** everything revolves around same thing

#59 Sephlock

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Posted 30 December 2013 - 10:40 PM

View PostxMEPHISTOx, on 29 December 2013 - 08:05 PM, said:

Once ssrm4's and 6's are available that may be something to look at

No. No it won't. IT WIL get "looked at" (read: Nerted into the dirt"), but no.

#60 torgian

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Posted 30 December 2013 - 10:45 PM

This again?

Oh goody.





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