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Is Ssrm2 Desperately Needs Some Love

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#1 FlyingSpaghettiMonster

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Posted 27 October 2016 - 08:13 AM

The IS Streak SRM 2 has been under powered for a while, but the loyalty rewards Blackjack really hammered it home for me. (Yes, I know i'm a sub-optimal weirdo for keeping the stock weapons). Without a doubt the IS SSRM2 is the weakest missile weapon in the game. Same heat as the SRM2, but with 75% longer cool down, less damage, and slower missiles, all in exchange for seeking. I understand the SSRM is supposed to be a specialist anti light weapon, but it gives up too much power for not enough utility. So what gives?

IS SRMS got a .15 damage per missile buff to put them on par with their half weight clan counterparts, and i think the IS SSRM2 should get a similar treatment. Right now, It has a 20 M/S speed advantage over clan streaks, and that it. Give it a .5 increase in damage per missile!

#2 El Bandito

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Posted 27 October 2016 - 08:14 AM

SSRM2 does need something to make it picked even once, but generally we need IS SSRM4/6 more.

#3 Bombast

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Posted 27 October 2016 - 08:17 AM

We need a full IS Streak range, that's what we need.

#4 627

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Posted 27 October 2016 - 09:24 AM

what we actually need... lol everyone knows this better but IMO we need a new streak mechanic. Something homing but with some kind of aim/skill/minigame involved. Let me aim for a component for an extra second for example. There are plenty of ideas beside returning to CT seekers only so that needs a change.

But looking at LBX and how PGI is inapt to code something simple as ammo switching, I doubt anyone is able to recode the way streaks work.

#5 Lyoto Machida

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Posted 27 October 2016 - 10:05 AM

View Post627, on 27 October 2016 - 09:24 AM, said:

what we actually need... lol everyone knows this better but IMO we need a new streak mechanic. Something homing but with some kind of aim/skill/minigame involved. Let me aim for a component for an extra second for example. There are plenty of ideas beside returning to CT seekers only so that needs a change.

But looking at LBX and how PGI is inapt to code something simple as ammo switching, I doubt anyone is able to recode the way streaks work.


SSRMs (and maybe LRMs also) target the "bone" that you're hitting with TAG...otherwise, they target as they currently do now.

#6 RoadblockXL

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Posted 27 October 2016 - 10:21 AM

Something needs to inherently change with streaks because SSRM2s are worthless and SSRM6s are absolute bane of light mechs.

I think they should change them to be like LRMs, where the missiles don't seek bones individually but as a cluster. So, when you fire the SSRM, the missiles stay in the pattern they get launched in and the center of the pattern homes to the center of the bone. This would spread out the damage of SSRM6s while giving SSRM2s a purpose; they do less damage per shot but it's more focused.

And could we take away the 100% chance to hit? I know it works that way in the TT but giving light mechs the possibility of dodging the missiles would add to the gameplay. It would require that streaks take some skill as far as choosing when to shoot and it means that light pilots can learn maneuvers for dodging missiles.

#7 dario03

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Posted 27 October 2016 - 10:26 AM

View PostBombast, on 27 October 2016 - 08:17 AM, said:

We need a full IS Streak range, that's what we need.


We need a full rebalance of streaks, that's the other thing we need.

#8 Tristan Winter

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Posted 27 October 2016 - 11:44 AM

PSA: The introduction of SSRM4 and SSRM6 will not make the SSRM2 more popular.

Thank you for your time.

#9 Bombast

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Posted 27 October 2016 - 11:55 AM

View PostTristan Winter, on 27 October 2016 - 11:44 AM, said:

PSA: The introduction of SSRM4 and SSRM6 will not make the SSRM2 more popular.

Thank you for your time.


People may use SSRM2s when they are boating SSRM4s, have an extra missile hard point, but not enough tonnage for another SSRM4.

That's one terrible, 'really stretching it' reason, I'll grant you. But it's one more reason then what we have now, and we have... what, zero reasons to equip?

Edited by Bombast, 27 October 2016 - 11:55 AM.


#10 LordNothing

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Posted 27 October 2016 - 12:13 PM

View PostTristan Winter, on 27 October 2016 - 11:44 AM, said:

PSA: The introduction of SSRM4 and SSRM6 will not make the SSRM2 more popular.

Thank you for your time.


pretty much this. when comparing is and clan streak2s one has to face the conclusion that nobody uses the clan ssrm2 either. both need a cd reduction. choose the 4 or 6 if you want to saturate an enemy with a huge salvo, use the 2 if you want dps. its not like the srm2 which gives you a nice tight spread and can actually hit a section of a mech at its maximum range. the streak 2 gives no such intrinsic bonus.

also the range on the clan missiles is much much longer, making the streaks more of a moderate range weapon when you install modules. still the is version has that annoyingly short range. compare the is srm with its 2.15 damage a missile, but the is streak only does 2 damage a missile. you dont see this on the clan side, all short range missiles do 2 damage. so perhaps the is streak should get a slightly larger warhead to make up for the clan's range advantage.

#11 Otto Cannon

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Posted 27 October 2016 - 03:18 PM

View PostFlyingSpaghettiMonster, on 27 October 2016 - 08:13 AM, said:

Without a doubt the IS SSRM2 is the weakest missile weapon in the game.


Strong contender for weakest weapon of any type in the game, although machine guns are still winning.

#12 Lyoto Machida

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Posted 27 October 2016 - 03:49 PM

View PostLordNothing, on 27 October 2016 - 12:13 PM, said:


pretty much this. when comparing is and clan streak2s one has to face the conclusion that nobody uses the clan ssrm2 either. both need a cd reduction. choose the 4 or 6 if you want to saturate an enemy with a huge salvo, use the 2 if you want dps. its not like the srm2 which gives you a nice tight spread and can actually hit a section of a mech at its maximum range. the streak 2 gives no such intrinsic bonus.

also the range on the clan missiles is much much longer, making the streaks more of a moderate range weapon when you install modules. still the is version has that annoyingly short range. compare the is srm with its 2.15 damage a missile, but the is streak only does 2 damage a missile. you dont see this on the clan side, all short range missiles do 2 damage. so perhaps the is streak should get a slightly larger warhead to make up for the clan's range advantage.


Or lower the cooldown or spread for IS SSRM2s.





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