Srm6 Are Too Good Per Hardpoint.
#81
Posted 01 March 2013 - 07:49 AM
#82
Posted 01 March 2013 - 07:49 AM
Kmieciu, on 01 March 2013 - 05:51 AM, said:
Um... the answer is yes. I've seen a number if A1's with 6xSRM4 for better heat management, less spread, less ammo usage and faster cycle. Next question you want to ask, then answer incorrectly?
#83
Posted 01 March 2013 - 07:50 AM
CG Oglethorpe Kerensky, on 01 March 2013 - 07:47 AM, said:
All of our maps,aside from the very recent Alpine Valley are these tiny little maps and usually have lots of cover. Well of course brawling weapons like SRMs and AC/20s are going to be great here, all of our tactics we have refined are specifically tailored for these maps.
Take your Cent-A and A1 Cat into Alpine Valley loaded down with SRMs and you will find a significantly different experience from what you would find in River City.
The answer to this problem isn't changing the SRMs but introduction of more maps, large maps, where highly specialized mechs are at a disadvantage.
A very good point as well.
I think for example 3L ravens or many fast mechs will get into trouble if we get metroplex maps where you have ONLY cities and high buildings and tight corridors between buildings where their freedom of movement means that their SSRM and ECM means squat as our hordes of peackeeping Urbanmechs corner them and blap them to pieces.
#84
Posted 01 March 2013 - 07:51 AM
Edited by Flying Blind, 01 March 2013 - 07:51 AM.
#85
Posted 01 March 2013 - 07:52 AM
CG Oglethorpe Kerensky, on 01 March 2013 - 07:47 AM, said:
The answer to this problem isn't changing the SRMs but introduction of more maps, large maps, where highly specialized mechs are at a disadvantage.
You seem confused. It's not highly specialized builds that are at a disadvantage. It's only highly specialized short-ranged builds that are. Highly specialized long-ranged builds have a distinct advantage; something all the people claiming it encourages "balanced" builds like to brush over.
#86
Posted 01 March 2013 - 07:53 AM
#87
Posted 01 March 2013 - 08:03 AM
Brilig, on 28 February 2013 - 11:49 PM, said:
This is a very valid point.
A good example is the Raven 3L, it physically doesn't have the tubes to mount 2xSRM6. It really is only able to support 1xSRM6 and 1xNARC (which I have actually started running on my 3L).
I do like that the rate of fire is limited to the 1 tube on the Raven and I'm ok if this applies to all mechs but my understanding is that it doesn't. It's only the mechs that have a NARC tube that this happens too right now and I do hope they implement this over an other nerf/buff to see how it works out.
Increasing the spread without Artemis, and in turn making Artemis a bit more of an impact for SRMs, is another good ideal and from what I understand they are working on/playing around with.
#88
Posted 01 March 2013 - 08:03 AM
"LRM is OP, NO SKILL"
Its getting silly there are literally nerf this posts for EVERY weapon that isn't a laser or ballistic on the first two pages.
Get over it.
#89
Posted 01 March 2013 - 08:07 AM
So a splatcat with 3 in the right arm and 3 in the left arm would fire 1 from each group at the same time (2 at a time) and take maybe 3 seconds to get through a volley of 18 missiles. This could actually make them more dangerous in the hands of a capable pilot, but it would also give the defender the ability to mitigate damage through twisting and moving.
What do you guys think? I have read something like this proposed before, what would be the downside?
#90
Posted 01 March 2013 - 08:11 AM
Pendraco, on 01 March 2013 - 08:07 AM, said:
So a splatcat with 3 in the right arm and 3 in the left arm would fire 1 from each group at the same time (2 at a time) and take maybe 3 seconds to get through a volley of 18 missiles. This could actually make them more dangerous in the hands of a capable pilot, but it would also give the defender the ability to mitigate damage through twisting and moving.
What do you guys think? I have read something like this proposed before, what would be the downside?
no thank you. try out putting an SRM6 in the left torso of the TBT-7M or any other mech's NARC tube like on the Raven 3L and see how it works for you.
it is not fun
No thank you
#91
Posted 01 March 2013 - 08:11 AM
- Make the NARC tube a NARC tube like AMS is an AMS point. The whole concept of firing an SRM6 out of a NARC tube is silly, in my opinion. In the case of the Raven 3L, it would then have 1 missle point, 1 NARC point, 3 Energy points. My thoughts here are that if it's a NARC tube... it should be a NARC.
- With regard to SRMs... my only question is... how does a mech fire 36 dumb-fire missles... and not one of those missles explodes by hitting another missle as it flys? In addition to increasing spread and convergence... maybe it's just a case of "If you fire 36 missles... there's an X% chance per launcher that Y number of missles will hit each other in flight and explode before hitting their target."
It doesn't solve the facehumpers, though. So perhaps a min-range on SRMs? Say... 40 meters?
#92
Posted 01 March 2013 - 08:19 AM
SI The Joker, on 01 March 2013 - 08:11 AM, said:
- Make the NARC tube a NARC tube like AMS is an AMS point. The whole concept of firing an SRM6 out of a NARC tube is silly, in my opinion. In the case of the Raven 3L, it would then have 1 missle point, 1 NARC point, 3 Energy points. My thoughts here are that if it's a NARC tube... it should be a NARC.
- With regard to SRMs... my only question is... how does a mech fire 36 dumb-fire missles... and not one of those missles explodes by hitting another missle as it flys? In addition to increasing spread and convergence... maybe it's just a case of "If you fire 36 missles... there's an X% chance per launcher that Y number of missles will hit each other in flight and explode before hitting their target."
It doesn't solve the facehumpers, though. So perhaps a min-range on SRMs? Say... 40 meters?
minimum range on SRMS? what? no! first of all face humping will go away when knockdown returns. Secondly SRMs are limited enough in range as it is. getting close is how you mitigate the way SRMS spread out and become useless at any range other than 125 meters or less than 50. SRMs are difficult to really use well, the fact that we have skilled pilots able to use them well doesn't mean we need to nerf SRMS or that there's anything wrong with SRMS, it just means that we have highly skilled players making this game more challenging and interesting for us.
stop complaining this is a good thing.
#93
Posted 01 March 2013 - 08:19 AM
#94
Posted 01 March 2013 - 08:39 AM
I think you are confusing the never rebalanced hardpoints of the CPLT-A1 with a need to rebalance the SRM6.
This approach was applied to the CPLT-K2 and the Gauss Rifle and now the K2 Gausspult has become the 2xAC20-pult and the Gauss Rifle is too fragile to use. The rebalance needs to be applied to the out-of-balance mechs and not the weapon.
The real culprit in all this is the screwy way Hardpoints are applied to the Mechs. It wrongly assumes that if the Hardpoints were on the Stock variant of the Mech, then all permutations arrived at in Mechlab will also be balanced and drawn from Battletech sources and in both assumptions PGI is, from time to time, incorrect. MWO has only Mech-labbed Mechs and that is where balance must come from.
Edited by Lightfoot, 01 March 2013 - 08:41 AM.
#95
Posted 01 March 2013 - 08:45 AM
Edited by StalaggtIKE, 01 March 2013 - 08:46 AM.
#96
Posted 01 March 2013 - 08:51 AM
Lightfoot, on 01 March 2013 - 08:39 AM, said:
I'm still not convinced this is specifically a K2 issue - ppl stick those guns on anything that fits them, which at this point in time is the K2 for the AC/20 and used to be just the K2 for gauss. Now you can stick dualguass on the cataphract, and what do you know, ppl stick it on the cataphract too. I would be very surprised if dual AC/20 Jagermechs don't become as common or more common than dual AC/20 K2s.
#98
Posted 01 March 2013 - 09:12 AM
I haven't heard a definitive response back yet, but I heard one SRM cat changed 2 SRM racks for some LRMs, and I think they said they enjoyed the versatile ranges. The ability to choose when to engage, and not be helpless at certain ranges.
This is an argument that something makes a better close range build, and seem to forget longer ranges or balanced builds. If you are also only effective at the same range as they are, of course one will out perform the other. Your tactics are limited when you limit your build, but a focused build has strength as well as weaknesses.
#99
Posted 01 March 2013 - 09:26 AM
Tesunie, on 01 March 2013 - 09:12 AM, said:
+1. Brawlers need to be able to hurt stuff outside of facehug range. In addition to AC/20s (seriously, those things are amazing - they do gauss damage out to like ~400) I've found that UAC/5s are pretty insane if you can run more than one. Those things do full damage at similar ranges to a gauss rifle or a PPC and a pair of them is arguably a better brawling weapon than an AC/20. Either one is probably Tier 1 in terms of stuff you want to bring to a brawl and will also make anyone that specialized for facehugging reconsider their build choices posthaste.
And, it's a lot of fun to dump 5-6 UAC rounds into a lurmboat or sniper and make it get back behind cover.
Edited by Royalewithcheese, 01 March 2013 - 09:28 AM.
#100
Posted 01 March 2013 - 09:29 AM
Johnny Morgan, on 01 March 2013 - 08:03 AM, said:
This is a very valid point.
A good example is the Raven 3L, it physically doesn't have the tubes to mount 2xSRM6. It really is only able to support 1xSRM6 and 1xNARC (which I have actually started running on my 3L).
I do like that the rate of fire is limited to the 1 tube on the Raven and I'm ok if this applies to all mechs but my understanding is that it doesn't. It's only the mechs that have a NARC tube that this happens too right now and I do hope they implement this over an other nerf/buff to see how it works out.
Increasing the spread without Artemis, and in turn making Artemis a bit more of an impact for SRMs, is another good ideal and from what I understand they are working on/playing around with.
For the record, every mech variant has a set number of "tubes" for any given missile hardpoint. You can mount more "launcher" in that hardpoint, but they will all have to exit out of the tubes.
For example, if you mount (and I have) an LRM15 in the left arm of an Awesome 9M (with has 1 missile hardpoint with 2 tubes for a default Streak launcher), you will have 15 missiles fired 2 at a time until they are all out. That is 7 rapid launches of 2 missiles with 1 last missile at the end.
Same with every mech. This is the advantage of the Catapults. They have big launchers with a lot of tubes. It is the reason the Treb is a better missile boater than the Cent; more tubes.
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