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Srms Really Need Their Damage Nerfed Already


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#21 Royalewithcheese

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Posted 06 March 2013 - 10:54 AM

After seeing 3xSRM6+Artemis in action on my robot, I would definitely support reducing damage to 2.0 or 2.25 from 2.5. They would still be amazing weapons, but with the new flightpath and the meta re: facehugging the initial level of spread they were balanced around just isn't there anymore.

#22 hashinshin

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Posted 06 March 2013 - 03:39 PM

View PostDocBach, on 06 March 2013 - 08:30 AM, said:


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.

this game is based on an established IP with 17 years of lore and history. Called Mechwarrior (2.)

You TT fundamentalists forget the chief difference between this and BT: This is a freaking FPS! It's like you guys go home, open up the wiki, and ********** to TT values. Oh you're a bad little SRM with your 2 damage and you- WHAT, NOT 2 DAMAGE? THIS **** IS TERRIBLE!

More on topic: If you are using a single SRM6 youi are using an OP build. Simple as that. My 3x PPC 2x SRM6 cataphract? I didn't choose SRM6 to back up PPCs because they have amazing synergy, I chose them because they be OP yo.

Edited by hashinshin, 06 March 2013 - 03:43 PM.


#23 Tombstoner

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Posted 06 March 2013 - 03:47 PM

View PostEmperorMyrf, on 06 March 2013 - 08:11 AM, said:

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


3x ML's should spread its part of TT balance that was removed with the conversion to PC, but the heat, weight, damage, space remained almost exactly the same. what your seeing is how broken weapon balance is currently.

all linked alpha strike weapons should spread. regardless of type. single fire weapons should keep pin point accuracy.

#24 ChapeL

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Posted 06 March 2013 - 04:03 PM

The way I see it SRMs are a problem when boated given that we have such tiny maps. When Apline peaks shows up in the rotation, those boats find themselves up the creek without a paddle. What we need is MORE larger maps in there so you can't just bet on having Frozen/ River city 75% of the times anymore.

Over time, that would make people think about balancing their loadouts better to cope with the various conditions on each map. (This will become null and void should we be given the chance to know which map we are about to drop on, unfortunately.)

#25 Royalewithcheese

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Posted 06 March 2013 - 05:21 PM

View PostBull Frog, on 06 March 2013 - 04:03 PM, said:

The way I see it SRMs are a problem when boated given that we have such tiny maps. When Apline peaks shows up in the rotation, those boats find themselves up the creek without a paddle. What we need is MORE larger maps in there so you can't just bet on having Frozen/ River city 75% of the times anymore.

Over time, that would make people think about balancing their loadouts better to cope with the various conditions on each map. (This will become null and void should we be given the chance to know which map we are about to drop on, unfortunately.)


SRM+Artemis actually owns on Alpine peaks after the flightpath buff. The map's verticality means it's pretty easy to get within 270, and SRM+Artemis is now viable all the way up to ~150-200.

#26 Wolfclaw

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Posted 06 March 2013 - 06:43 PM

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

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

your overt self serving agenda is somewhat sickening.


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.





For one, SRM's are in no way OP. Since nothing in the game is OP. Use simple tactics and you make something "OP" completely useless.

Secondly, 2 SRM 6 can maybe destroy a light with a GOOD shot to the back. But there's no way 2 SRM 6's will destroy a mech in 1 shot. 30 points of damage spread out, isn't gonna kill a damn thing.

#27 focuspark

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Posted 07 March 2013 - 02:42 PM

Honestly... the fact that the devs started from a horridly unbalanced starting place (CBT rules) I'm surprised things are as balanced as they are. The devs seriously need to get a tiger team together and just focused on weapon balance for a couple of weeks with the willingness to teak everything - CBT be damned.

#28 Aratan Aenor

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Posted 07 March 2013 - 03:10 PM

If SRMs would actually register as hits and do damage when they struck a mech, then I would support reducing their damage to 2/missile. As the game mechanics currently stand, I can unload a salvo of 24 missiles from my 6xSRM4+Artemis directly into the center torso of an assault mech standing 100 meters away and its paper doll won't even flash. My A1 SRM boat usually finishes a match with 0 kills, 1 or 2 assists, and less than 75 damage dealt after expending all 500 rounds of SRM ammo.

#29 Darling_In_The_MeXX

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Posted 08 March 2013 - 08:47 AM

I believe that SRMs are bad because the distance that they can be used in and that 6 is the maximum that one battery can have. The LRMs do the exact same amount of damage and come in batteries up to 20. With a minimum range of 180m and SRMs with a maximum of 200 m (I think). Judging by this 60 damage compared to 15, whereas the 60 actually locks onto you, I would be afraid of the Awsome that packs 2 LRM 20s and 2 LRM 15. One shot at my Centurion in an open field and it took off my arm and left torso taking out my SRMs. I will agree that streaks are a little much because on light to light combat, the one that is winning is the ECM mech.

#30 Zyllos

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Posted 08 March 2013 - 09:10 AM

View PostLykaon, on 06 March 2013 - 10:14 AM, said:



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.


Or you could just make SSRMs have their RoF much less than SRMs.

There are several non-damage issues with SSRMs that are making them much better than intended.

Letting SSRMs lock beyond 270m (because SSRMs/LRMs use the same locking mechanics).
SSRM launchers, once locked, have the same RoF as SRMs.
SSRMs have a very tight turning radius.

#31 Sable Dove

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Posted 08 March 2013 - 01:03 PM

Judging from the LRMs, they're not interested in balancing them. I mean, when your patch fixes an issue that's resulting in a weapon doing less damage than it should, but the weapon is already overpowered with reduced damage, you should nerf it at the same time. Otherwise you get the current, brutally-overpowered Artemis LRMs we have now.

Oh, and no effort will be made to hinder boating, even though that's the biggest balance problem in the game.

#32 Headlessnewt

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Posted 08 March 2013 - 01:12 PM

Splatcats (Which is really what this thread is about) and other boats are quite nasty, but are high-risk high-reward builds.

If your splatcat gets caught in the open against enemies more than 150m away, he's in trouble. Just like your LRM boat is in trouble if someone gets within 180m. Play it right and stay in your optimum range and you'll do horrific damage. Mess it up and you'll do nothing.

Me, whenever I see an A1, I aim for the legs, because a slow splatcat is a dead splatcat with no kills.

#33 General Taskeen

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Posted 08 March 2013 - 01:17 PM

I'd rather all missiles be changed to ripple fire.

For SRMs, drop the damage down to 2. BUT, Make the missile fly a little more accurately, have them ripple fire (delay between each missile firing, 0.1 or 0.2 seconds). The delay would curb SRMs from having all that damage front loaded at once, but have a little more accuracy. A good pilot would also be able to lead a target to make a quick adjustment. For the Artemis-SRM, change the function so when the missile is fired, you can alter its course with your crosshair.

#34 Sturmforge

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Posted 08 March 2013 - 01:43 PM

I would also agree that both SRMs and LRMs need to be brought to 2 and 1 damage. Would reduce the overall effectiveness of boating them. The only other weapon that has had it's damage modified are Large Lasers and that was only by 1 point.

#35 Corvus Antaka

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Posted 08 March 2013 - 02:01 PM

maybe a little more heat? Artemis since the latest patch has made the SRM6 focus a little too tightly perhaps. otherwise it seems fine to me outside the splatcat, again, heat would fix this.

#36 Rahnu

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Posted 08 March 2013 - 02:42 PM

I believe SRMs should have their damage reduced to 2, but their spread should also be reduced as well. As it is, they're either extremely effective at point-blank range, or only moderately effective from anything outside of 50m (as they spread so much they hit everything). They should NOT be shotguns. They should at least be reasonably effective from 270m in, while NOT so outrageously effective at point-blank range.

#37 UberFubarius

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Posted 08 March 2013 - 02:52 PM

I would suggest the following.
All SRM missiles, when fired from the same section, will fire in a 0.5 second interval in groups of 2.
So for SRM-6, it takes 1.5 seconds to fire all its missiles.
If you pack 2 SRM-6 in the same section, it will take 3 seconds for them to finish firing (reload only occur after the firing sequence is done).
This should make it difficult placing all the SRM shots in the exact same spot, which arguably is the main issues (all those damage concentrated in one area).

#38 Tomman

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Posted 08 March 2013 - 03:09 PM

It always shocks me how people complain about things. (OMG! LRMs must be nerfed... SSRMs always hit...SRMS do tomuch damage.) Some advice LRMs can be avoided using terrain, dodged,or outran. SSRMs and SRMs can be avoided by using tactics and staying beyond their max range. Learn tactics before calling something OP. You guys may as well say the AC20 is OP. My point is that with the one exception (Cat-A1) that good team/lance tactics NO weapon system or mech chassis is unbeatable, or OP. Even the fearsome A1 has its weakness when it's boating. SSRMs, SRMs, and LRMs are fine lets start seeing some new weapon systems so threads like this can actually discuss something new and not have the same people constantly spewing the same old whines over and over

#39 M0rpHeu5

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Posted 08 March 2013 - 05:04 PM

I vote 1,5 but any nerf will be better than what we have

#40 Sturmforge

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Posted 08 March 2013 - 05:42 PM

View PostZyrusticae, on 08 March 2013 - 02:42 PM, said:

I believe SRMs should have their damage reduced to 2, but their spread should also be reduced as well. As it is, they're either extremely effective at point-blank range, or only moderately effective from anything outside of 50m (as they spread so much they hit everything). They should NOT be shotguns. They should at least be reasonably effective from 270m in, while NOT so outrageously effective at point-blank range.


Actually they should have a shotgun effect somewhat like the LB-10X. They are a crit seeking weapon not a concentrated hole puncher like ACs, Gauss, and PPCs.





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