

Srms Really Need Their Damage Nerfed Already
#21
Posted 06 March 2013 - 10:54 AM
#22
Posted 06 March 2013 - 03:39 PM
DocBach, 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
Posted 06 March 2013 - 03:47 PM
EmperorMyrf, on 06 March 2013 - 08:11 AM, said:
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
Posted 06 March 2013 - 04:03 PM
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
Posted 06 March 2013 - 05:21 PM
Bull Frog, on 06 March 2013 - 04:03 PM, said:
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
Posted 06 March 2013 - 06:43 PM
hashinshin, on 06 March 2013 - 02:09 AM, said:
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
Posted 07 March 2013 - 02:42 PM
#28
Posted 07 March 2013 - 03:10 PM
#29
Posted 08 March 2013 - 08:47 AM
#30
Posted 08 March 2013 - 09:10 AM
Lykaon, 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
Posted 08 March 2013 - 01:03 PM
Oh, and no effort will be made to hinder boating, even though that's the biggest balance problem in the game.
#32
Posted 08 March 2013 - 01:12 PM
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
Posted 08 March 2013 - 01:17 PM
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
Posted 08 March 2013 - 01:43 PM
#35
Posted 08 March 2013 - 02:01 PM
#36
Posted 08 March 2013 - 02:42 PM
#37
Posted 08 March 2013 - 02:52 PM
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
Posted 08 March 2013 - 03:09 PM
#39
Posted 08 March 2013 - 05:04 PM
#40
Posted 08 March 2013 - 05:42 PM
Zyrusticae, on 08 March 2013 - 02:42 PM, said:
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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