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Streak Srms Are Doing Too Much Damage.


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#1 Rocket Puppy

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Posted 07 March 2013 - 09:47 PM

They are currently doing 2.6-2.8 damage per missile. Check for yourself.

Standard SRMS are doing around 2.3-2.4 damage around what I expected with glancing hits and what not.

#2 ThePieMaker

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Posted 07 March 2013 - 09:49 PM

Where are you getting your information from that says Streaks are doing 2.6-2.8 damage per missile?
Standard damage is 2.5 per missile so its not even that much more...

#3 Rocket Puppy

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Posted 07 March 2013 - 09:51 PM

Number crunching weapon stats from multiple people who I play with.

#4 Naduk

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Posted 07 March 2013 - 09:54 PM

well what ever they are doing it needs to be ALOT less
what will the state of the game be like when we are facing down C-Ssrm6 x6
when a innersphere Ssrm2 is doing so much damage at the moment

can you imagine how badly broken those weapons are going to be streak 6 launchers ?
http://www.sarna.net/wiki/Streak

hell is coming

#5 TheGreatNoNo

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Posted 07 March 2013 - 09:56 PM

Ravens with SSRM6 and SSRM2, Ravens with SSRM6 and SSRM2 everywhere.

#6 Noth

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Posted 07 March 2013 - 09:58 PM

View PostLost One, on 07 March 2013 - 09:56 PM, said:

Ravens with SSRM6 and SSRM2, Ravens with SSRM6 and SSRM2 everywhere.


only if IS mechs can equip clan tech and last I heard, the devs were leaning towards no on that.

#7 Ursh

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Posted 07 March 2013 - 10:09 PM

raven 3l pilots will just move to whatever clan mech is fast, has ecm, and 2+ missile hardpoints.

Edited by Ursh, 07 March 2013 - 10:10 PM.


#8 Royalewithcheese

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Posted 07 March 2013 - 10:10 PM

View PostRocket Puppy, on 07 March 2013 - 09:51 PM, said:

Number crunching weapon stats from multiple people who I play with.


Weapon damage stat includes damage from ammo explosions caused by the weapon, so it's going to be a little high.

#9 Rocket Puppy

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Posted 07 March 2013 - 10:17 PM

View PostRoyalewithcheese, on 07 March 2013 - 10:10 PM, said:


Weapon damage stat includes damage from ammo explosions caused by the weapon, so it's going to be a little high.


Thought about that as well, but SRM damage should be a little high then too. Around 20 peoples stats and standard SRMS fall in 2.2-2.4 dps, Streaks still 2.6-2.8 dps.

SRM4s and SRM6s tend to have extremely similar stats for damage.

#10 One Medic Army

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Posted 07 March 2013 - 10:26 PM

Streaks almost always hit, whereas SRMs do not.
SRMs which do register as a hit may not include all missiles hitting, whereas every streak that hits hits with both missiles.

#11 Royalewithcheese

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Posted 07 March 2013 - 10:33 PM

View PostRocket Puppy, on 07 March 2013 - 10:17 PM, said:


Thought about that as well, but SRM damage should be a little high then too. Around 20 peoples stats and standard SRMS fall in 2.2-2.4 dps, Streaks still 2.6-2.8 dps.

SRM4s and SRM6s tend to have extremely similar stats for damage.


Sounds like that's a stats thing. SRMs always do exactly 2.5 damage on a hit. It may have something to do with how splash damage is registering or not registering.

#12 Leon Shirow

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Posted 08 March 2013 - 12:11 AM

I have been trying this in the testing grounds and damage from any type of SRM varies depending on where they hit and size of the target.

If you take a SRM-6 and stand 40m behind the Atlas two salvo's will strip all the rear armour and turn the internals yellow, that is at least 68 points of damage, over 5.6 damage per missile.

Now move round to the side of the Atlas and fire at the arm, on average it will take about 8 salvo's to strip the armour so the missiles are only doing around 1.4 damage per missile.

But it gets a lot worse if the target is small.

Take two SSRM-2 into the testing grounds and stand 250m directly in front of the Commando. With the fist salvo the head turns yellow, centre torso turns red, all side torso armour gone and internals yellow, arms orange and legs yellow. A second salvo and the Commando is destroyed. I have tried to work out how much armour is remaining after the the first salvo by firing with a small laser at the Commando and I think at least 50 points of damage have been done or 12.5 damage per missile.

#13 One Medic Army

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Posted 08 March 2013 - 12:23 AM

View PostLeon Shirow, on 08 March 2013 - 12:11 AM, said:

I have been trying this in the testing grounds and damage from any type of SRM varies depending on where they hit and size of the target.

If you take a SRM-6 and stand 40m behind the Atlas two salvo's will strip all the rear armour and turn the internals yellow, that is at least 68 points of damage, over 5.6 damage per missile.

Now move round to the side of the Atlas and fire at the arm, on average it will take about 8 salvo's to strip the armour so the missiles are only doing around 1.4 damage per missile.

But it gets a lot worse if the target is small.

Take two SSRM-2 into the testing grounds and stand 250m directly in front of the Commando. With the fist salvo the head turns yellow, centre torso turns red, all side torso armour gone and internals yellow, arms orange and legs yellow. A second salvo and the Commando is destroyed. I have tried to work out how much armour is remaining after the the first salvo by firing with a small laser at the Commando and I think at least 50 points of damage have been done or 12.5 damage per missile.

Sounds like the (S)SRMs are doing full dmg to every component hit, rather than dividing their 2.5dmg among the parts.

Edited by One Medic Army, 08 March 2013 - 12:23 AM.


#14 Sug

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Posted 08 March 2013 - 12:31 AM

They just need to make up some fluff like SSRMs have a smaller warheard so they can fit the guidance system in and lower SSRM damage to half of SRM damage.

#15 Khobai

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Posted 08 March 2013 - 01:08 AM

Streaks should not have a smaller warhead. Streaks do the same damage as SRMs. The problem is that Streaks automatically hit when they shouldn't. Streaks don't automatically hit in tabletop, they still have to roll to hit. They just don't have to roll on the cluster table if they hit. And if they miss they don't generate heat or expend ammo.

simple 2-step solution:
1) change streaks so they have a chance to miss
2) change guardian ecm so it no longer affects streaks at all

Fixt.

Edited by Khobai, 08 March 2013 - 01:12 AM.


#16 DerHuhnTeufel

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Posted 08 March 2013 - 01:10 AM

I've found similar things to the OP - my average streak damage is right around 2.7, not 2.5. If ammo explosions were changing things, people shouldn't be getting nearly identical damages. I think streaks do normal impact damage, and then bonus splash damage.

#17 xhrit

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Posted 08 March 2013 - 01:11 AM

View PostKhobai, on 08 March 2013 - 01:08 AM, said:

Streaks should not have a smaller warhead. Streaks do the same damage as SRMs. The problem is that Streaks automatically hit when they shouldn't. Streaks don't automatically hit in tabletop, they still have to roll to hit. They just don't have to roll on the cluster table if they hit. And if they miss they don't generate heat or expend ammo.

simple 2-step solution:
1) change streaks so they have a chance to miss
2) change guardian ecm so it no longer affects streaks at all


Streaks don't automatically hit in MWO anyway. Go look at your weapon stats.

Weapon STREAK SRM 2
Fired :210
Hit:148
Accuracy:70.48%

Edited by xhrit, 08 March 2013 - 01:14 AM.


#18 Khobai

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Posted 08 March 2013 - 01:14 AM

Quote

Streaks dont automaticly hit in MWO. Go look at your weapon stats.


They do automatically hit except when they hit an intervening object.

#19 Ursh

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Posted 08 March 2013 - 01:35 AM

View Postxhrit, on 08 March 2013 - 01:11 AM, said:


Streaks don't automatically hit in MWO anyway. Go look at your weapon stats.

Weapon STREAK SRM 2
Fired :210
Hit:148
Accuracy:70.48%


Uhm, stop firing them at people who run over a hilltop or behind a building.

If you're getting 70.48% accuracy with streaks, you're spamming your ssrm button rather than paying attention to where your target is going......which is pretty much a perfect example of why many people have a problem with the way streaks are implemented, especially when loaded on an ECM Raven or Commando.

A skill-free weapon in the hands of an ecm equipped light.

#20 Lykaon

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Posted 08 March 2013 - 01:35 AM

View PostRocket Puppy, on 07 March 2013 - 09:47 PM, said:

They are currently doing 2.6-2.8 damage per missile. Check for yourself.

Standard SRMS are doing around 2.3-2.4 damage around what I expected with glancing hits and what not.



Are you aware that SSRMs and SRMs have a splash damage mechanic that spreads damage effects across a 3.5 meter area from the point of impact?

It appears to me that the point of impact is damaged for the 2.5 documented value of the missile's damage while other target locations will take some additional damage.

The method of testing is load up an SRM2 in a NARC launcher hardpoint as this will fire two missiles in succession instead of as a single volley.Intentionally miss the second missile so you can track damage inflicted by the one SRM that hits the target.
Fire on a commando first at a range of around 60m.You may be suprised to see 3-4 seperate body locations being damaged by a single SRM.

This is caused by the 3.5m splash of SRMs and streaks.





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