Jump to content

New Srm Flight Path


17 replies to this topic

#1 WKMitchell

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 22 posts

Posted 21 May 2013 - 11:45 PM

The new SRM flight path has just made boating worse as now even taking 2 ASRM6 isn't worth it my 4sp used to be able to atleast get up close(~100m or less) and cluster most of the damage in the torso's. Now it is splattered all over the mech even many assaults I am doing a lot of leg and arm damage(tested it on live and in testing grounds on unmoving targets). Which unfortuantly means SRM's with reduced damage aren't even worth taking unless you are boating 4+. Not normally one to gripe like this but this is silly tired of having to stack lots of one missile type to even make them effective. Anything short of 30 LRM's and/or 20+ SRM's just wont cut it anymore on one mech. (sorry for the formatting these forums wont accept enter key command for some reason. Even if I format it in word, then copy and paste it goes like this.)

#2 aniviron

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,752 posts

Posted 22 May 2013 - 12:46 AM

SRMs are better at long range, and much worse at close range. And they are only better against huge mechs. No point even trying to use SRMs in light-on-light combat now. Already tired of firing with crosshairs centered on the enemy only to leave a mech-sized hole of blastmarks everywhere but on the person I'm targeting.

What SRMs really needed was a damage buff, but I don't think it's going to happen, and they will remain bad for a long time. If they were going to do it, they would have done it this last patch,

#3 Max Liao

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 695 posts
  • Facebook: Link
  • Twitch: Link
  • LocationCrimson, Canopus IV

Posted 22 May 2013 - 12:52 AM

So, what you're saying is that SRMs are working as SRMs are supposed to - (sort of) random location for each missile and you have to lead your target (it has a flight time like ballistics)?

What, PGI got something right? /feint

#4 Kitane

    Member

  • PipPipPipPipPipPipPipPip
  • Bridesmaid
  • 1,009 posts
  • LocationPrague, Czech Republic

Posted 22 May 2013 - 01:13 AM

View PostMax Liao, on 22 May 2013 - 12:52 AM, said:

So, what you're saying is that SRMs are working as SRMs are supposed to - (sort of) random location for each missile and you have to lead your target (it has a flight time like ballistics)?

What, PGI got something right? /feint


But a randomness does not belong in a skill-based game, does it? PGI WHYYY?

The difference on X-5 was noticeable. SRMs fired from two-tube launchers had nearly straight trajectory and could be aimed with some degree of precision, but after the patch it became much more random.

#5 Merrik Starchaser

    Member

  • PipPipPipPipPipPip
  • Deadset Legend
  • Deadset Legend
  • 239 posts

Posted 22 May 2013 - 01:17 AM

no it means the crown jewel of bralwing weapons sucks so right now there is NO REASON to brawl

#6 WKMitchell

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 22 posts

Posted 22 May 2013 - 01:19 AM

View PostMax Liao, on 22 May 2013 - 12:52 AM, said:

So, what you're saying is that SRMs are working as SRMs are supposed to - (sort of) random location for each missile and you have to lead your target (it has a flight time like ballistics)?

What, PGI got something right? /feint


That would work if every weapon followed TT rules but they don't. Right now like Mechwarrior games before this game being able to hit the same area with your weapons is important. With convergence allowing multiple Gauss, PPC, Laser, or AC's to all hit the same spot having the SRM's scatter this much makes them dead weight if used in numbers less then what most people would consider boating. This is why LBX-10 is a bad weapon 10 points of scattered damage is much worse then 10 points of focused damage. When the AC-10 is still considered on the almost underpowered side the LBX-10 is going to be in serious trouble. (Standard disclaimer for stupid forums not liking enter key =P)

Edited by WKMitchell, 22 May 2013 - 01:22 AM.


#7 Max Liao

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 695 posts
  • Facebook: Link
  • Twitch: Link
  • LocationCrimson, Canopus IV

Posted 22 May 2013 - 01:21 AM

When an elite 'MechWarrior of the 31st Century has to suffer randomness, then some scrub video gamer of the 21st century should have to do the same. This is was supposed to be a simulation - simulating what it's like to be a MechWarrior in the BattleTech universe, not a full on e-Sport shooter.

Skill based weapons are ballistics and lasers.
Area/splash weapons that don't require full precision accuracy should hit random locations.
  • Reward: You have an overall higher chance to hit
  • Risk: Damage is spread around.
How else can you simulate:
  • Roll to hit
  • Roll for number of missiles
  • Roll for missile hit location(s)
I need to playtest more, but I think that PGI got it on (or close to) the mark with SRMs now.

#8 WKMitchell

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 22 posts

Posted 22 May 2013 - 01:26 AM

View PostMerrik Starchaser, on 22 May 2013 - 01:17 AM, said:

no it means the crown jewel of bralwing weapons sucks so right now there is NO REASON to brawl


I am still liking my HBK-4G with the AC-20 and still fear Jager's with the 2x AC-20. Brawling isn't dead but it is pretty much down to two weapons AC-20 and lots Medium Lasers.

#9 WKMitchell

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 22 posts

Posted 22 May 2013 - 01:33 AM

View PostMax Liao, on 22 May 2013 - 01:21 AM, said:

When an elite 'MechWarrior of the 31st Century has to suffer randomness, then some scrub video gamer of the 21st century should have to do the same. This is was supposed to be a simulation - simulating what it's like to be a MechWarrior in the BattleTech universe, not a full on e-Sport shooter.

Skill based weapons are ballistics and lasers.
Area/splash weapons that don't require full precision accuracy should hit random locations.
  • Reward: You have an overall higher chance to hit
  • Risk: Damage is spread around.
How else can you simulate:
  • Roll to hit
  • Roll for number of missiles
  • Roll for missile hit location(s)
I need to playtest more, but I think that PGI got it on (or close to) the mark with SRMs now.



Except in a world where the ballistics and laser can hit where you are pointing at as easily as they can a weapon that spreads its damage. The weapon that spreads damage will lose always. I am familiar enough with this concept from playing Battletech P&P, and all the previous MechWarrior games(including 3 & 4 in a competitive league for years).

#10 Fooooo

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,459 posts
  • LocationSydney, Aus.

Posted 22 May 2013 - 01:36 AM

Well, if you think about it, with the spread like it is now even with ASRMS, the dmg could be upped a bit.

Meaning you need less missiles to hit those small lights than before, but your also missing with more on them and spreading the dmg on the larger targets like say an atlas.

So instead of before where an srm6 could almost all hit the CT of an atlas (at some ranges) for 2.5 dmg each missile (or whatever they are now, 1.5?), they could now have them do say 3dmg each missile probably without them being too OP if you get me.......

#11 Kitane

    Member

  • PipPipPipPipPipPipPipPip
  • Bridesmaid
  • 1,009 posts
  • LocationPrague, Czech Republic

Posted 22 May 2013 - 01:50 AM

View PostMax Liao, on 22 May 2013 - 01:21 AM, said:

When an elite 'MechWarrior of the 31st Century has to suffer randomness, then some scrub video gamer of the 21st century should have to do the same. This is was supposed to be a simulation - simulating what it's like to be a MechWarrior in the BattleTech universe, not a full on e-Sport shooter.

Skill based weapons are ballistics and lasers.
Area/splash weapons that don't require full precision accuracy should hit random locations.
  • Reward: You have an overall higher chance to hit
  • Risk: Damage is spread around.
How else can you simulate:
  • Roll to hit
  • Roll for number of missiles
  • Roll for missile hit location(s)
I need to playtest more, but I think that PGI got it on (or close to) the mark with SRMs now.



I don't really mind that. Two tube launchers had a fairly specific behavior that was nerfed and was one of reasons why I enjoyed X-5), but SRMs as a weapon type are pretty much spot on.

They need to fix the splash damage bug and only then perhaps increase direct damage of individual missiles.

#12 Solomon Ward

    Member

  • PipPipPipPipPipPipPip
  • 591 posts
  • LocationBerlin

Posted 22 May 2013 - 01:57 AM

Looks horrible.

Like an LBX shot in slowmotion in a world without gravity.

#13 John MatriX82

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,398 posts
  • LocationItaly

Posted 22 May 2013 - 02:09 AM

View PostSolomon Ward, on 22 May 2013 - 01:57 AM, said:

Looks horrible.

Like an LBX shot in slowmotion in a world without gravity.


This.. they have become worthless, with the previous flying pattern, if you were good you knew the distance to obtain better grouping on the target, even when using vanilla SRMs (without artemis). Now you need artemis all the way, ASRM4's are those who look a little bit better, ASRM6 is wasted tonnage and crit space, but in general they are quite worthless now that they spread damage so much even in close range. I'll keep playing the sniper, no more brawling incoming for me for a long time unfortunately..

#14 Keifomofutu

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,547 posts
  • LocationLloydminster

Posted 22 May 2013 - 04:29 AM

The old grouping visually just looked cooler. And as has been said if you knew your ranges you knew when the "swarm of bees" was going to tighten up. Honestly just felt better before even with the pretty subpar damage. Now they aren't cool to watch and they don't do any damage. 0/10 would not fire again.

Edited by Keifomofutu, 26 June 2013 - 09:12 PM.


#15 xenoglyph

    Member

  • PipPipPipPipPipPipPipPip
  • 1,480 posts
  • LocationSan Diego

Posted 26 June 2013 - 09:04 PM

+1 for SRM buff

#16 PEEFsmash

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,280 posts
  • LocationLos Angeles

Posted 26 June 2013 - 09:55 PM

The flightpath is okay (it should be tighter at 100 m but remain the same as it currently is at max range, but the damage is not okay. It needs to be 2.5.

#2.5TheMovement

#17 Miekael

    Member

  • PipPipPipPipPipPip
  • 255 posts
  • LocationNevada, USA

Posted 26 June 2013 - 10:48 PM

Bump for SRMs.

#18 xenoglyph

    Member

  • PipPipPipPipPipPipPipPip
  • 1,480 posts
  • LocationSan Diego

Posted 27 June 2013 - 03:28 AM

This is my meaningful SRM related discourse.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users