

Srms Post Hot Fix
#1
Posted 21 March 2013 - 05:18 PM
#2
Posted 21 March 2013 - 06:08 PM
#3
Posted 21 March 2013 - 06:27 PM
#4
Posted 21 March 2013 - 07:39 PM
Anyone who is crying about splat-cats should play one. They are crazy short range and overheat constantly, not to mention their arms get blown off first thing. Yes they are great at their specific role (mugging someone short range) but outside of that they are worthless.
Edited by etrius, 21 March 2013 - 10:59 PM.
#5
Posted 21 March 2013 - 08:26 PM
Before patch I seem to remember they were LRMs: 1 damage, SRMs: 2 damage. This makes sense; SRMs have poor spread, and are riskier to your mech since you need to be closer and are Direct Fire.
Then they increased them to 1.8 and 2.5, with splash damage, which was what over-powered them. Then they super-nerfed them to .7 and 1.5.
Why didnt they just revert to pre-patch stats? Makes no sense to me, This pattern of over powering and then over-correcting.
That being said; Still are effective, but as a medium pilot I feel I've lost one of my most powerful tools when going up against heavier mechs.
Edited by Dr Kevorkian, 21 March 2013 - 08:31 PM.
#6
Posted 21 March 2013 - 08:28 PM
etrius, on 21 March 2013 - 07:39 PM, said:
That's the price you pay for overspecialisation.
Sounds like it is working as intended.
I have a Splatcat too.
Edited by Haitchpeasauce, 21 March 2013 - 08:29 PM.
#7
Posted 21 March 2013 - 11:26 PM
SRM-4s are worse than 2 Small Lasers
SRM-6s are worse than 3.
I know, weapon hardpoints, but its not like Small Lasers were amazing or extremely awesome, they were good. Think of a slightly cooler, heavier Small Laser than spreads damage, and although has more range, will fire randomly around. Yeah, over nerfed by a lot. 2 is the logical place to start with a damage nerf, and probably good, but 2.5 wasn't bad. Problem was SRM-18+ mechs, not SRM-4s.
#8
Posted 22 March 2013 - 12:57 AM
#9
Posted 22 March 2013 - 01:07 AM
#10
Posted 22 March 2013 - 01:37 AM
Edited by Cygolino, 22 March 2013 - 01:38 AM.
#11
Posted 22 March 2013 - 03:22 AM
I think they were overpowered before, but now they feel somewhat underpowered, maybe damage from 1.5 could go back up to 1.7 or 1.8 (spitting numbers here, maybe 1.6 with a little splash boost could do it), but I know this is a fix and therefore we'll have to wait a bit to understand what the future will be.
The trouble now are smaller launchers. Dual SRM4s (I drop a tear for my poor DRG 1N :'( ) seems to be worthless and I don't even considered SRM2 before, now they shoot peanuts I guess.
But hey devs gave us coolant flushes. Time to exploit full laser and ppc builds with the consumables so they get nerfed as well, or hopefully they get rid of the coolants!
#12
Posted 22 March 2013 - 04:09 AM
I hope I'll see a Cent with AC10 today on the battlefield. I will probably shed a tear of joy.
Edited by Kmieciu, 22 March 2013 - 04:09 AM.
#13
Posted 22 March 2013 - 05:38 AM
ICEFANG13, on 21 March 2013 - 11:26 PM, said:
SRM-4s are worse than 2 Small Lasers
SRM-6s are worse than 3.
I know, weapon hardpoints, but its not like Small Lasers were amazing or extremely awesome, they were good. Think of a slightly cooler, heavier Small Laser than spreads damage, and although has more range, will fire randomly around. Yeah, over nerfed by a lot. 2 is the logical place to start with a damage nerf, and probably good, but 2.5 wasn't bad. Problem was SRM-18+ mechs, not SRM-4s.
SpreadSheet warriors online. And you fail @ it.
SRM now have base damage of 1.5 per missile, so SRM2 have damage same as small laser.
And you fail to count splash damage.
So total damage per missile can be bigger then 2.
#14
Posted 22 March 2013 - 05:50 AM
#15
Posted 22 March 2013 - 06:16 AM
Kmieciu, on 22 March 2013 - 04:09 AM, said:
I hope I'll see a Cent with AC10 today on the battlefield. I will probably shed a tear of joy.
Words of wisdom. Hunch4SP or Cent9A/D pilot, 2,000+ games in them...
True story: I played one game in my 2xML 2xASRM6 Cent9D last night post-patch and immediately cried my way to the mechbay and pulled SRM's and HS, putting an AC10 in their place. I launched into a game to warm up, the second game launched against PGI's ThomasO. I stated very clearly in general chat that I held him personally accountable for the forced-removal of my SRM's. Flanked him, and AC10'd his LRM-Cat in the face repeatedly until he cored through. Exited the game and went to bed. ...slept soundly.
#16
Posted 22 March 2013 - 06:51 AM
etrius, on 21 March 2013 - 07:39 PM, said:
I'm thinking that maybe you just aren't very good at piloting one.
A buddy scored over 1000 damage in one of them, yesterday AFTER the hot-fix, on freaking ALPINE.
I ran SRM's quite a lot last night, and they are essentially the same as they were prior to the last patch. They're easily one of the best weapons in the game. If you can't make them work, then the issue lies with your own ability.
#17
Posted 22 March 2013 - 07:31 AM
its about time.
#18
Posted 22 March 2013 - 07:33 AM
rgreat, on 22 March 2013 - 05:38 AM, said:
SRM now have base damage of 1.5 per missile, so SRM2 have damage same as small laser.
And you fail to count splash damage.
So total damage per missile can be bigger then 2.
I also have tons of experience, and I'll think I'll choose the unlimited ammo, skill bases Small Laser thanks. Splash damage is bull, at point blank range, NOT with a Splat, because I don't have it, but with a Jenner-D and 2 SRM-4s, I don't want to smear them all over. I could literally do better with 2 Mediums instead (Jenner-F). I really like the Jenner-D, but its clear that damage balancing at this level hurts the little guy (as in small SRM usage) far more than the big guy.
I want you to take 2 LRM-5s, 2 SSRM-2s, and 2 SRM-2s on a Cat-A1, and show me how awesome it is.
There you go buddy, you go run that build
http://mwo.smurfy-ne...7fbb04f66c46cee
Tell me that they are fine, boating LRM-100 the problem? Who cares if that's balanced, just like the Gauss Rifle, fixing by damage is much worse than making weapons have unique qualities. Bring back a screen shot too.
Don't you just love balanced mechs?
And the best thing, missiles and ballistics matter a lot less how many you bring, SRM-2 to SRM-36, if you use 4 tons of ammo, they both do the same damage, just the SRM-36 will do it a lot faster.
#19
Posted 22 March 2013 - 08:15 AM
#20
Posted 22 March 2013 - 08:44 AM
ICEFANG13, on 22 March 2013 - 07:33 AM, said:
Do not overestimate the problem.
SRM are still nice for me. Not OP as before, but nice.
And feel free to boat small lasers. I enjoy "LOL WUT?!" fits in my cross-hair.
Quote
There you go buddy, you go run that build
http://mwo.smurfy-ne...7fbb04f66c46cee
Take that s.h.i.t.-build yourself.
I prefer something more like this: 2xLRM15+4xSRM-6.
http://mwo.smurfy-ne...58f355e3121fa30
Quote
How can you balance LRM-100 with 2+ damage per missile? Eh?
Quote
And the best thing, missiles and ballistics matter a lot less how many you bring, SRM-2 to SRM-36, if you use 4 tons of ammo, they both do the same damage, just the SRM-36 will do it a lot faster.
So?
Edited by rgreat, 22 March 2013 - 08:50 AM.
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