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Missile Hotfix Feedback.


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Poll: Your thoughts on missiles. (471 member(s) have cast votes)

LRM's

  1. Underpowered (209 votes [44.37%] - View)

    Percentage of vote: 44.37%

  2. Voted About right (250 votes [53.08%] - View)

    Percentage of vote: 53.08%

  3. Overpowered (12 votes [2.55%] - View)

    Percentage of vote: 2.55%

SRM's

  1. Voted Underpowered (170 votes [36.09%] - View)

    Percentage of vote: 36.09%

  2. About right (286 votes [60.72%] - View)

    Percentage of vote: 60.72%

  3. Overpowered (15 votes [3.18%] - View)

    Percentage of vote: 3.18%

Streak SRM's

  1. Underpowered (102 votes [21.66%] - View)

    Percentage of vote: 21.66%

  2. About right (305 votes [64.76%] - View)

    Percentage of vote: 64.76%

  3. Voted Overpowered (64 votes [13.59%] - View)

    Percentage of vote: 13.59%

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#101 Noobzorz

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Posted 23 March 2013 - 04:54 PM

View PostPh30nix, on 22 March 2013 - 03:18 AM, said:

i voted underpowered but NOT because of damage.

over all MISSLES ARE NOW GARBAGE.

i said in another post i can live with damage but at current damage

Flight speed needs dramatic increase
ECM needs a massive nerf

basicly everything about missles they nerfed earlier they need to undo.

before you judge me look at missles AS A WHOLE.


This is dead wrong. SRMs are still beasts, and LRMs are powerful and can gib people when boated, you just have to hit with more than 25% of your missiles.

#102 rgreat

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Posted 23 March 2013 - 05:51 PM

Basicly now SRM and LRM do their intended damage.

SRM = 2/missile
LRM = 1/missile

That's with splash.

And i'd like PGI to remove splash damage completely and give SRM/LRM these numbers directly.

#103 Vrekgar

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Posted 23 March 2013 - 05:57 PM

View Postrgreat, on 23 March 2013 - 05:51 PM, said:

Basicly now SRM and LRM do their intended damage.

SRM = 2/missile
LRM = 1/missile

That's with splash.

And i'd like PGI to remove splash damage completely and give SRM/LRM these numbers directly.

They already explained why they cant do that. Missiles all seek the CT. Letting them do so like that will just get your CT drilled out with no spread. They have not figured out how to make individual missiles seek different targets.

#104 rgreat

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Posted 23 March 2013 - 06:02 PM

View PostVrekgar, on 23 March 2013 - 05:57 PM, said:

They already explained why they cant do that. Missiles all seek the CT. Letting them do so like that will just get your CT drilled out with no spread. They have not figured out how to make individual missiles seek different targets.

Not now, but after they tweak missile flight paths.

#105 Henree

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Posted 23 March 2013 - 06:06 PM

how about bringing vertical descent back?

#106 PaintedWolf

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Posted 23 March 2013 - 06:07 PM

View Postrgreat, on 23 March 2013 - 05:51 PM, said:

Basicly now SRM and LRM do their intended damage.

SRM = 2/missile
LRM = 1/missile

That's with splash.

And i'd like PGI to remove splash damage completely and give SRM/LRM these numbers directly.


So basically they do spread damage just like TT instead of concentrated and now against Double Armor (which makes them even less powerful in comparison) AND there are no TACs, and HHs are way gimped compared to TT.

#107 rgreat

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Posted 23 March 2013 - 06:16 PM

View PostPaintedWolf, on 23 March 2013 - 06:07 PM, said:


So basically they do spread damage just like TT instead of concentrated and now against Double Armor (which makes them even less powerful in comparison) AND there are no TACs, and HHs are way gimped compared to TT.

Most mwo weapons do TT damage.
It's firerate what is different.

#108 PaintedWolf

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Posted 23 March 2013 - 06:19 PM

View Postrgreat, on 23 March 2013 - 06:16 PM, said:

Most mwo weapons do TT damage.
It's firerate what is different.


The damage is focused vs. spread on most weapons. The way this balances in TT is via TACs and the fact that HHs can get a pilot KO'd.

#109 rgreat

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Posted 23 March 2013 - 06:22 PM

View PostHenri Schoots, on 23 March 2013 - 06:06 PM, said:

how about bringing vertical descent back?

I'd like that. But only for indirect unguided fire mode. If PGI make that one eventually.
Or maybe for narc guided missiles...

View PostPaintedWolf, on 23 March 2013 - 06:19 PM, said:


The damage is focused vs. spread on most weapons. The way this balances in TT is via TACs and the fact that HHs can get a pilot KO'd.

All weapons are diffeerent and missiles are not the only ones doing spread out damage.

Edited by rgreat, 23 March 2013 - 06:26 PM.


#110 Iscariott

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Posted 23 March 2013 - 07:05 PM

LRM's could do with a speed increase. And damage could use some tuning. They don't need specifically more or less damage, but they do need some tuning as far as damage per missile, spread, and splash. The only real issue is how slow the volleys are, a 10%-15% speed increase would do them good so long as they never go back to the insane damage they have had.

#111 Flashback37

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Posted 23 March 2013 - 07:14 PM

View PostMischiefSC, on 21 March 2013 - 06:44 PM, said:

I'd say a tiny, tiny buff to LRMs. Like 0.1 and then a 10 or 20% increase in ammo per ton. SRMs are perfect.


No. just no to more ammo per ton. It's already ridiculous how much ammo can be carried for missiles.

#112 WidowMaker91

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Posted 23 March 2013 - 07:50 PM

LRMS need to fly faster

#113 Hellspwan

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Posted 23 March 2013 - 08:11 PM

After playing with the hotfix for a while, both as launcher AND target, my feeling is that LRM are pretty close, SRM are a little weak.

My thoughts -

LRM - if current damage is .7 then a bump to 1.0 should make them feel like more of a real threat. Increase their flight speed by apx 20% they just feel too slow. Splash set to 2 meters, with the current scaling.

SRM - Keep flight speed, bump damage from 1.5 to 2.0 with 1.5 meters splash radius and current scaling.

SSRM - same as SRM

I do miss the splash damage from SRM's, I loved legging ravens, but I would be good with just a minor boost to both base damage and splash radius. The biggest issue for me is the speed of LRM's, they seem painfully slow, considering an SMII leaves a launcher tube at Mach 2.
Just my 2 C-Bills, for what it's worth.

#114 MonkeyCheese

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Posted 24 March 2013 - 02:30 PM

Bumpin thread for more votes do it people, show them the game is more fun with non god mode missiles.

#115 Zolaz

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Posted 24 March 2013 - 02:40 PM

I feel that a lot of the people here are just voting to their own advantage. LRMs and SRMs are not a viable weapon compared to other systems. If PGI wants that to happen so be it. Just dont act all pious and sanctimonious about your real reasons.

#116 ryoma

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Posted 24 March 2013 - 03:06 PM

LRMs are closer to balance than they used to be.

Remove splash and bump them up to 1 dmg per missile.

SRMS and SSRMS remove splash and make them 2 dmg per missile.

If they are balanced then cool! If they are still having troubles then tweak the reload time on them.

#117 Skyfaller

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Posted 24 March 2013 - 03:38 PM

I'm an LRM boat normally and I like the current damage of the LRM.


However, I dislike that the items put in the game to 'counter' the LRM effectiveness of the past remain in game.


1- Missile warning needs to be removed.

2- Ammo per ton has to be increased. This is simply the result of an atlas requiring 900 missiles to bring down.. all of them hitting with artemis.. LRM15 x4. I say the damage is OK now because per volley it hurts and wrecks armor all over...but its lethality is screwy. I'm OK with having to fire many more volleys at a target but I need the ammo to make it happen.

3- TAG needs to grant a minor damage bonus.

4- Either LRM speed needs to be upped a bit or its flight path needs to be returned to higher arc setting.

#118 Strucker

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Posted 24 March 2013 - 03:49 PM

Missiles have been doing stupid damage for months now, the hotfix brought them in line to where they should be.

For everyone QQing and losing their minds, whats the saying? worlds smallest violin?

I won't argue with a flight speed needing a bit of tweaking, but damage for all missiles is perfect at this point and I wouldn't change a thing.

#119 Gaan Cathal

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Posted 24 March 2013 - 04:05 PM

SSRMs still aren't balanced, but that's nothing to do with their damage output. Just that 'Streak' as an SRM upgrade is tonnage-cheaper than Artemis and vastly superior.

#120 Bobdolemite

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Posted 24 March 2013 - 05:28 PM

Thought id chime in as if it matters:

IMO missiles especially LRM's are broken currently. There seem to be two different approaches to make them work properly:

1.) Modify Damage

a.) LRM's: 1.0 DMG
b.) SSRM/SRM: 2.0 DMG

c.) Modify Travel Times:

I can dodge missiles starting at around 70 kph. Before patch it was 130+ with good piloting. A happy medium can be attained if 100 kph mechs can effectively dodge missiles with good piloting. Not sure what speed that adds up to though.

Why:

At the current damage levels LRM weapons are not worth the tonnage, heat, slots etc vs other weapons. To add to this problem a moderately fast mech can outrun missiles entirely.

2.) Re-balance LRM Weapons Systems (keeps current damage values)

a.) Reduce weight of LRM systems slightly
b.) Reduce heat generation of LRM systems slightly
c.) Increase ammo per ton

Why:

With the above changes and the current damage values, LRM's would be an effective support weapon. People could equip them without sacrificing their entire builds to launchers, ammo, and heatsinks.


In conclusion:

The current system for LRMS is not functioning properly, the damage is minuscule and is easily avoidable for most pilots. SRM 6 seems not to be worth the heat generation for the damage you get (forcing me to switch to srm 4 or ssrm). SSRM on the other hand I have found to be useful since the hotfix, though with the prevalence of ECM it wouldnt hurt for it to benefit from a minor boost along with SRM, though thats debatable.





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