Missile Hotfix Feedback.
#41
Posted 22 March 2013 - 05:50 AM
#42
Posted 22 March 2013 - 05:53 AM
Taking a large flight will still hurt you, just not insta gib you like the past.
#43
Posted 22 March 2013 - 05:55 AM
#44
Posted 22 March 2013 - 05:55 AM
#45
Posted 22 March 2013 - 05:56 AM
They could use a .05 base damage minimum increase here...
#46
Posted 22 March 2013 - 07:18 AM
SRM's will kill you but not on the first shot anymore. (about right)
Streaks are useless now. (underpowered)
I put 100 streaks + additional laser fire into a commando in 1 on 1 combat before two of his team mates jumped in and he ran away. Commandos only have 178 armor max and after roughly two minutes of good 1 on 1 battling + additional medium pulse laser damage (and no my aim is not THAT bad, i've been playing since day one and my aim is decent to say the least) that commando should not have survived. Before the fix i could engage most lights knowing that if the 1 on 1 went long enough and i kept up good aim with the lasers one of us would surely die. Now i only straff and run because the chances of killing any uninjured opponent are almost nil which makes combat disheartening. Without engaging combat and the firepower to kill an opponent the game becomes boring quickly.
Complete game balance is not the key. Every mech should have strengths and weaknesses based on skill, knowledge of situational tactics, and knowledge of your mech set-up depending on intended combat role. If an Atlas and a Spider are to be "balanced" then the game will have continued issues. A 300 pound man verses a 120 pound man when both have a .45 pistol (which has the firepower to do the job) comes down to aim because both men are deadly when armed. Right now in the game some weapons are more like BB guns. It's possible to kill but not likely.
I for one would very much enjoy knowing that every mech in the game could kill me with enough skillfully aimed shots because the weapons all had sufficient (not overpowered like LRM's were) firepower to do so. Currently when i see certain mechs come at me they are immediately seen as a very low threat because i know that their possible weapon load-outs are so weak. Rounding a corner and running into an opponent should ALWAYS be an OH-CRAP! moment, not an "oh it's just a (whatever has been recently nerfed) mech, no worries".
Just my 2 cents.
#47
Posted 22 March 2013 - 08:09 AM
#48
Posted 22 March 2013 - 10:00 AM
Edited by Cyril Ray, 22 March 2013 - 10:17 AM.
#49
Posted 22 March 2013 - 10:47 AM
#50
Posted 22 March 2013 - 11:01 AM
Edited by Beliall, 22 March 2013 - 11:01 AM.
#51
Posted 22 March 2013 - 11:48 AM
Edited by SmokinDave73, 22 March 2013 - 11:49 AM.
#52
Posted 22 March 2013 - 12:42 PM
LRMs- As a pilot of non-ECM mechs who needs to be close in I think the LRMs really were to overpowered even before the last patch turned them into mega nukes (overly tight clustering, yadda yadda yadda, you've heard it all before) . However, as a long range fire support and harrasment/tenderizer weapon I think that they are fine as they are in this state (cluster grouping, tracking all the yadda yadda yadda stuff). I would quite OK with them bumping up the damage A LITTLE BIT if they loosened the clustering (splash down on mech AND surrounding area not just on mech).
How They Were - SRMs/Streaks 2.5
Lrms 1.8
How They Are - SRMs/Streaks 1.5
LRMs 0.7
How They Should Be - SRMs/Streaks 2.0
LRMs 1.0 (with loosened clusters)
Edited by Carnesy, 22 March 2013 - 01:05 PM.
#53
Posted 22 March 2013 - 01:53 PM
Edited by Novawrecker, 22 March 2013 - 01:54 PM.
#54
Posted 22 March 2013 - 02:17 PM
With a CPLT-C1 with 2 LRM15s + Artemis and TAG, I've seen some weird results.
5 Salvos to the front of an Atlas destroys it.
2 Salvos to a light mech (Jenner or Commando) kills it
3 Salvos to an Awesome kills it
4 to a Cataphract kills it.
8 to a Catapult from the rear-right is needed to destroy it
This was done in testing grounds, so I can't say this will happen in game, but definitely something to look into. Minus the wonkiness of the 8 salvos to kill catapult from near the rear (its rear CT was blown out, front was undamaged) they seem about right.
#55
Posted 22 March 2013 - 02:28 PM
LRMs do too much splash damage and not enough point damage. Makes the hard to use without being an LRM boat. One thing nice about the bug is it actually let you build a balanced mech with LRMs and be competitive. Normally, before the bug, LRMs were just about worthless unless you were firing 60 or more. That's just plain stupid. The cause was that you can't balance a weapon with that much Splash damage. It either crushes mechs or does nothing. That's why LRMs need to do more point damage, so the can be balanced and function as a missile.
#56
Posted 22 March 2013 - 03:48 PM
I crunched the numbers and made damage comparisons in Testing Grounds.
Even after the hotfix missles are doing the damage they were rated to do prior to, which means they are finally doing the about the right amount of damage, but I will say they are very inconsistant.
Sure they "feel weaker", but they were far to strong to begin with.
E.G. 1 SRM 6 volley would do 8% to 14% total damage on an awesome, while 3 Large Laser shots only did 4% total damage.
So quick math says LLaser = 9 damage each, times 3 = 27 damage; was equal to 4%.
That means a single SRM 6 volley was actually doing 3.5 times the damage of 3 Large Laser shots, for a total of 94.5 damage! And a single volley always returned a minimum of 54 damage.
A single volley from a LRM 10 before, which was supposed to be equal to 18 damage, against the same Awesome posted anywhere from 4% to 8% total damage. So prior to the hotfix LRM's were doing anywhere from a minimum of 2.5 to as high a 5.0 damage per missle. This also meant that LRM 80 boats had a real Alpha potential of 200 - 400!
Now using a SRM 6, against the same Awesome, the damage percentage at it's lowest is 3% and its highest is 5%.
Using a LRM 15 instead of a LRM 10, against the same Awesome, the damage percentage ranged from 3% to 5%.
This shows that the splash damage bug is still working, but it also shows that the damage reduction has brought the average damage done down to an appropriate level.
The end-state is this, no weapon system in this game should be the "OMNIPOTENT" one,
they should all have their strengths and weaknesses; neither should any weapon system have a significant advantage based strictly on map terrain or climate.
Before any more missles are underpowered "because it feels weak" complaints, we need a proper fix, and I'm sure it will be here shortly. Update: verified my results on Live server......
Edited by krolmir, 22 March 2013 - 06:24 PM.
#57
Posted 22 March 2013 - 03:57 PM
In the Testing Ground some weapons (i.e. LRM) do way more damage than in the live online game.
#58
Posted 22 March 2013 - 04:03 PM
SRMs: Just fine.
SSRMs: Just fine.
#59
Posted 22 March 2013 - 04:12 PM
#60
Posted 22 March 2013 - 04:22 PM
PLEASE!!!!
LRM = 1pt dmg per missile (bigger engine for range = smaller payload), and decrease the travel time 10%
SRM & Streaks = 2pt dmg per missile (bigger payload = smaller engine for range)
You already "pay" for it in the weight of the launcher, esp when you have Artemis equipped.
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