Sifright, on 24 March 2013 - 03:26 PM, said:
SRMS are unguided so at least half of the reasoning doesn't apply to srms.
If they were worried about SSRMS they could just delink the ammo used by SSRMS and SRMS until they patched it up.
SRMs and SSRMs used the same splash damage as LRMs and were broken in the same way (too large radius, too much damage done, too many hitboxes hit), It was with SSRMs in particular that the splash damage bug was discovered.
I personally two-shotted a Commando with a single SSRM-2, and one-shotted it with a single SRM-6 - in the training grounds, against a stationary target with stock armour. The effect wasn't as pronounced in the live game, but
here's a video of SRMs doing three times their listed damage in the live game.
Sifright, on 24 March 2013 - 03:26 PM, said:
They also mega broke the code just before the hotfix patch making everything worse. If they were that concerned they could have simply reverted to the older missile code and dropped damage a little instead of this mega nerf nonsense.
The March 19th patch broke the code, yes. In more ways than one. But reverting to the pre-patch code would likely also have reverted the leg-damage bug (and possibly other things - possibly invalidating the whole patch), and the splash damage bug was present in the pre-patch code as well. I understand that they didn't want to revert the code, it would likely have caused even more issues.
And again, this "mega-nerf" as you call it is temporary. It's a stop-gap solution to allow the game to be played without missiles being extremely overpowered while they work on a solution.
When that solution is in, we can come back to whether or not missiles are over- or underpowered.
Edited by stjobe, 24 March 2013 - 03:41 PM.