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Please Restore Srm Damage.


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#221 Khobai

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Posted 24 March 2013 - 05:28 PM

Quote

Simple yes or no question, do you think the Splatcat doing 90 damage alphas, doing ONLY 90 damage and not extra, was doing too much damage?


Yes. Way too much damage. SRM6s were so OP that any mech like the Dragon that couldnt use multiple SRM6s was worthless.

Now Dragons are viable again.

#222 Mazzyplz

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Posted 24 March 2013 - 05:29 PM

View PostJack Gallows, on 24 March 2013 - 05:27 PM, said:

Or, you're just a horrible player.


seeing as i'm a better player than you it's quite certainly the first option
or maybe you're the bottom of the barrel, one of the 2.

Edited by Mazzyplz, 24 March 2013 - 05:29 PM.


#223 Davers

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Posted 24 March 2013 - 05:29 PM

View PostNarcisoldier, on 24 March 2013 - 05:24 PM, said:


It's not the case that mechs that can boat the most AC/20s or SRMs get to automatically win. The current best sniper build is a 2ppc, 1 gauss cataphract. The only gimped weapons right now are LRMs (because of the asinine minimum range, not their damage) and lasers (which sorely need a reduction in DoT duration across the board). Machineguns and flamers are not included because they are comedy weapons.

I also didn't mention twin gauss builds, or 6 PPC builds. I believe 'one shot' or 'two shot' kills really are against the spirit of the source material. But that boat has already sailed (pun intended). But builds like these are the reason medium mechs aren't better represented. Who will doubt that if the King Crab came into game the Atlas would become a second class assault mech?

#224 Mazzyplz

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Posted 24 March 2013 - 05:31 PM

View PostDavers, on 24 March 2013 - 05:29 PM, said:

I also didn't mention twin gauss builds, or 6 PPC builds. I believe 'one shot' or 'two shot' kills really are against the spirit of the source material. But that boat has already sailed (pun intended). But builds like these are the reason medium mechs aren't better represented. Who will doubt that if the King Crab came into game the Atlas would become a second class assault mech?


i agree except i don't think the boat has sailed; 6ppc was not 1 shooting me and still is not 1 shooting me.
twin gauss and twin ac20 on the catapult had it's downsides.

now that we have the jagermech and the arms are locked with a button, all hell broke loose; it's clearly not well balanced in the slightest. they are indeed annihilating mechs in 10-15 secs if not worse

Edited by Mazzyplz, 24 March 2013 - 05:34 PM.


#225 Davers

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Posted 24 March 2013 - 05:37 PM

View PostMazzyplz, on 24 March 2013 - 05:31 PM, said:


i agree except i don't think the boat has sailed; 6ppc was not 1 shooting me and still is not 1 shooting me.
twin gauss and twin ac20 on the catapult had it's downsides.

now that we have the jagermech and the arms are locked with a button, all hell broke loose; it's clearly not well balanced in the slightest. they are indeed annihilating mechs in 10-15 secs if not worse

Try 4 seconds to core an Atlas from behind. Fire, cooldown, fire.

#226 Thuzel

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Posted 24 March 2013 - 05:58 PM

View PostMazzyplz, on 24 March 2013 - 05:31 PM, said:


i agree except i don't think the boat has sailed; 6ppc was not 1 shooting me and still is not 1 shooting me.
twin gauss and twin ac20 on the catapult had it's downsides.

now that we have the jagermech and the arms are locked with a button, all hell broke loose; it's clearly not well balanced in the slightest. they are indeed annihilating mechs in 10-15 secs if not worse



Unfortunately, damage capabilities will just be going up from here unless PGI intervenes. So, a 60 point alpha may not be one-shotting you now, but it's close enough to be a serious problem. Even without clan weapons, things like coolant flush and more efficient mech designs will be a problem in the not-too-distant future.

PGI is going to have to rebalance weapon damage vs armor ratios if they want to retain longer match times. Maybe they'll reduce weapon damage or increase armor again, but one or the other is going to happen sooner or later.

#227 MischiefSC

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Posted 24 March 2013 - 07:58 PM

I've been doing fine with a C4 with 4xSRM6 and 1x ERLL for Alpine/Tourmaline. I just killed a dev with SRMs tonight in fact.

They do need a bit more ammo/ton now. SRMs and LRMs. LRMs need a speed buff. I don't think the minimum range is unfair, just get them to target faster and more shots/ton.

#228 5th Fedcom Rat

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Posted 24 March 2013 - 08:33 PM

SRMs (streak and non-guided) were 6 months overdue for an adjustment to something realistic. Any mech that could boat SRMs/Streaks had a huge advantage over those that could not when brawling. The perversity of the situation was summed up by the Centurion, a mech class that was supposed to have a ballistic as its main weapon and be "famous for making slow, steady advances", instead boating SRMs and running up beside to bomb you at 90+ kph.

For the time being, I'm happy to see a game where missiles are not the dominant decider in close (or long) range combat. That said, I agree the hotfix went a tad overboard and that SRMs are currently on the weak side damage wise, and could use a tiny buff to reach the optimum balance (I emphasize tiny because PGI always seems to oscillate between extremes).

P.S. Streaks, well, streaks really are the definitive no skill weapon in this game and they can burn in hell.

.

Edited by 5th Fedcom Rat, 24 March 2013 - 08:39 PM.


#229 Sifright

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Posted 24 March 2013 - 11:06 PM

View Poststjobe, on 24 March 2013 - 05:06 PM, said:

You're cute when you're upset, kid. Keep it up and I might have to adopt you ;)

Let's have a look at that question again:
"was the 1.8 damage of an LRM missile, just that 1.8 damage and not any extra, was that too much damage in your opinion? Was the 2.5 damage of an SRM, just that 2.5 and not any extra, too much damage in your opinion?"

Answer: The LRM missile never did just 1.8 damage and nothing extra.
Answer: The SRM missile never did just 2.5 damage and nothing extra.

Your question is meaningless as it is phrased.


jesus guys, stop getting hung up over this it really isn't hard.

His question is pretty ******** easy to answer.

In hypothetical world super ideal land

"If a splat cat had a 90 point alpha and nothing more would that be op"

or put a different way

"if srms worked with out splash and did 2.5 damage a missile be okay?"

You guys seem to be adding unneeded baggage to the question because you think it's going to be taken as proof that the previous situation was fine. That not what hes arguing for.

His worry is the devs will keep the weapon system nerfed into the ground because every one is totally cool with srms being awful.

Which is a pretty legitimate worry with how th devs balance things.

#230 Sifright

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Posted 24 March 2013 - 11:12 PM

View PostJack Gallows, on 24 March 2013 - 05:27 PM, said:

Or, you're just a horrible player.


pretty sure thats just you.

The current nerf to missiles is because pgi fixed a bug in splash calculations which made missiles far to strong so they've over nerfed the things into the ground.

Also every one keeps espousing that splash being removed exposed a code issue with lrm flight path and such which is why they couldn't just remove splash for srms...

so yea.. :|

View PostKhobai, on 24 March 2013 - 05:28 PM, said:


Yes. Way too much damage. SRM6s were so OP that any mech like the Dragon that couldnt use multiple SRM6s was worthless.

Now Dragons are viable again.


Yes I'm of the opinion srms should do 2-2.2 damage per missile with no splash.

#231 Sug

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Posted 24 March 2013 - 11:33 PM

View PostSifright, on 24 March 2013 - 11:12 PM, said:

Yes I'm of the opinion srms should do 2-2.2 damage per missile with no splash.


After the damage reduction patch one of the devs said that they tried just removing splash damage but that made missiles do too much CT damage.

#232 Sifright

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Posted 25 March 2013 - 12:02 AM

View PostSug, on 24 March 2013 - 11:33 PM, said:


After the damage reduction patch one of the devs said that they tried just removing splash damage but that made missiles do too much CT damage.


That is for LRMS and SSRMS.

SRMS go where ever the hell i want to shoot the enemy with them just like every other weapon in the game.

I couldn't give a monkeys about their guided weaponry like SSRMs and LRMS.

Also SSRMS almost never hit the CT thats one thing they fixed a long time ago.

#233 Faithsfall

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Posted 25 March 2013 - 12:07 AM

I agree with everything you have posted Paintedwolf, it's all a giant PGI conspiricy, let's unite brother with our tinfoil hat's, and discuss other coverup's that have occured in the PGI offices and in the world in general.

#234 KinLuu

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Posted 25 March 2013 - 12:24 AM

SRMs should do 2 dmg per missile. LRMs should do 1 dmg per missile.
Ammo/Ton needs to be adjusted for both.
LRM missilespeed needs to be increased.

#235 Voidcrafter

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Posted 25 March 2013 - 12:26 AM

View PostIceash, on 25 March 2013 - 12:07 AM, said:

I agree with everything you have posted Paintedwolf, it's all a giant PGI conspiricy, let's unite brother with our tinfoil hat's, and discuss other coverup's that have occured in the PGI offices and in the world in general.


I do not.
When I saw the topic I was quite sure, that this would attract ma' favorite splatcat buddies ;)
SRMs are not alright now, but you almost turned this into a Splatcat discussion.
And you know what, I watched the movies from the first page of this topic - the one who's playing is not only a bad player(or atleast his aim is quite terrible), but also playing in a team of 2/3+ like all the games - all of them splatcatting.
Boating should be punished in the cause of the player, not the other way around - players punished cause of boating.
Yes. Missiles did terrible splash damage, and I've so many times killed a commando(of any sort), jenner, and few times Trebuchet with a SINGLE shot from 3xSRM6+Artemis, that I really don't care to remember.
The damage was fine, the splash was not.
The splatcating was stupid, cause it was promoting something I hate - people looking for the easy mode and thus exploiting bad game mechanics just in the name of victory.
Well splatcat now gets what it deserves - and that's what I'm observing for a bout a bit more than 6 weeks, and till the day the missiles got nerfed it has nothing to do with either the damage nor the splash(tho it was VERY unfair).
You know what changed?
People started recognizing the splatcats as number one threat on the battlefield and focusing fire it - that rendered it's usefulness.
Yes - it is still costly, since you're letting an atlas, or some insane STALKER build, or something dangerous take advantage of the situation(cause all of you are focusing fire on some stupid heavy mech), but that price is way lower than letting that kind of stupid build(cause - it's actually designed for LR support codex wise, as I am aware) running around, killing half of your team, cause it's exploting bugged splash damage.
I don't get the splatcat pilots.
Never do. Never will.
And yes - I did piloted one, but was cause I wanted to test if I am correct and so I dislike it even more.

#236 GODzillaGSPB

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Posted 25 March 2013 - 12:54 AM

View PostSifright, on 24 March 2013 - 03:37 PM, said:


Ballistics also front load their damage.

Srms unlike most ballistics fire like a shotgun (at least with out Artemis) going all over the place unless you are within very specific ranges

Lasers can be aimed with pin point precision if you are good and more importantly thanks to state rewind are for more reliable for actually hitting your opponent.


I generally use Artemis...or streaks. *gg* But not as a boat, just as part of at least three different weapon systems. ^^

I mean, when we compare, we should compare under equal circumstances. Damage on hit was the subject. Lasers spread most of the time, whilst when missiles hit, they hit that spot.

Under your terms, when we take misses in account, it's abolutely possible to miss enemies with lasers, too. Or to hit only for half the duration of the beam. It would be like missing with half the missiles of an srm6.

So I still think we can compare the two on equal footing and srms come out pretty good, even after the damage nerf.

#237 Vassago Rain

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Posted 25 March 2013 - 02:12 AM

Enjoying all that ranged game?

#238 KinLuu

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Posted 25 March 2013 - 02:28 AM

View PostVassago Rain, on 25 March 2013 - 02:12 AM, said:

Enjoying all that ranged game?


Yes, indeed.

#239 Vassago Rain

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Posted 25 March 2013 - 02:30 AM

View PostKinLuu, on 25 March 2013 - 02:28 AM, said:


Yes, indeed.


I am, too.

Crysis 3 is quite the fun game, man. Big levels, lots of game modes, suit customization... It's almost like MWO was just a bad dream, made by first-year college students ('engineers').

Some disturing news from on high tell me if you're not a poptarter, you're now a PPC boat.

#240 KinLuu

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Posted 25 March 2013 - 02:34 AM

Dual gauss/ac20 works fine as well.

Massive ammounts of PPCs are not that effective, because every 2nd game now is on tourrette desert.

At least the game is not about SRMs anymore.





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