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After Missile Downgrade, What Are Commandos Worth?


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#41 stjobe

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Posted 26 March 2013 - 06:51 AM

View PostMercules, on 26 March 2013 - 04:51 AM, said:

I finally took my COM-2D out to play with last night because I have noticed a serious lack of light mechs out there when I play. I also wanted to see what the hotfix did to the Streaks I was loading. They still work. They don't obliterate light mechs like they did previously, but they do beat them down. They still fire horizontally out the tubes and can hit targets you have run past. They are still "Easy Mode" for killing other lights but are not so overpowered that a good pilot with lasers can't cut you down to size. I had some touch and go moments with some Jenners last night.

I think it is finally time to equip some SRM4s on my -2D and see what sort of damage I can do. :D

I did the same; after mainly playing my Ghetto Panther I thought I'd dust off the 2D for a match to see if it was still easy-mode (I haven't really played it since about a day or two after ECM got introduced). This was the result:

Posted Image

I think I'll stick to the Ghetto Panther until ECM and/or Streaks get fixed.

#42 Mercules

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Posted 26 March 2013 - 06:54 AM

View PostGevurah, on 26 March 2013 - 06:38 AM, said:

Though personally I'd like to see if I can cram SRM4x2 + artemis in a com2d.

COM-2D

I am going to try this... maybe not tonight as I need to clean the place up and maybe watch a movie with the SO.

#43 Apnu

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Posted 26 March 2013 - 06:56 AM

View PostMercules, on 26 March 2013 - 06:05 AM, said:


Nope... they discovered that weapons that were "splash" damage were doing far more damage than they should. This was especially true with mechs with smaller sections. What would happen is that the splash damage would hit across 3+ sections and do more damage than the 2.5 they were stated as doing. So the 90 point Alpha from a Splatcat could do over 100 easily. The COM-2D's 3 Streaks could do over 30 damage to a Spider or other Commando.


Wait, you sure about that? I'm looking at an old copy of OHMwrecker's stat sheet and it clearly shows SRM2s doing 5 pts damage, SRM4s doing 10, and SRM6s doing 15.

When I was running my HBK-4SP with two SRM6s and 4 medium lasers I had a firepower rating of 50, now I have a rating of 38.

They had to have nerfed the SRM damages.

#44 Trauglodyte

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Posted 26 March 2013 - 06:59 AM

Its almost as if Commandos didn't come stock with Streaks or something. Its SHOCKING!!!

http://www.sarna.net/wiki/commando

#45 stjobe

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Posted 26 March 2013 - 07:00 AM

View PostApnu, on 26 March 2013 - 06:56 AM, said:


Wait, you sure about that? I'm looking at an old copy of OHMwrecker's stat sheet and it clearly shows SRM2s doing 5 pts damage, SRM4s doing 10, and SRM6s doing 15.

When I was running my HBK-4SP with two SRM6s and 4 medium lasers I had a firepower rating of 50, now I have a rating of 38.

They had to have nerfed the SRM damages.

Yes, they have nerfed SRM damage, splash damage, and splash radius. They've done the same with LRMs.

It's not just to spite you though, it is to make the game playable while they're working on a fix that made missiles not only overpowered, but for two days god-mode.

Here's the initial thread that clued the devs in that something was amiss, and here's the thread where the devs explain what they've done about it so far.

The current values are:
SRM: 1.5 direct damage, 0.6 splash damage, 1.3m splash radius
LRM: 0.7 direct damage, 0.3 splash damage, 1.8m splash radius

The old values were
SRM: 2.5 direct damage, 2.5 splash damage, 4m splash radius
LRM: 1.8 direct damage, 1.8 splash damage, 4m splash radius

The old splash damage did full damage to every hitbox in the splash radius, meaning a single SRM could do over 12 damage - the new splash damage is capped at 40% and falls off linearly with the distance from the splash radius.

Edited by stjobe, 26 March 2013 - 07:06 AM.


#46 Mercules

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Posted 26 March 2013 - 07:05 AM

View PostApnu, on 26 March 2013 - 06:56 AM, said:


Wait, you sure about that? I'm looking at an old copy of OHMwrecker's stat sheet and it clearly shows SRM2s doing 5 pts damage, SRM4s doing 10, and SRM6s doing 15.

When I was running my HBK-4SP with two SRM6s and 4 medium lasers I had a firepower rating of 50, now I have a rating of 38.

They had to have nerfed the SRM damages.



Each missile WAS doing 2.5 damage, but it was doing 1.5+ damage to 3+ sections. :D So what the stats say, and what was actually happening was different.

#47 Mothykins

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Posted 26 March 2013 - 07:14 AM

I offer you hugs and condolences.

That said, I think your little ankle biters still manage to move around and chew my Catapults and Jagers to little bits. In my eyes, any light player is a blessing to have on your team.

Unless their only loadout is a Tag and a Narc. And they're PuG.

#48 Ignatz22

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Posted 26 March 2013 - 01:26 PM

View PostCavale, on 26 March 2013 - 07:14 AM, said:

I offer you hugs and condolences.

That said, I think your little ankle biters still manage to move around and chew my Catapults and Jagers to little bits. In my eyes, any light player is a blessing to have on your team.

Unless their only loadout is a Tag and a Narc. And they're PuG.

Kindest Sirs;

I am at once overwhelmed and humbled by the outpouring of Affection and Loyalty to the Commando from such a fine group of Mechwarriors. I have tried some of the builds recommended and agree there is hope, there is a place, and even if the teams still argue for the beak-nosed Bully-Bird, the Commando has a Following.

I thank you.

#49 Particle Man

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Posted 26 March 2013 - 02:04 PM

i guess people forgot that lights are supposed to be for scouting and capping, not taking out assaults.

#50 stjobe

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Posted 26 March 2013 - 02:58 PM

View PostParticle Man, on 26 March 2013 - 02:04 PM, said:

i guess people forgot that lights are supposed to be for scouting and capping, not taking out assaults.

Lights are "supposed" to be:
* Scouts
* Skirmishers
* Strikers, or even
* Snipers

The current MWO only rewards Skirmishers, Strikers, and Snipers (as it almost exclusively rewards damage and kills), so it's no big surprise that people don't care much about Scouting.

Make the Scout role (capping, relaying target data, etc) reward as much CB/XP as doing damage or killing, and you'd see a lot more Scouts in the game.

#51 anonymous175

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Posted 26 March 2013 - 03:24 PM

;)

#52 Desist

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Posted 26 March 2013 - 03:46 PM

My observations on the COM 2D.

Streaks do a lot less damage, but you don't die as often to streak ravens. SRMs do a lot less damage, and they are less likely to 1 hit kill you. Dual AC/20, dual gauss, poptarts, and multiple ppc boats can still one hit kill you. Unless an assault mech is severely weakened you will not be killing it. Raven leg hitboxes were changed and you can occasionally leg them even with just the single laser.

What this means: You live longer. If you were already good at keeping yourself alive it just means it takes a lot longer for you to kill anything. Still doable though and still fun. Since matchmaker is less inclined to match up groups based on tonnage you are often having to battle things above your weight class. If they have PPCs, Gauss, or AC20s; good luck, you're going to need it. If they have mostly assaults and they have the presence of mind to defend their base you are completely screwed.

#53 Laserkid

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Posted 26 March 2013 - 04:45 PM

Well, Splash damage was the most important nerf, PGI has instated. Expect damage to return to 1 per LRM and 2 per SRM with the next patch.

I think it would be the most logical thing to do, because Light pilots will be like "Do I want a near sure 4 damage on target but spread out with Streaks? Or the chance to "shotgun" someone with a SRM6?"

Which is really a choice between a weapon system that more anti-light mech or anti-everything else. Who knows? I do however see the return to non-ECM + streak lights to the battlefield and weird things like 3025 Awesomes.





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