Are Srms Too Strong?
#1
Posted 06 April 2013 - 06:42 AM
I ended the night with a 3:1 KD ratio.
It could be my amazing piloting skills (doubt it, I'm not that good, lol).
Just something to keep in mind for builds that might be a little oddly off balance.
#2
Posted 06 April 2013 - 06:59 AM
#3
Posted 06 April 2013 - 06:59 AM
Edited by Ridiculous, 06 April 2013 - 07:00 AM.
#4
Posted 06 April 2013 - 07:11 AM
gratz on the nice evening of devistation.
stay away from me in the splat o doom..
#5
Posted 06 April 2013 - 07:15 AM
#6
Posted 06 April 2013 - 11:01 AM
#7
Posted 06 April 2013 - 11:36 AM
So no, i don't think srms are too powerful now - but they used to be.
#8
Posted 06 April 2013 - 02:48 PM
#9
Posted 06 April 2013 - 03:17 PM
Lord Psycho, on 06 April 2013 - 07:15 AM, said:
The splash damage is exceedingly weak now. If you are getting headshots with them, it is not because of the splash damage.
#10
Posted 06 April 2013 - 10:39 PM
Try something more balanced, and see, SRMs are terrible right now, Splatapults are acceptable.
#11
Posted 07 April 2013 - 01:58 AM
#12
Posted 07 April 2013 - 02:03 AM
and what does the jager have to do to my 5 or 6 missile shots? just 2 or 3 ac40 rounds up close. 4 tops. and i'm down. AND I PILOT AN ASSAULT MECH!
there's only so much you can do to hide your CT in such a big and slow mech - oh and did i say 4 shots? no because they can also do a direct headshot so in theory just 1 shot. while missiles can't do direct headshot, so tough luck...
SRM is pointless compared to brawling ballistic.
Edited by Mazzyplz, 07 April 2013 - 02:06 AM.
#13
Posted 07 April 2013 - 08:58 AM
Colonel Pada Vinson, on 07 April 2013 - 01:58 AM, said:
How could they be better then before the hotfix, when the hotfix lead to a damage nerf?
Or do you mean "better balanced"?
As an avid user of SRMs, it seems to me they are still doing well. Not quite as impressive as they used to, but they are probably fine. I wouldn't mind a damage buff to 2 per missile, but that's just table top fanataisticm speaking; I couldn't tell you right now if it's necessary. (And probably no one can, since we still have splash damage.)
Funniest experience today was destroying a Cicada by legging with 2 Dual SRM4/Quad Medium Laser Jenner. I was pursuing him for a while and was always going for the legs, but unfortunately never really managed to focus on one. Well, my last salvo of SRM4s seemed to have taken both deep-red legs.
ICEFANG13, on 06 April 2013 - 10:39 PM, said:
Try something more balanced, and see, SRMs are terrible right now, Splatapults are acceptable.
Weapons don' get magically better by boating them. If they did, then 4 MG Spiders or Cicadas or 6 Flamer Jenners would be something you'd worry about fighting.
Boating only reeinforces the strength (and weaknesses) of a weapon. if a weapon does do fine while boated, it will also do fine if used together with others. A single, 3-4 ton weapon just cannot be all that impressive on its own.
Edited by MustrumRidcully, 07 April 2013 - 09:03 AM.
#14
Posted 07 April 2013 - 09:16 AM
#15
Posted 07 April 2013 - 09:23 AM
#16
Posted 07 April 2013 - 09:33 AM
All missiles got nerfed. Srms "feel right" (PGI's request to feel it). LRMs feel a bit underwhelming, but only soooo slightly.
User "Rediculous" said it best. Getting rid of the cumilative advantage of splash damage would bring them back into line of what missles should be.
I still dont get why they took something that is essentially Splash Damage (ie 20 missiles spread around your mech) and said "Hey! Dis neeeds moar splaaaashes!" Just take the splash out damnit, and raise the missile damage back up. Then people actually start taking lrm 5's and under 10 srms at a time.
Edited by RoboPatton, 07 April 2013 - 09:33 AM.
#17
Posted 07 April 2013 - 09:41 AM
Reducing the splash damage of the SRMs to around a meter, as well as the LRMS (that is what they did... I think they are like 1.3 meters and 1.1 meters now respectively, see Paul Inouyue's notes) means very little chance of multiplicative splash damage at all, so the stock numbers of 1.5 per SRM missile and .7 (LRM) are very close to what we are actually getting now.
People running a single SRM or LRM really will get fairly precise damages that won't deviate from what the firepower of the weapon in game is. But a mech like the A1 splat cat or any other mech that manages to have multiples of the same launcher, such as 3 or 6 SRM6, may well manage to do enough damage to still be devastating. 54 damage, even spread over a number of locations, still can by probability, strip armor from lighter armored areas quickly. Once they are pierced, nearby hits splash damage into these unprotected areas as well, seeing it somewhat multiplied by the crit rules.
So SRMs and missiles in general right now are not too strong, you're just advocating further nerfing it would seem, because you saw some effectiveness still in the mech known for having abused SRMs for so long. It's bound to still be effective, even if the nerf dulled it's fangs. Nothing else carries so many, so that which boats is bound to be effective. It's still prone to being eared at range, ammo explosion and another of other maladies that make it far from the king of the heap.
#18
Posted 07 April 2013 - 09:46 AM
RoboPatton, on 07 April 2013 - 09:33 AM, said:
I think there might have been a problem where they realized they needed splash damage because some missiles would hit right between two parts and if it was pin point damage, the damage tracking would give the damage to neither location. The splash damage allowed the missile to still damage, and do a proportion of the damage to the one component and a proportion to the other, when it had hit right on the borderline. My understanding of this is not "gospel" just how it seemed why splash damage was left in, only reduced, rather than completely stripped out.
#19
Posted 07 April 2013 - 10:25 AM
Mad Porthos, on 07 April 2013 - 09:46 AM, said:
I think there might have been a problem where they realized they needed splash damage because some missiles would hit right between two parts and if it was pin point damage, the damage tracking would give the damage to neither location. The splash damage allowed the missile to still damage, and do a proportion of the damage to the one component and a proportion to the other, when it had hit right on the borderline. My understanding of this is not "gospel" just how it seemed why splash damage was left in, only reduced, rather than completely stripped out.
It's impossible to have something in "inbetween" when your in the computer world.
Look at the possible comparison operators:
>, <, ==, >=, <=, != (C++ style operators)
Of all those operators, none of them allow you to have issues with weapons hitting on the lines, by themselves, and dealing no damage.
Why I think they added splash was because they wanted to increase damage of missiles without upping the damage onto a single location. You can clearly see that with the statement for the missile hotfix: http://mwomercs.com/...erver-downtime/
Edited by Zyllos, 07 April 2013 - 10:26 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users