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Ssrm Nerf


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#1 Sephlock

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Posted 19 June 2013 - 02:31 PM

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S-SRMs are undergoing a revamp on their targeting solutions. There are 7 bones that are randomly selected by each SSRM missile. Right now, those bones are located at joints rather than center-points for each of the components. We are looking at changing that so the bones are placed further apart and more toward the center of each component. We are also looking at weighting the torso bones in a manner that make them not a priority for SSRMs. For example, all components would have a weight of 1.0. The Torsos however would take a weighting of 0.35(LT) 0.3(CT) 0.35(RT). The reasoning behind this weighting is that if all the torsos had an equal value of 1, each missile would have a 3/7 chance of going for a torso. Any sort of torso twist/movement would increase the chance of a missile in flight to hit the CT (since it’s the biggest component on a Mech) if they were to target a side torso.



#2 Levi Porphyrogenitus

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Posted 19 June 2013 - 06:32 PM

Once this is live it should allow PGI to increase SSRM and SRM damage. This will go a long way toward making Brawling viable again, and the lack of concentrated CT damage from SSRMs will prevent them from eliminating standard SRMs as a weapon system.

SSRMs are efficiency weapons. They aren't raw damage dealers, they aren't kill weapons, they are weapons that you take because you don't want to put a lot of ammo on your mech.

Standard SRMs are kill weapons. They do a lot of damage for minimal weight and heat. They have terrible range in exchange for decent power. They burn through ammo like crazy because they are entirely dumb-fire.

Once this fix goes through you'll need to start thinking about what you want from your missiles. Do you want something you can slap a single ton of ammo in and make sure you land hits nearly every time? Go with SSRMs. Do you want something that can serve as a primary brawling weapon to really put some damage on-target when you get close? Go with SRMs. Do you want point-defence secondary weapons that you don't have to worry too much about? Use SSRMs. Do you want a primary weapon system for blowing holes in the enemy so your lasers can get to their internals and finish them off? Use SRMs.

This fix will have huge ramifications for MWO, and provided PGI implements it successfully and bumps up SRM and SSRM damage significantly those ramification will be incredibly positive.

#3 Sephlock

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Posted 21 June 2013 - 01:19 PM

But what will I use to swat lights :rolleyes:?

#4 Levi Porphyrogenitus

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Posted 21 June 2013 - 01:41 PM

View PostSephlock, on 21 June 2013 - 01:19 PM, said:

But what will I use to swat lights :rolleyes:?


Timing?

#5 Sephlock

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Posted 21 June 2013 - 01:47 PM

View PostLevi Porphyrogenitus, on 21 June 2013 - 01:41 PM, said:


Timing?


:rolleyes:

#6 A Man In A Can

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Posted 24 June 2013 - 08:42 PM

View PostLevi Porphyrogenitus, on 19 June 2013 - 06:32 PM, said:

Once this is live it should allow PGI to increase SSRM and SRM damage.

This. Or at least most likely so. But don't expect it the patch they release the SSRM change. Expect the buff a month later or so.

Edited by CYBRN4CR, 24 June 2013 - 08:43 PM.


#7 GODzillaGSPB

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Posted 25 June 2013 - 02:36 AM

View PostLevi Porphyrogenitus, on 19 June 2013 - 06:32 PM, said:

Once this is live it should allow PGI to increase SSRM and SRM damage. This will go a long way toward making Brawling viable again, and the lack of concentrated CT damage from SSRMs will prevent them from eliminating standard SRMs as a weapon system.


I very much hope so. Actually I have a positive feeling about this (which is easy, because the negative feelings about the current balancing situation can't get any worse, can they? xD). I'm also willing to put my own calls for "reasonable" changes to the test and say: Put in these ssrm/srm changes, make them stronger again and DON'T touch the ppcs.

Let's first see if viable brawling capabilities can change the current gameplay enough to balance things out.





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