Do Srms Still Suck?
#1
Posted 16 April 2013 - 11:08 AM
#2
Posted 16 April 2013 - 11:11 AM
#3
Posted 16 April 2013 - 11:12 AM
Joseph Mallan, on 16 April 2013 - 11:11 AM, said:
2.5*
#4
Posted 16 April 2013 - 11:21 AM
Thontor, on 16 April 2013 - 11:10 AM, said:
I would say they are still extremely effective for their tonnage.
They're okay, but they're a little on the weak side AND the only direct fire weapon without HSR, so I'll pass for now. Right now 2 SRM6 racks aren't really a viable weapon, IMO.
#5
Posted 16 April 2013 - 11:21 AM
Thontor, on 16 April 2013 - 11:16 AM, said:
Exactly.
They are effective damage for their weight (as you already said verbatim), they are no longer the heaviest hitters out there which is fine by me.
#6
Posted 16 April 2013 - 11:23 AM
I say remove splash damage, give them HSR and increase the damage to 2/missile.
Edited by Varnas, 16 April 2013 - 11:24 AM.
#7
Posted 16 April 2013 - 11:31 AM
Varnas, on 16 April 2013 - 11:23 AM, said:
I say remove splash damage, give them HSR and increase the damage to 2/missile.
That's my experience as well.
All missiles except ssrms are poor choices in comparison to their ballistic and energy counterparts.
#8
Posted 16 April 2013 - 11:33 AM
The game has changed change with it, I've seen them used to great effect recently.
now once they get their state-rewind update we'll be good.
but the devs have also said a more permanent global missile fix is coming so we'll see what they do.
#9
Posted 16 April 2013 - 11:39 AM
TL:DR SRMS are a little under powered, but still very effective. Aim for hitbox seams, joints, you will get the most bang for your buck.
Edited by Rynic Obledeth, 16 April 2013 - 11:41 AM.
#10
Posted 16 April 2013 - 11:43 AM
Thontor, on 16 April 2013 - 11:10 AM, said:
I would say they are still extremely effective for their tonnage.
Thon I have to disagree with you in that regard. A srm 4 does one point more of damage (If all missles hit) than a med laser, has shorter range requires ammo and only does one less heat compaired to a medium laser that shoots twice as far can be focused and requires no ammo. A serm6 is even weaker. It weighs three tons does 9 damage suffers from all of the above. 3 medium lasers weigh the same do 6 more damage and its only real disadvantge is 1 extra crit slot. Not to mention good luck getting all srm 6's to hit the same spot or not have 2 fly off into left field at 50+ meters. I would be fine with 2 damage but even then its not really justifyable. Remove splash increase the damage values and call it a day.
You could argue Artemis but that makes it even less even compaired to medium laser.
Thontor, on 16 April 2013 - 11:29 AM, said:
I believe splash has already been removed.
#11
Posted 16 April 2013 - 11:46 AM
PropagandaWar, on 16 April 2013 - 11:43 AM, said:
Negative, based on the last i heard. They couldn't remove splash (in a hotfix) because of the way they had had it setup, so they shrunk the blast radius a little and lowered the damage until it "felt right". IIRC
Edited by Agent of Change, 16 April 2013 - 11:46 AM.
#12
Posted 16 April 2013 - 11:47 AM
Agent of Change, on 16 April 2013 - 11:21 AM, said:
Exactly.
They are effective damage for their weight (as you already said verbatim), they are no longer the heaviest hitters out there which is fine by me.
Agent of Change, on 16 April 2013 - 11:21 AM, said:
Exactly.
They are effective damage for their weight (as you already said verbatim), they are no longer the heaviest hitters out there which is fine by me.
they needed a gimp due to splash bug, but with splash supposedly gone they are underpowered compaired to the rest of the weapons.
redacted
#13
Posted 16 April 2013 - 11:48 AM
PropagandaWar, on 16 April 2013 - 11:47 AM, said:
redacted
It's funny but I don't see that at all in practice. they are still nasty they still strip down armor quickly just not as quickly.
#14
Posted 16 April 2013 - 11:50 AM
Agent of Change, on 16 April 2013 - 11:46 AM, said:
Negative, based on the last i heard. They couldn't remove splash (in a hotfix) because of the way they had had it setup, so they shrunk the blast radius a little and lowered the damage until it "felt right". IIRC
they'll need to confirm this for us. if splash numbers were fixed then they still need to increase it. If not I get what your saying. But their felt right is starting to get to me a bit too.
Agent of Change, on 16 April 2013 - 11:48 AM, said:
It's funny but I don't see that at all in practice. they are still nasty they still strip down armor quickly just not as quickly.
your right. Im pretty effective with hitting with them but hits not registering properly kind of add to my discontent in this area.
Agent of Change, on 16 April 2013 - 11:48 AM, said:
It's funny but I don't see that at all in practice. they are still nasty they still strip down armor quickly just not as quickly.
Also if you read in my above post. Compaired to what you get out of a medium laser they are weaker. The math just isnt there.
#15
Posted 16 April 2013 - 11:50 AM
xenoglyph, on 16 April 2013 - 11:08 AM, said:
You mean are they OMGWTFBROKEN so bad pilots can be good with them like just a few weeks ago? NO.
They are still very useful, and Splatcats or other mechs with multiple SRM6s can kill or cripple mechs really fast.
#16
Posted 16 April 2013 - 11:57 AM
PropagandaWar, on 16 April 2013 - 11:50 AM, said:
Also if you read in my above post. Compared to what you get out of a medium laser they are weaker. The math just isnt there.
To your first point that's an issue with state rewind more than anything else IMO. We get the missle part of that package I'm sure we'll see a difference.
I did read what you said, but splash is still in (i believe just reduced). functionally I don't see the issue because of the nature of the SRMS there is no shot duration, they can be boated readily and only in rare cases is it a choice between 3 ML and an SRM 6 due to hard point setups.
I still see what they do effectively out there so i have a hard time seeing them as being UP enough to really call for any kind of significant buff. And i like missiles.
#17
Posted 16 April 2013 - 12:05 PM
Pygar, on 16 April 2013 - 11:50 AM, said:
You mean are they OMGWTFBROKEN so bad pilots can be good with them like just a few weeks ago? NO.
They are still very useful, and Splatcats or other mechs with multiple SRM6s can kill or cripple mechs really fast.
Don't be a ****, I'm not asking for the obviously broken OPness back. Where they were at for most of open beta was good though. Even somewhere between that damage and what it is currently would be good.
#18
Posted 16 April 2013 - 12:05 PM
#19
Posted 16 April 2013 - 12:06 PM
Thontor, on 16 April 2013 - 12:02 PM, said:
SRM6 does do around 12 with splash damage, slightly less damage than 3ML. But the crit slots is not the only disadvantage. There is also the fact that a single SRM6 generates 4 heat while 3MLs generate 12 heat. That extra heat translates into extra tonnage needed for heat sinks.
splash damage has not been removed.
And the medium laser is the king of the effectiveness per ton ladder, and as I have shown, the SRMs are not far behind.
Compare SRMs to the heavier energy weapons, or ballistics... They come out on top by a fair margin.
Yeah 8 damage spread out between like 5 locations. Wooooh
Srms are like low velocity lightweight LBXs now
So basically ALMOST as useless but not quite
woohoo PPC time
#20
Posted 16 April 2013 - 12:28 PM
xenoglyph, on 16 April 2013 - 12:05 PM, said:
Don't be a ****, I'm not asking for the obviously broken OPness back. Where they were at for most of open beta was good though. Even somewhere between that damage and what it is currently would be good.
Sorry for the snark, but yeah, SRM launchers aren't supposed to be so good that pilots will strip everything off of their mechs in favor of more SRM launchers...
...and from what I have seen lately with people still "boating" them, the DO NOT need a buff, they are exactly where they should be.
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