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Do Srms Still Suck?


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#1 xenoglyph

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Posted 16 April 2013 - 11:08 AM

I've just been boating lasers lately like the good ol' days. Any good news for SRMs?

#2 Joseph Mallan

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Posted 16 April 2013 - 11:11 AM

SRMs are still a little under strength (to TT) bu they still pack a decent punch. I am waiting till they are back to say 2.0 per missile though.

#3 Cel

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Posted 16 April 2013 - 11:12 AM

hi, i'd like to downvote Thontor if possible. But the button does not exist.

View PostJoseph Mallan, on 16 April 2013 - 11:11 AM, said:

SRMs are still a little under strength (to TT) bu they still pack a decent punch. I am waiting till they are back to say 2.0 per missile though.

2.5*

#4 xenoglyph

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Posted 16 April 2013 - 11:21 AM

View PostThontor, on 16 April 2013 - 11:10 AM, said:

They haven't changed since the March 21 hotfix, if that is what you are asking.

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 Agent of Change

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Posted 16 April 2013 - 11:21 AM

View PostThontor, on 16 April 2013 - 11:16 AM, said:

In practice they do more than 2 damage per missile with splash damage.


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 Varnas

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Posted 16 April 2013 - 11:23 AM

They're only viable in testing grounds, where they actually do damage. At least 30% of the shots don't seem to register in actual matches, resulting in pathetic damage. Like shooting 2xSRM6 into the Rear torso of a spider and not even removing armor.
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 Nightcrept

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Posted 16 April 2013 - 11:31 AM

View PostVarnas, on 16 April 2013 - 11:23 AM, said:

They're only viable in testing grounds, where they actually do damage. At least 30% of the shots don't seem to register in actual matches, resulting in pathetic damage. Like shooting 2xSRM6 into the Rear torso of a spider and not even removing armor.
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 Agent of Change

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Posted 16 April 2013 - 11:33 AM

People got way to used to them being the all purpose sandblasters.

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 Rynic Obledeth

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Posted 16 April 2013 - 11:39 AM

Perhaps this has been discussed before, perhaps it's just my observation. The optimal use of SRMs are to target joints. The splash damage currently works off of a distance from point of impact linear equation. They are still very viable for close range punch, you just need to aim slightly differently. The closer to a hitbox edge, or adjacent hitbox the more (40% max) spalsh damage is done. So if instead of trying to aim at that missile rack in the side torso, aim at the joint between torso and arm. You will do maxi'mum splash damage to both componants because whether the missile hits arm or torso is is closer to the adjacent part and does more splash.

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 PropagandaWar

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Posted 16 April 2013 - 11:43 AM

View PostThontor, on 16 April 2013 - 11:10 AM, said:

They haven't changed since the March 21 hotfix, if that is what you are asking.

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.

View PostThontor, on 16 April 2013 - 11:29 AM, said:

18 (24 in practice, cause splash damage) damage For 6 tons? Extremely viable. Extremely effective.

I believe splash has already been removed.

#11 Agent of Change

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Posted 16 April 2013 - 11:46 AM

View PostPropagandaWar, on 16 April 2013 - 11:43 AM, said:

I believe splash has already been removed.


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 PropagandaWar

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Posted 16 April 2013 - 11:47 AM

View PostAgent 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.

View PostAgent 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 Agent of Change

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Posted 16 April 2013 - 11:48 AM

View PostPropagandaWar, on 16 April 2013 - 11:47 AM, said:

they needed a gimp due to splash bug, but with splash supposedly gone they are underpowered compaired to the rest of the weapons.

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 PropagandaWar

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Posted 16 April 2013 - 11:50 AM

View PostAgent 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.

View PostAgent 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.

View PostAgent 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 Pygar

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Posted 16 April 2013 - 11:50 AM

View Postxenoglyph, on 16 April 2013 - 11:08 AM, said:

I've just been boating lasers lately like the good ol' days. Any good news for SRMs?


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 Agent of Change

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Posted 16 April 2013 - 11:57 AM

View PostPropagandaWar, on 16 April 2013 - 11:50 AM, said:

your right. Im pretty effective with hitting with them but hits not registering properly kind of add to my discontent in this area.


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 xenoglyph

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Posted 16 April 2013 - 12:05 PM

View PostPygar, 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 Royalewithcheese

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Posted 16 April 2013 - 12:05 PM

The thing with splash damage is that it's inconsistent. It depends on what part of the other robot you're hitting. Current SRMs feel too strong against heads and legs and too weak against torsos.

#19 LordBraxton

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Posted 16 April 2013 - 12:06 PM

View PostThontor, on 16 April 2013 - 12:02 PM, said:

The SRM4 does around 8 damage, or more, with splash damage.

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 Pygar

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Posted 16 April 2013 - 12:28 PM

View Postxenoglyph, 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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