DemonRaziel, on 20 May 2013 - 11:17 AM, said:
In 1 day, ECM, or not, streaks are the undisputed kings of Light combat and Light hunting. Care to elaborate on the "dont try to avoid lock" part? Because acquiring a lock in close combat is very easy and keeping it afterwards even more so.
And as far as its downsides go, the maximum range is well within the brawling range - same as with standard SRMs, on the border of optimal range for MLs and AC/20s and better than some other weapons.
The low damage is somewhat offset by the CT-love and also by the higher chance of successful hits compared to non-lock-on weapons, especially when we are talking about hits to a location that, when destroyed, guarantees the targeted 'Mech's death.
The oportunity cost is questionable as it is the second lightest missile weapon, significantly better than SRM2s and the damage it does is by no means exclusive to light 'Mechs.
No idea what TTK is, so can't comment on that.
First of all i want to thank you for actualy arguing the points that were made instead of trying to brush it all off with some generic dogma. Its truely refreshing.
Its true that the ECM change incomming tomorrow will be a big buff to SSRMs. Right now its a hard counter. That being said keep in mind that it only applies up to 150 yards, so it doesnt completely negate them, they just force your opponent to go into sub 100m range, where a fast mech can easilly outmaneuver a heavyer opponent (speed > torso twist). I kinda hope it reduces ECM advantage enough that people might want to go back to non-ECM lights for variety's sake, but sadly im afraid LRMs being in line for buffs means ECM will stay the norm on scouts =/
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As for the rest of your post, i'll go bullet-point for clarity's sake:
1) Maximum range is same as SRM, true, but much shorter than energy and ballistic weapons (other than SL). It means they can engage you before you can engage them. Of course, you usualy also have other weapons unless youre a catsplat, but you wont have the kind of firepower a jagger or poptart can pump. Remember: just because you specialized in fighting light mechs doesnt mean thats always what the ennemy is gonna throw at you.
2) The CT love is actually a downside as much as its an upside. Yeah, sure, its targetting a part that will kill mech if you take it out. Its also the part with the most armor/hp in the entire mech (which doesnt help the TTK). It means you cannot really aim your weapons depending on which parts he has that are low armor or which critical element you want to take out asap (weapon system, XL engine criticals or leg). Take a HBK for exemple: its more efficient to take out his hump than it is to kill him, as the end result is pretty much the same but its ST has less armor/internal hp and is a much more obvious target. Light mechs on the other hand are much faster to deal with through legging them. Essentially, with SSRMs you have no control over where you deal damage. Sometimes itll play to your advantage, but sometimes it wont.
3) The opportunity cost has little to do with weight and more with SRMs. Between 2x SRM6 and 2x SSRM, the damage difference per volley is very significant, let alone over a whole match or even over a single brawl.
4) TTK means "Time To Kill" and its development jargon for "how long should a fatal encounter last from start to finish". The SSRM's low damage means that while you miss less, it takes you longuer to kill your opponent. Longuer TTK means more risks of being killed before being able to finish your opponent and more risks of him recieving reinforcements or escaping (you dont always want to chase lights...). Look at it this way: it takes 1 alpha from a PPC stalker to leg a light mech. How much longuer does it take to core him with SSRM, and how much damage will you take during that time? Thats why burst always ends up being on top in PvP game (hence the current super-alpha/poptart meta).
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"SSRMs are not easy mode" is the most unoriginal defense
Thats not a defense, thats just a thesis. The defense are the arguments supporting said thesis. Oh, and btw, SSRMs are no one's "fun toy" because they are useless in the current meta (ECM lights being the go-to and the game having taken a turn towards long range sniping).
FYI i only play jaggers. 1 is double gaus + 2LL, one is a double AC20 and the other is this weird brawler im experimenting with using 4x SRM6 + 2x LXB-10 (2 SL for backup dmg in case i run out of ammo). The only mech I still have SSRMs on is my X5, and I havnt played him... well since the jagger came out lol. Altho i'll admit i used to play them a ton due to my hero farm mech being a light hunter build, but that was before 90% of the light mechs around were raven-3Ls
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So if SSRMs are such easy mode weapons then everyone's damage per game using SSRMs should be the highest out of all of their weapons. I have 10 weapons that all have damage per game higher than that of SSRMs including LRMs, SRMs, AC-20, and Large Lasers. In fact my damage per game for LL are about double what it is for SSRMs.
^ And this is the bottom line. SSRMs have an easy time hitting mechs moving over 90 kph and are efficient. Thats it. Thats its specialty, thats its strong point. It does low damage. It has low range. Its not a versatile weapon. Its hard countered by a common element (ECM). People claiming it makes the game "easy mode" are only taking a fraction of said game into account.
Edited by Nikijih, 20 May 2013 - 01:37 PM.