Srm's Are Broken, And All The Talk Is About Lrm's
#1
Posted 24 May 2013 - 08:36 AM
I'm a Brawler/Skirmisher, I use them on all my brawlers, and skirmishers, because they gave u that punch u needed to be feared.
I ran the last tournament with a CN9-A with 2 ML and 3 SRM6 with Artemis, its a monster build, a mini brawler if u wanna refer to him like it. A new tournament is coming, and SRM's are broken.
Before, you could use them (even with the 2nd nerf) at CQB, 50 meters even huggin and the damage was accurate enough to core/kill a mech, if someone see u in the field with a STK-5M with 5 ML and 5 SRM6's be sure you will be the main target, if they let u alone, you will get at least 600+ damage and 3 kills.
Now, they are just there to fill the hit points, my Atlas was a feared mech, right now, Christ forgive me, had to switch to 3 streaks for the lack of damage and broken trajectory of them.
Everybody talks and rages about LRM's, and PGI ran to fix them, but what about SRM'S??!?!?
Are they so hated that nobody talks for them? cmon!!!
SRM's are the option for brawlers and skirmishers, and right now, we dont have an option for missiles, streaks are a poor option for us, give us back our SRM'S!! increase their damage at least if you are not fixing this poor trajectory they have, I shot an atlas yesterday with my 5M at 75 meters, and the spread was so bad, that I hit all of his body, it was all yellow not even cored, its ridiculus when u shoot 5 SRM6 = 30 missiles point blank into a mech.
My banner brothers use CN9-D's with SRM's, they had to switch to lights or poptars because they cant kill enemy lights anymore with them, and believe me, they are great at it.
So plz, give us back our SRM'S, they are there for us, the brawlers and skirmishers of mechwarrior.
#2
Posted 24 May 2013 - 01:17 PM
I agree that the last trajectory was bad, but with Artemis, they
should go where you aim, not outwards like a shotgun...
The new trajectory is bad, very much so...
#3
Posted 24 May 2013 - 02:04 PM
But the current state of SRMs are like making snowballs out of that dry powdery snow, you know the stuff... the stuff that looks like it packed into a snowball, but no matter how hard to squeeze it the second you release it from your hand it explodes in mid-air into a large puff of powder with no hope of hitting anything (except that it blows back in your face and stings your eyes).
That's what SRMs are currently like. No matter how hard you try to use them, they spread into a giant puff of powder. Even if they hit, the damage is so far spread out that no one will care. At 50 m I should still be able to at least hit the body part I'm aiming at. At 100m I should be able to hit what I'm aiming at and have spread into nearby locations.
But with its current state, at 70m the spread is so large that you hit everything from toe to head, left arm to right arm of the enemy mech. Even if you're using 6 SRM6's, that's the equivilent of 10 medium lasers all hitting different hit locations.
You'll kill an enemy mech faster with 5 small lasers (15 pt potential damage) than using 6 SRM6's (54 pt potential damage) right now. That's right, you can kill any mech faster using 5 small lasers than if you tried using 6 SRM6's in its current state.
There was nothing wrong with the original spread on SRMs, the only reason mechs were taking unreasonable amounts of damage is because they put SPLASH damage into the game.
The solution is really very simple, and has been stated ad nauseum in the forums.
1. Return SRM spread back to original values.
2. ELIMINATE ALL SPLASH DAMAGE FROM THE GAME
3. Set SRM damage to canon specs (2 pts per missile)
It really is that simple. With the original spread, you had to be within 40 m for a majority of the missiles to hit one hit location on a large mech. So if fighting someone boating SRMs, all you had to do is stay farther back than 40m (pretty easy). Between 40m and 150m the SRMs were still usefull, but couldn't target a single hit location (nothing wrong with that). And from 150m - 270m they did damage, but it was blind luck as to where they would hit (and spread damage out nicely over the entire mech).
But then came splash damage that caused missiles to do their stated damage to the area hit AND each surrounding area. But instead of taking out splash damage (the problem), they instead starting nerfing SRMs... then nerfing them again... and again.... and again...
The problem was splash damage.
So take out splash damage?
Find whatever text file, variable, etc. that lists what the splash damage value of each weapon is... and replace it with ZERO. Seriously, how hard is that?
This game has no legitimate use for splash damage, take it out.
If you were thinking of using it for artillery and air-strikes, just take the damage inflicted, divide it by 5 and apply the result to random locations... no splash mechanic needed. Concerned that it might hit the head too often, assign percentages for each hit location based upon their size. Again, no splash mechanic needed.
I'm tired of throwing powder snowballs at enemy mechs, I want my SRMs back.
Edited by HarmAssassin, 24 May 2013 - 02:06 PM.
#4
Posted 24 May 2013 - 02:37 PM
Even brawling with SRMs feel weak because those SRM will not hit accurately.
Edited by RiceyFighter, 24 May 2013 - 02:39 PM.
#5
Posted 24 May 2013 - 02:44 PM
#6
Posted 24 May 2013 - 02:44 PM
#8
Posted 24 May 2013 - 03:07 PM
Thontor, on 24 May 2013 - 03:00 PM, said:
You sure? Splash has been severely reduced.
Quote
It don't help much if at best scenario your missiles hit different sections and in most scenarios most of them miss completely.
I was actually using SRM2's before this week's patch since they were very accurate compared to SRM4 and SRM6. But now they're similar shotguns that hit nothing. No way are they worth 4 times the weight of a small laser now.
#9
Posted 24 May 2013 - 03:35 PM
Thontor, on 24 May 2013 - 01:21 PM, said:
they used to go outwards like a shotgun
artemis has hardly any change whatsoever. it is a waste of weight, cbills and slots, you have to remove it to to add bigger other weapons to make up for the next to nothing damage. PPC sniping is caused by the lack of viable close range weapons especially the SRM, brawlers have no choice but to change their play syle.
#10
Posted 24 May 2013 - 03:48 PM
#11
Posted 24 May 2013 - 05:15 PM
#12
Posted 24 May 2013 - 05:28 PM
Ronin
#13
Posted 24 May 2013 - 05:38 PM
#14
Posted 25 May 2013 - 05:22 AM
The first is that the new pattern is not aesthetically pleasing. By this I mean that it doesn't make sense for the missiles to spread themselves out and then play straight. It looks weird. The old pattern looked interesting - the missiles spiraled in flight.
The second reason is that the new pattern further reduces the effectiveness of SRMs. The way that the new SRMs behave further spreads damage over the enemy mech (except at extremely short ranges), making them useless in small numbers. The previous pattern also spread damage over targets, but a few missiles from a single launcher would usually hit the point the reticule was aiming it. With the current missiles very few do this.
Personally, I'd like to see a revert to the previous SRM pattern. It looked and felt better to use, and was more effective. SRMs are currently underpowered in the current game, and introducing a new pattern that further reduces their effectiveness is the wrong direction to be moving in. SRMs need a buff.
#15
Posted 25 May 2013 - 10:24 AM
#16
Posted 25 May 2013 - 10:12 PM
#17
Posted 25 May 2013 - 10:16 PM
I quit with the patch that brought the lrm buff then lrm/srm nerf hotfix a few days later.
I just came back today and this game doesnt interest me at all an im extremely disappointed for the time i put in and the money and how i was looking forward to things. I guess ill be back again some other time to try this game.
#18
Posted 26 May 2013 - 06:08 AM
Thontor, on 24 May 2013 - 03:00 PM, said:
and optimum range reaches out 3x as far as small lasers.
Wow thontor if you think for a second that a SMR's optimal range is 270m I have no idea what game your playing. Your feedback has no value what so ever, Every single thread you post in your Bias is always againts the OP no matter what the topic its rather sad really.
SRM's are a waste of tonnage now and artemis on them is a joke it does no change to tighten the spread at all, all it does is change the missles from a horizontol pattern to a verticle one thats it. Until PGI re look's at the missles damage as a whole SRM's are just worthless. What I want to know is why change their flight path in the first place? They were not OP anymore after the massive nerf to their damage and they were only effective at close range because of the lack of missle HSR and once that comes in they would of been fine.
what was that old saying... oh yeah "If somthing is not broken dont fix it"
#19
Posted 26 May 2013 - 07:20 PM
The new flight path is arguably better simply due to removing the above exploit, which allowed you to core an atlas in two volleys. Not saying i like it, because the straight line flightpath looks weird. pattern looks better suited to LBX or something. If anything they should keep the old flight pattern, but instead of the pinch have them spin (at that point) like lrms do.
Edited by Asmosis, 26 May 2013 - 07:22 PM.
#20
Posted 27 May 2013 - 03:07 AM
I don't know exactly what this patch did to them, But what ever it is, i can't hit the broad side of a barn with um... my 4SP is parked till they fix um.. I really wanted to test them out with these new missile upgrades but i have found it rather useless.. It seems like they spread more, even with artemis, and travel slower..
Honestly i'm not exactly sure how they changed, i just know they are not working right at all..
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