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So Ssrms


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#61 ICEFANG13

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Posted 26 May 2013 - 08:33 AM

Does anyone actually use SRMs or SSRMs anymore? I mean its clear how much better SSRMs are, they are literally skillless. I have been thinking of changing back to my SSRM Jenner but I've decided against it as it would be a waste of my time to not even practice getting better at this game.

Back when I ran the Jenner-D king, my KDR was 15, SSRMs are too good compared to SRMs at the very least. And honestly, I would rather have them removed than remain at this level of power.

#62 Livewyr

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Posted 26 May 2013 - 08:34 AM

View PostBrawnfet, on 26 May 2013 - 08:20 AM, said:

That's fine.
Crits don't really do anything, and small bits of damage to components won't take them out either.
I kind of missed your option 2 as it were. I'm kind of in an all or nothing mind set. That said, there would be outright more operations than the current state. As I mentioned before, that might not be any real issue.
Homing would keep them distinct enough from Streaks. I'd be more worried about regular srms versus LBX though. The crit slot requirements, projectile speeds, and shear tonnage required for an LBX make me doubt that though.
Based on this, I guess you're discussing either all SRMs or all missiles in general since ssrms can't use artemis?


(I think crits help, especially if there a bunch of little ones, like getting hit by 40 missiles at once)

(Option 2 was instead of distributing damage equally upon all components hit- distributing it on scale by distance.
.9 to RT/CT/LT = .03/.03/.03 vs .9 to RT/CT/LT = .2/.5/.2)


And yes, I'm talking about all missiles in general. (To me, a missile is a missile is a missile, different payload size (damage) and different guidance system (or lack thereof) doesn't change how a HE missile explosive works.

#63 Villz

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Posted 26 May 2013 - 08:37 AM

View PostSpiralRazor, on 26 May 2013 - 08:30 AM, said:

View PostKarr285, on 25 May 2013 - 07:50 PM, said:

can we remove the Spash on those skilless noob hovering weapons? Considering they have the exact same issue LRMs had with Corring the CT always cuz of the splash. Can you do the same and remove the spash on SSRM's Thnx.


Im saying that your skilless, and a noob to boot.


@SpiralRazor

Maybe u should go check the leader boards for the jagermech heavy VS the world tournament....

rofl

http://mwomercs.com/...ners-announced/
Look there is something you will never see your name on... A winners list on a tournament

rofl

...noob


Honestly people like you are exactly why these forums are so toxic. 2,500 post 0 research done before making rediculous claims. No wonder PGI cant get good feedback due to the fact that the people whom shouldn't be posting at all make 2,500 posts per account.

brb calling out tournament winners for being skilless noobs. Jk i'm not a fool.

You should add Fate6 to your friends list. You guys would get along just dandy....

Edited by Villz, 26 May 2013 - 08:50 AM.


#64 Brawnfet

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Posted 26 May 2013 - 09:06 AM

View PostLivewyr, on 26 May 2013 - 08:34 AM, said:

(I think crits help, especially if there a bunch of little ones, like getting hit by 40 missiles at once)
The problem is that plinking at components with small bits of damage doesn't help, and only ammo and weapons have crit effects. The best weapons for taking out components would still be high damage, boatable, and non-dot weapons like ppcs. If you want critseeking as a goal for weapons, then you have to pretty much do a complete overhaul of crits as they exist.

Admittedly, figuring out what to do with crits may resolve alot of the current problems or perhaps exacerbate them more by making energy weapons even better due to lacking ammo.

Quote

And yes, I'm talking about all missiles in general. (To me, a missile is a missile is a missile, different payload size (damage) and different guidance system (or lack thereof) doesn't change how a HE missile explosive works.

I like this approach myself, I was rather surprised when I found out that streaks and LRMs apparently used completely different homing systems.

#65 CancR

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Posted 26 May 2013 - 09:23 AM

SSRMS should:

1)Still lock on
2)Fire like a normal SRM
3)follow the target reticle

Instant balance. This will cause damage spread, and still take skill to use.

Of course because that is true, we'll never see this.

#66 blinkin

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Posted 26 May 2013 - 10:39 AM

View PostCarrioncrows, on 26 May 2013 - 03:44 AM, said:


That's a problem for me and a seriously bad mistake wen you attempt to balance weapons.

We can already see the product that line of throught has wrought
Machine guns should be a crit component killer
Flamers should be a crit component killer
LB10-X should be a crit component killer

I disagree with all of that, there SHOULDN'T be weapons that are build for a purpose. All weapons should be equally viable, whether you are using them against a Assault or a light mech. And mostly that is the case.

Balance the weapon first, then it's up to the user on how effective it is.

my point is i would like them to be balanced, BUT i would also like them to be unique. there are multiple ways to skin a mech. we have more tools to work with than just damage stats, let's use them.

i don't want these weapons to just turn into different visual effects for the same 4 DPS.

crit seeking is a fine method, but right now all the weapons that do it are too ineffective at it. so we make them better instead of abandoning the mechanic.

pilots with ballistic or missile mechs should have an innate fear of mechs with crit seeking weapons. energy builds should be afraid of flamers. slow mechs should be afraid of LRM. fast mechs should be afraid of streaks (i still think streaks need a major rework so that they require comparable skill to other brawling weapons). assault/heavy mechs should be afraid of light mechs. light mechs should be afraid of fast mediums.

you are right all of these weapons should be equally viable, but they should also each have a specific purpose for which they each excel.

#67 ICEFANG13

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Posted 26 May 2013 - 11:06 AM

If ammo and Gauss exploded 100% of the time when crit'd I think that it would be plenty viable to do that to weapons. This 10% is pretty silly, then again, the drawback of energy weapons is equally as pathetic so I suppose it makes sense.

#68 Carrioncrows

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Posted 26 May 2013 - 12:31 PM

View PostBudor, on 26 May 2013 - 04:14 AM, said:


I play hero mechs most off the time, wang in 5/10 games. I would love to play the TDK but once you run into anything with streaks its over = broken.


Exactly.

It's not because of how much damage streaks do, or how frequently they fire.

It's because they are lightening fast, do insta turns, and have 100% tracking.

#69 Carrioncrows

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Posted 26 May 2013 - 12:38 PM

View Postblinkin, on 26 May 2013 - 10:39 AM, said:

my point is i would like them to be balanced, BUT i would also like them to be unique. there are multiple ways to skin a mech. we have more tools to work with than just damage stats, let's use them.

i don't want these weapons to just turn into different visual effects for the same 4 DPS.

crit seeking is a fine method, but right now all the weapons that do it are too ineffective at it. so we make them better instead of abandoning the mechanic.

pilots with ballistic or missile mechs should have an innate fear of mechs with crit seeking weapons. energy builds should be afraid of flamers. slow mechs should be afraid of LRM. fast mechs should be afraid of streaks (i still think streaks need a major rework so that they require comparable skill to other brawling weapons). assault/heavy mechs should be afraid of light mechs. light mechs should be afraid of fast mediums.

you are right all of these weapons should be equally viable, but they should also each have a specific purpose for which they each excel.


Streaks and SRM's Should be equal.

They should both lock on
They should both have missile agility
They should both be able to be engaged by AMS

The only difference is Streaks should have a higher missile agility and a tighter spread.

Which translates into Streaks would have better tracking, not the unreal instant 180 degree tracking they have now but much better than SRMs. I even wouldn't be opposed to giving streaks a bit more range because your paying the extra weight for it.

But once the mechanics are solid, balancing the weapon in damage / cycle time will be easy.





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