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Game Patch Notes Deciphered: Srm's


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#1 Rhent

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Posted 27 May 2013 - 10:49 AM

From the Game Patch notes:

"LRM and SRM flight paths have been re-engineered. Missiles now fall in a manner that aligns with our vision of their operation."

what does that mean for SRM's? Its pretty easy. Do the following:

1st) Equip 1 SRM6

2nd) Fire at a target at 270M, the missiles spread like you'd expect, everywhere

3rd) Fire at a target at 200M, the missiles should decrease their spread a bit, wait why are they hitting like I fired at 270M?

4th) Fire at a target at 150M, the missiles should start becoming aimable now and it your target about 33% of the time, wait why are they hitting like I fired at 270M?

5th) Fire at a target at 100M, now you should get close to a ballistic fire for grouping of weapons, you just ran through 5 sniper barrages to close to 100M to use your SRMs, wait why are they hitting like I fired at 270M?

6th) Fire at a target at 50M, now you should get ballistic fire for grouping of weapons. Wait why are they hitting like I fired at 270M

7th) Fire at a target at 0M, now they should actually hit like a ballistic weapon. BOOM you just killed yourself from firing your own weapons due to splash.

[Redacted]

Edited by Niko Snow, 28 May 2013 - 01:25 PM.
Unconstructive


#2 AnnoyingCat

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Posted 27 May 2013 - 10:57 AM

it's almost like a shotgun

#3 Rhent

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Posted 27 May 2013 - 11:01 AM

View PostAnnoyingCat, on 27 May 2013 - 10:57 AM, said:

it's almost like a shotgun

A 20 gauge would have a better shot grouping at 100M than a SRM6 fired in MWO. What the developers did to SRM's is an example of their own incompetence and complete lack of understanding of basic Mechwarrior Gameplay mechanics of 20 years.

#4 InRev

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Posted 27 May 2013 - 11:01 AM

View PostAnnoyingCat, on 27 May 2013 - 10:57 AM, said:

it's almost like a shotgun


More like a garden hose set to "mist".

#5 armyof1

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Posted 27 May 2013 - 11:04 AM

I haven't used srms for weeks since removing them and putting in large lasers instead of mediums is clearly superior. It's nice to hear they've been made even worse than before, shows once again the weapons and balance devs have no idea whatsoever what they're doing.

#6 Thomas Hogarth

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Posted 27 May 2013 - 11:09 AM

Conceptually, weapons like the LBX series, LRMs, and SRMs are traditionally considered 'critseekers'. They have a good chance of hitting everywhere, and if there's a location open, there's a good chance you can get a critical hit.

The issue twofold: All direct-fire weapons are accurate enough to target open locations, and critical hit chances are fairly low.

Until it is made more difficult to easily target a single location, and until critical hit chances are increased, critseekers will be answers to questions nobody is asking. Sure, we could re-tool them into more-or-less direct fire weapons, but why bother at that point? We already have plenty of those.

#7 armyof1

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Posted 27 May 2013 - 11:21 AM

Let's once and for all drop the whole crit seeking weapon concept, because it's so much crap. It does not help when weapons that spread their hitting area considerably are crit seeking, because you have pinpoint weapons that can focus firing on specific parts on mechs and with enough damage that you don't even need the whole crit concept, you just put damage fast and take out that whole mech part and thus all equipment there.

And no removing pinpoint accuracy is stupid, you want random hits with cone of fire there are plenty of games out there that do that crap. What's the point of doing that anyway, to save the crit system? Just forget about giving weapons more crit since doing more damage will beat higher crit anyway, just make weapons like LBX and SRMS that have spread damage do more total damage since it's spread out while pinpoint damage weapons do less but focused damage. Then we have a level playing ground, how hard can that be?

Edited by armyof1, 27 May 2013 - 11:22 AM.


#8 PEEFsmash

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Posted 27 May 2013 - 11:27 AM

If PGI just fixed SRMs, this game would be fixed. PGI's balance team, if they have one, really needs help. Big time help. The answer here is right in front of our eyes and is so simple. If SRMs were good enough to make brawling worthwhile, and if streaks were nerfed to be less effective than SRMs of equivalent numbers assuming the person shooting SRMs could aim, then lights would be much better and the sniper meta would be balanced because brawlers could tonnage-effectively take out snipers if they got in range.

This crit seeking, jump jet shake, cone of fire, accuracy reduction crap will not help, and will make the game uniformly worse.

#9 Lootee

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Posted 27 May 2013 - 12:14 PM

SRMs are supposed to spread out and hit multiple areas even if fired at 30m. ;)

And some are even supposed to miss and deal no damage at all.

#10 TexAce

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Posted 27 May 2013 - 12:16 PM

View PostPanchoTortilla, on 27 May 2013 - 12:14 PM, said:

SRMs are supposed to spread out and hit multiple areas even if fired at 30m. ;)

And some are even supposed to miss and deal no damage at all.


And some are supposed to hit and do no damage at all. ;)

#11 Sephlock

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Posted 27 May 2013 - 12:21 PM

It doesn't help that there are no through-armor crits.

Also:



#12 Lootee

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Posted 27 May 2013 - 12:23 PM

View PostTexAss, on 27 May 2013 - 12:16 PM, said:


And some are supposed to hit and do no damage at all. ;)


Why not? Dud warheads would make the game more realistic. The TT game didn't have them, but then again TT gauss rifles had a minimum range and noooooo it can't have them in MWO because it wouldn't be realistic. So in the interest of realism dud warheads and exploded ordnance left over from the previous battle on the map should be added.

They'd be easy to code too. PGI already has most of it implemented with the bad hit detection. Just call those visible hits that do no dmg duds. And randomly scatter unexploded but live ordnance about the battlefield for some unlucky bastage to walk over.

Edited by PanchoTortilla, 27 May 2013 - 12:25 PM.


#13 Rhent

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Posted 27 May 2013 - 12:28 PM

View PostPanchoTortilla, on 27 May 2013 - 12:23 PM, said:


Why not? Dud warheads would make the game more realistic. The TT game didn't have them, but then again TT gauss rifles had a minimum range and noooooo it can't have them in MWO because it wouldn't be realistic. So in the interest of realism dud warheads and exploded ordnance left over from the previous battle on the map should be added.

They'd be easy to code too. PGI already has most of it implemented with the bad hit detection. Just call those visible hits that do no dmg duds. And randomly scatter unexploded but live ordnance about the battlefield for some unlucky bastage to walk over.


Texas is bringing up Piranhas bad netcode, something that you actually missed. It's called "sarcasm".

#14 One Medic Army

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Posted 27 May 2013 - 12:28 PM

Well, hitting close targets is easier due to not having to lead, SRMs now no longer go from useless to hyper-mega-facepunch as you close from 270 to 0.
Now they can bring damage back up? Pretty please?

It's easier to balance SRMs as a weapons system overall if the spread amount is consistent at all ranges. So hopefully we'll see them getting buffed in the near future.

Edited by One Medic Army, 27 May 2013 - 12:30 PM.


#15 AntiCitizenJuan

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Posted 27 May 2013 - 12:29 PM

I just dont understand why they operate the way they do. All we want is communication and transparency. Yeah this place can get a little volatile, but I think there would be a pretty good chance it wouldnt be so bad if they just talked to us.

This is the biggest board on the General Forums. This is where they should be, not hiding on reddit.

#16 Lootee

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Posted 27 May 2013 - 12:31 PM

View PostRhent, on 27 May 2013 - 12:28 PM, said:


Texas is bringing up Piranhas bad netcode, something that you actually missed. It's called "sarcasm".


And "irony" is hitting you over the head and failing to get your attention. His sarcastic remark would ironically fit in 'realistic' MWO quite well.

#17 Deathlike

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Posted 27 May 2013 - 12:32 PM

The SRM trajectory is effectively a Splatcat nerf. Then again, Streakcats have replaced them.

#18 Rhent

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Posted 27 May 2013 - 12:36 PM

View PostPanchoTortilla, on 27 May 2013 - 12:31 PM, said:


And "irony" is hitting you over the head and failing to get your attention. His sarcastic remark would ironically fit in 'realistic' MWO quite well.


No it would not. Battletech doesn't have a dud fired round on the map rule. Nice grasp, but you missed it.

#19 Lightfoot

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Posted 27 May 2013 - 12:36 PM

I must admit, I haven't put an SRM on any Mech since all the flap about Missile OP hit the game mechanics a few months ago. I remember trying them a few times back then and the animation was so disturbing I never even bothered to check the damage. I knew SRMs were gone.

Fear the missile! Dumbfired or guided I am EVIL INCARNATE!

#20 Lootee

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Posted 27 May 2013 - 12:38 PM

View PostRhent, on 27 May 2013 - 12:36 PM, said:


No it would not. Battletech doesn't have a dud fired round on the map rule. Nice grasp, but you missed it.


Whatever, I referred to the visible hits that did no damage due to bad hit detection. Sod off and enjoy the non-functional SRMs I hope they keep them that way forever.





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