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Game Patch Notes Deciphered: Srm's


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#21 Rhent

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Posted 27 May 2013 - 12:40 PM

View PostPanchoTortilla, on 27 May 2013 - 12:38 PM, said:


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.


Thank you for your constructive feedback. Your trolling does need work though. Perhaps more bridge and less teeth? Its not working.

For everyone else, yeah the recent patch made the SRM Spread too excessive for them to actually be used now.

#22 LordBraxton

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Posted 27 May 2013 - 02:12 PM

they did no damage before, now they do no damage to up to 6 locations

#23 Kibble

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Posted 27 May 2013 - 02:17 PM

SRMs and LRMs should fire like the following video. skip to 1:30



#24 Levi Porphyrogenitus

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Posted 27 May 2013 - 03:36 PM

SRMs without Artemis IV have a very big spread, but it is now consistent, while SRMs with Artemis IV have much tighter grouping. Artemis is basically required to run large quantities of SRMs now.

They did explain why they were going to make the change. The old flight pattern had "sweet spots" where the waving missiles would converge at very nearly a singe point before spreading again. If you got lucky or were good enough to force the weapon to hit the target at one of those sweet spots, you could get your full damage output onto a single location.

SRMs aren't supposed to do that. They're supposed to spread their damage around, and they're supposed to miss with some of the missiles much of the time. The new spread is probably too large (my dabbling with Artemis SRMs suggests that they're fine currently), but at least now it is consistent across the entire 270m range. In future, PGI can tighten the base spread pattern bit by bit until it is in a good place, as they bump SRM damage back to where it needs to be (persistent issues with splash damage are likely why they're holding off on SRM damage boosts).

#25 Texas Merc

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Posted 27 May 2013 - 03:44 PM

TL DR most but SRMs ARE critseekers. just sayin'

edit: Pancho would beat you all in a duel again just sayin'

Edited by Texas Merc, 27 May 2013 - 03:45 PM.


#26 Roland

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Posted 27 May 2013 - 03:47 PM

View PostLevi Porphyrogenitus, on 27 May 2013 - 03:36 PM, said:

SRMs without Artemis IV have a very big spread, but it is now consistent, while SRMs with Artemis IV have much tighter grouping. Artemis is basically required to run large quantities of SRMs now.

I did some testing a few days ago, and noticed very little, if any, difference in spread due to Artemis.

Kind of sucked as a test too, since I had to pay to unload the artemis, and will have to pay to put it back on.

#27 PropagandaWar

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Posted 27 May 2013 - 03:50 PM

View PostAntiCitizenJuan, on 27 May 2013 - 12:29 PM, said:

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.


In PGI's defense (I use SRM's on my hunchie religiously) They did say the damage would go back up and splash would be fixed the next patch. Oh wait that was a month ago along with HSR (You forget a lot of the time we don't get damage registration. So it'll probably be this patch. All Long range weapons are about fine now. LRM's will be super clean if they move them up to 1.0 now and fix HSR.

#28 Mr 144

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Posted 27 May 2013 - 03:50 PM

Newsflash!

PGI has said 'SRMs are just about where we want them' EVERY missile patch cycle. They just don't care. They balance based on lock-ons, and group whatever happens to SRMs right along with them. It's just laziness. They're not actually trying to do any sort of balancing with them...it's just a byproduct of LRM and Streak misguided experimentation.

Mr 144

#29 Dirkdaring

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Posted 27 May 2013 - 03:52 PM

View PostKibble, on 27 May 2013 - 02:17 PM, said:

SRMs and LRMs should fire like the following video. skip to 1:30




Ugh. No, they absolutely should not.

#30 Bloody Moon

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Posted 27 May 2013 - 04:06 PM

PGI did this to stop SRM (specifically A1 and Cent) users from sneaking up on or getting into someone's face for massive, focused damage as they clearly don't want mechs to get oneshotted, hence the eventual boat nerf.

It makes sense from a point of view, even if i don't agree with it entirely.

#31 Texas Merc

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Posted 27 May 2013 - 04:09 PM

View PostBloody Moon, on 27 May 2013 - 04:06 PM, said:

PGI did this to stop SRM (specifically A1 and Cent) users from sneaking up on or getting into someone's face for massive, focused damage as they clearly don't want mechs to get oneshotted, hence the eventual boat nerf.

It makes sense from a point of view, even if i don't agree with it entirely.


interesting... now what to do with getting 1-shotted from 1000meters ?

#32 jeffsw6

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Posted 27 May 2013 - 04:10 PM

View Postarmyof1, on 27 May 2013 - 11:21 AM, said:

Let's once and for all drop the whole crit seeking weapon concept, because it's so much crap.

People need to learn how the critical hit system in the game works. You are right, crit-seeking is crap, and it's because PGI themselves don't understand how their own crit system functions in actual game-play.

Know what a crit-seeking weapon is? PPC. Gauss Rifle. AC/20. AC/10. Why? Because these four weapons deliver the highest instant damage in the game which is processed as a single quantum of damage. If those shots crit, they crit for 100% of the damage that weapon is landing. In optimal range, that means a weapon, heat sink, etc. will explode; because almost every piece of equipment has <= 10 HP.

Still confused? Think of it this way. When you get hit with an AC/10, PPC, AC/20, etc. you are more likely to have one of your weapons blown up, than if you were struck by equal amount of damage from large lasers or any other armaments.

A crit-seeking weapon is NOT one that deals damage in lots and lots of little bits. That's how MG, SRM, all lasers except for PPC, and LRMs work -- lots and lots of little damage quantums, each one might crit or might not; and if they do, will get assigned to different equipment anyway.

By the time you managed to crit any weapons off most mechs with SRM6s, you would have blown that mech up long ago.

View PostAntiCitizenJuan, on 27 May 2013 - 12:29 PM, said:

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

They have social media snowflakes and those guys need to do something to earn their pay. They probably also think it's helping them reach a wider audience that may start playing MW:O when they "release" it. People on the forums already play the game, or they tried it and quit. They aren't reaching any potential new players by posting on their own forums.

View PostLevi Porphyrogenitus, on 27 May 2013 - 03:36 PM, said:

SRMs aren't supposed to do that. They're supposed to spread their damage around, and they're supposed to miss with some of the missiles much of the time.

You're not supposed to be able to aim, either! This is not ******* TT and what SRMs do in TT is not necessarily what they should do in a FPS game where it is possible to aim 6 ******* PPCs at the opponent's CT and push fire, and have all 6 land there.

I am so sick of you TT long-beards saying oh but it works this way on a board game with dice!!! OF COURSE IT WORKS IN TT THERE ISN'T ANY AIMING. YOU ROLL DICE TO FIND OUT WHERE **** HITS! G E T A C L U E.

#33 Bloody Moon

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Posted 27 May 2013 - 04:16 PM

View PostTexas Merc, on 27 May 2013 - 04:09 PM, said:


interesting... now what to do with getting 1-shotted from 1000meters ?



View PostBloody Moon, on 27 May 2013 - 04:06 PM, said:

PGI did this to stop SRM (specifically A1 and Cent) users from sneaking up on or getting into someone's face for massive, focused damage as they clearly don't want mechs to get oneshotted, hence the eventual boat nerf.

It makes sense from a point of view, even if i don't agree with it entirely.


I'm expecting to see changes trying to cut down on the PPC Stalkers and similar snipers.

#34 Victor Morson

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Posted 27 May 2013 - 04:19 PM

View PostRoland, on 27 May 2013 - 03:47 PM, said:

I did some testing a few days ago, and noticed very little, if any, difference in spread due to Artemis.

Kind of sucked as a test too, since I had to pay to unload the artemis, and will have to pay to put it back on.


Artemis renders the new spread a moot point, honestly.


View PostPropagandaWar, on 27 May 2013 - 03:50 PM, said:


In PGI's defense (I use SRM's on my hunchie religiously) They did say the damage would go back up and splash would be fixed the next patch. Oh wait that was a month ago along with HSR (You forget a lot of the time we don't get damage registration. So it'll probably be this patch. All Long range weapons are about fine now. LRM's will be super clean if they move them up to 1.0 now and fix HSR.


1.0 isn't enough at all. With the new AMS 1.2 might not even be enough anymore.

Edited by Victor Morson, 27 May 2013 - 04:27 PM.


#35 HarmAssassin

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Posted 27 May 2013 - 04:31 PM

Quote

[color=#959595]ou're not supposed to be able to aim, either! This is not ******* TT and what SRMs do in TT is not necessarily what they should do in a FPS game where it is possible to aim 6 ******* PPCs at the opponent's CT and push fire, and have all 6 land there.[/color]

[color=#959595]I am so sick of you [/color]TT long-beards[color=#959595] saying [/color]oh but it works this way on a board game with dice!!![color=#959595] OF COURSE IT WORKS [/color]IN TT THERE ISN'T ANY AIMING.[color=#959595] YOU ROLL DICE TO FIND OUT WHERE **** HITS! G E T A [/color]C L U E[color=#959595].[/color]


By Jeffsw6's logic, since there is no aiming for any weapon in TT, then all weapons in the game should have the current spread of the broken SRMs.... because you couldn't aim those before either.

Although they are not supposed to be "shotguns", MWO has made it clear that's how they will be using them. Ok, I can live with that. Ever fire a shotgun? Assuming you're not using slugs, the pellets start out tightly clustered (one hit location), the farther they fly the more they spread.

Simply make SRMs have a 1m spread at point blank and 10m spread at 270m range. This really isn't that tough.

But right now SRMs are useless.

All they had to do was remove splash... I think they need to fire they entire Dev team, push back launch date of the game 2 years, and start over.

#36 Tennex

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Posted 27 May 2013 - 04:38 PM

i like that it has a different mechanic from LBX now, missiles should behave like missiles and not a shotgun.

it's also cool that its actually usable at 270m now.
but they can tighten the circle.

also right now the cone goes up to maybe10m and becomes a circle
maybe they can also have it as a cone up to 130m and then become a cylinder

Edited by Tennex, 27 May 2013 - 04:42 PM.


#37 Damocles69

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Posted 27 May 2013 - 04:53 PM

im happy that SRMS are useless. sweet sweet justice to Splat cats

Edited by Damocles69, 27 May 2013 - 04:53 PM.


#38 Carrioncrows

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Posted 27 May 2013 - 04:56 PM

One:

http://www.youtube.c...e&v=zWZBLA-Y8zg

And done.

All SRM's should work like that, Slower, Missile agility, able to be tracked by AMS, and because they don't turn fast or occasionally 1 or 2 don't get lock you have to use skill to line up a shot rather.

#39 PropagandaWar

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Posted 27 May 2013 - 05:35 PM

View PostVictor Morson, on 27 May 2013 - 04:19 PM, said:


Artemis renders the new spread a moot point, honestly.




1.0 isn't enough at all. With the new AMS 1.2 might not even be enough anymore.

Yeah it is you get a lot of bonuses using lerms like staying out of the fight, and not everyone runs around with ams. That's also why I don't run one weapon rigs. My pult has a lerm 15, lerm 20 erppc and med laser with tag equipped. My phract not the standard phract. No jj's gauss erppc and 3 med lasers. AMS helps but its not the end all be all that's for sure. Bap and ECM help to. You get Tag to assist and Narc that nobody uses. But AMS is probably the weaker of the two as it burns out quick and gives away your position. Artemis you pay for its should be tight. You are still at the mercy of ammo and heat. back to ams real quick LRM 5vs suffer but I think that's how PGI handles the stalker and Pult rain from hell. Kinda all over the board here sorry.

#40 Tincan Nightmare

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Posted 27 May 2013 - 05:58 PM

View Postjeffsw6, on 27 May 2013 - 04:10 PM, said:

You're not supposed to be able to aim, either! This is not ******* TT and what SRMs do in TT is not necessarily what they should do in a FPS game where it is possible to aim 6 ******* PPCs at the opponent's CT and push fire, and have all 6 land there.

I am so sick of you TT long-beards saying oh but it works this way on a board game with dice!!! OF COURSE IT WORKS IN TT THERE ISN'T ANY AIMING. YOU ROLL DICE TO FIND OUT WHERE **** HITS! G E T A C L U E.

The point being made was that SRM's did scatter damage across a mech in TT, versus pinpoint damage like a PPC strike. Since we can aim in this game should an LBX do all damage to a single location when firing cluster rounds? PGI chose to make a game based off an existing IP, stop bitching and moaning about people that want a product that stays as close as possible to that IP. I don't see jedi carrying machine guns in Star Wars games or ships in Star Trek games firing cannons and machine guns, because if you choose to work within an IP you have to remain true to it. Do I think SRM's are where they should be, no, but stop lashing out at BT fans whose support kept the IP alive to make a game like this.





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