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Please Fix Missiles, Like Now...


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#1 MasterGoa

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Posted 03 June 2013 - 07:32 PM

Hi all.

I did a test this evening.

Made an SSRM Cat and fired ONLY when clear line of sight.

Mech equipped with 400 missiles.

All opponents were larger mechs, med to Assault. Easy to track.

Well, after empting ALL missiles, the result was 384 damage when
it should have been 600...

I mean, it's pure math.

Cant a dev simply do what I did a realise that SRM's and SSRM's
are borked now that splash damage is at 5CM which is basically nothing...

Also, SRM's new trajectory is simply assinine...

Why level from the bottom and penalise skilled players
that CAN aim? Why introduce false imprecision so that
players that have developed skills to cope with the game
dynamics are brought back down in damage and kills?

What is the point? Why learn and adapt to be simply
shot down when you are too good with artificial counters
to correct aim?

Also fix ELO.

Thanks.

Edited by MasterGoa, 03 June 2013 - 07:34 PM.


#2 Sephlock

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Posted 03 June 2013 - 07:34 PM

According to the whiners on the forums, this result is just fine- if anything, it's still overpowered!Posted Image

#3 TungstenWall

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Posted 03 June 2013 - 07:55 PM

AMS can shoot down streaks if you're close to max range. Allies can also absorb your hits when they get in the way.

#4 Sephlock

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Posted 03 June 2013 - 07:58 PM

View PostTungstenWall, on 03 June 2013 - 07:55 PM, said:

AMS can shoot down streaks if you're close to max range. Allies can also absorb your hits when they get in the way.
And really, isn't that what (pugger) allies are for? Its even better when you get the best of both worlds: ALLIES *WITH* AMS!

Posted Image

#5 Ningyo

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Posted 03 June 2013 - 10:58 PM

so far I have seen streaks not hit in 5 ways, 1 is sort of a bug but only sort of. Not saying they could not be improved but.

1: target is out of range
2: missiles hit terrain or a mech between you and target
3: AMS shoots missiles down (rarely more than 1-3)
4: Semi-bug. Missiles miss target slightly and when they turn to hit it it is near exact center of their turning radius. They spiral around mech till they have traveled max range then dud. (This is where you see the missiles spinning circles around mechs)
5: properly timed jump jet use seems to sometimes cause failure (guess this could be considered a bug too)

the first 2 of these are dependent on person firing missiles and is acting as intended
the 3rd is dependent on enemy and is acting as intended
the last 2 probably should be looked into, but I would consider this non urgent compared to other weapons and parts of game.

I do believe ammo on streaks like other ammo based weapons should be increased though, as they doubled armor without raising armor (2x armor + internal = 1.5x ammo to balance it out I think)

#6 Alex Warden

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Posted 03 June 2013 - 11:26 PM

i tested ssrm´s in the testing ground. 6X ssrm´s, chainfired. jenner dead.
9X ssrm, chainfired, catapult dead
about 15 for an atlas...

i am pretty happy that appearently the game takes traversal speed and other factors into account to determine the hitresult... l2p

#7 and zero

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Posted 03 June 2013 - 11:45 PM

Good sir I must disagree:

Please fix missiles, like months ago.

Further. The game balance is just pathetic. 6 months and they still can't get simple weapons to function correctly? Sadness. There are what, like 5-6 balanced weapons in the game? The rest are either worthless, next to worthless, underpowered, or a few are overpowered.

S pulse-worthless
M pulse-next to worthless
L pulse-moderatley underpowered
Flamer-even more useless than before...
Er large-quite underpowered

Srms-hit like a wet pool noodle, flight path change was moronic
lrms-still crap
Ssrms-broken in like 15 different ways, yet still somehow largely invalidating skill based light game play

Machine guns-0x2....still crap
ac2--slightly underpowered, a little heavy
Ac5-better, still a bit weak. Maybe slight weight decrease?
etc etc. I dont care enough anymore to go on. Pgi doesnt listen.

Like I said in another srm balance thread that was deleted....my clan used to have many 4/8 mans running each night, on weekends often a few 8 mans trying to sync (because god forbid we be able to play/practice together in a heavily team based game). Now the TS is like a town of tumbleweeds. I wonder why ;)

#8 Inkarnus

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Posted 03 June 2013 - 11:46 PM

nyan 8v8 dont look at that yager and play the second video for more nyan faktor
there isnt much more hilarious then 8 blue steiner kittys :angry:

http://www.youtube.c...d&v=0BFu_oBwoTE



its more about koordination and an highlander with ams and staggered ams make streak
kittys have a hard time but most ppls dont take em ;)

Edited by Inkarnus, 03 June 2013 - 11:51 PM.


#9 Johnny Reb

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Posted 03 June 2013 - 11:49 PM

I feel lrms are right where they should be, srms not so much.

#10 Teshtube

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Posted 03 June 2013 - 11:51 PM

View PostAlex Warden, on 03 June 2013 - 11:26 PM, said:

i tested ssrm´s in the testing ground. 6X ssrm´s, chainfired. jenner dead.
9X ssrm, chainfired, catapult dead
about 15 for an atlas...

i am pretty happy that appearently the game takes traversal speed and other factors into account to determine the hitresult... l2p

remember training ground has paper armor

#11 Alex Warden

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Posted 03 June 2013 - 11:59 PM

ssrm´s are srm 2´s after all... i´d wait how ssrm 4 and 6 turn out (not very long until we see them) before we shout for a buff...
LRM´s are okay, the user has just to move more to keep the target from being in full cover... i think they are in a very good shape now. standard srm´s, well... not easy, but they can hurt pretty well...

#12 VXJaeger

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Posted 04 June 2013 - 12:13 AM

Missiles generally suck hard. All of them. With them, even D-DC cannot kill anything 'cause it's firepower is mostly dependable on those SRM-shitsticks.

Edited by VXJaeger, 04 June 2013 - 12:13 AM.


#13 Ghogiel

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Posted 04 June 2013 - 12:39 AM

View PostMasterGoa, on 03 June 2013 - 07:32 PM, said:


Why level from the bottom and penalise skilled players
that CAN aim? Why introduce false imprecision so that
players that have developed skills to cope with the game
dynamics are brought back down in damage and kills?


Because steak sauce.

Assaults QQd enough that they were getting killed by a heavy mech with a huge profile an XL engine who snuck up from behind and 2 shotted them.

Light mechs complained they were getting one shotted while they tried to brawl a fast, maneuverable, dedicated brawler heavy.

Everyone else also QQ'd because these fast SRMs boats were as fast or faster then them, there was no escape... because>

" All the maps promoted brawling besides alpine"

#14 Sephlock

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Posted 04 June 2013 - 12:50 AM

I plan to use the hell out of SSRM6s when they come out, because they are going to be nerfed within 24 hours due to the epic whining.

#15 ShinVector

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Posted 04 June 2013 - 01:37 AM

SSRM is bugged... It does 0 impact damage to the rear of some if not all mechs...

Go testing... Go shoot a Commando directly from the front count how many SSRM it takes to kill him.
Do the same thing from the front...

Been seeing it for a while now.. Spider in match getting Streaked.. in the back but not taking damage.

Refer to:
http://mwomercs.com/...s-commando-100/

Edited by ShinVector, 04 June 2013 - 01:37 AM.


#16 BootHands

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Posted 04 June 2013 - 05:28 AM

I know I'm in the minority here, but I'm glad missiles were nerfed, because missiles were an anti-fun weapon.

There's nothing fun about being like 20 seconds into the game, being nowhere near an enemy and getting pinned down by LRM missile bukkake that you have no way to retaliate against, other than hoping your LRM boats are better at LRM missile bukkake than the enemies LRM boats are.

There's nothing fun about having an enemy turn in your general direction, fire at you and then having SSRM's chase you to hell and back as a light. There is no counterplay, other than trying to stay out of SSRM range which makes it so that you can't really damage people with SSRMs too. SSRMS negate the entire light playstyle.

There's nothing fun about about SRMS being used as exploding splash damage shotguns at close range.

If anything, I'd like to see missiles nerfed more.

Edited by BootHands, 04 June 2013 - 06:15 AM.


#17 MasterGoa

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Posted 04 June 2013 - 06:11 AM

Thank for the input guys.

Just a note: I understand very well the dynamics of the game
and of SSRM's.

Also, training grounds mechs are totally useless. You will never
get that effeciency in real battle with a fully armoured mech.

But yeah, I hope this patch brings back SRM's to something usefull...

Curiously though, LRM's dont do much damage, but they do kill a lot...

View PostBootHands, on 04 June 2013 - 05:28 AM, said:

I know I'm in the minority here, but I'm glad missiles were nerfed, because missiles were an anti-fun weapon.

There's nothing fun about being like 20 seconds into the game, being nowhere near an enemy and getting pinned down by LRM missile bukkake that you have no way to retaliate against, other than hoping your LRM boats are better at LRM missile bukkake than the enemies LRM boats are.

There's nothing fun about SSRM's chasing you to hell and back as a light, and not really having any counterplay to it, other than trying to stay out of SSRM range.

There's nothing fun about about SRMS being used as exploding splash damage shotguns at close range.

If anything, I'd like to see missiles nerfed more.


I have seen many ligts use speed to keep their distance....

Remember, at 270M, SRMs go "poof"

#18 Edson Drake

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Posted 04 June 2013 - 06:23 AM

Quote

I know I'm in the minority here, but I'm glad missiles were nerfed, because missiles were an anti-fun weapon.


Oh yeah, because the PPC fest is super fun right now.

The problem isn't in a single weapon being OP, is just having no variety is making people go immediately to the most effective one, right now PPCs.
We NEED more weapons and the missile damage buff. I don't get how people complain about missiles when they are easily avoidable, and there's AMS in top of that. If anything, I'm in favor of even faster missiles as I think they are still too slow.

#19 Sephlock

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Posted 04 June 2013 - 06:35 AM

View PostBootHands, on 04 June 2013 - 05:28 AM, said:

I know I'm in the minority here, but I'm glad missiles were nerfed, because missiles were an anti-fun weapon.

There's nothing fun about being like 20 seconds into the game, being nowhere near an enemy and getting pinned down by LRM missile bukkake that you have no way to retaliate against, other than hoping your LRM boats are better at LRM missile bukkake than the enemies LRM boats are.

There's nothing fun about having an enemy turn in your general direction, fire at you and then having SSRM's chase you to hell and back as a light. There is no counterplay, other than trying to stay out of SSRM range which makes it so that you can't really damage people with SSRMs too. SSRMS negate the entire light playstyle.

There's nothing fun about about SRMS being used as exploding splash damage shotguns at close range.

If anything, I'd like to see missiles nerfed more.


I agree wholeheartedly.

In fact, I think PPCs should ne nerfed too- its not fun to get shot at from a distance all the time... and Gauss rifles are still too good, for the same reason.

Also, autocannons are too loud- they hurt my ears when they fire, and they knock armor off my mech. The only one that is remotely acceptable is the LBX autocannon- its just about right... well, maybe its a LITTLE too strong.

Lasers need a hard nerf though. I mean come on, hitscan? How anti-fun can you get? And pulse lasers are even worse! Hitscan pinpoint damage with infinite ammo!

Machineguns are perfect. Flamers are perfect. Narc is perfect. Tag is overpowered, though.

Oh, and I absolutely LOVE Artillery and Airstrikes.

SO fun.

#20 BootHands

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Posted 04 June 2013 - 06:37 AM

View PostEdson Drake, on 04 June 2013 - 06:23 AM, said:


Oh yeah, because the PPC fest is super fun right now.

The problem isn't in a single weapon being OP, is just having no variety is making people go immediately to the most effective one, right now PPCs.
We NEED more weapons and the missile damage buff. I don't get how people complain about missiles when they are easily avoidable, and there's AMS in top of that. If anything, I'm in favor of even faster missiles as I think they are still too slow.


PPCS are balanced by having a minimum range and being pinpoint accurate.

ER-PPCs are definitely anti-fun though.





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