Srm Still Useless...
#21
Posted 05 June 2013 - 04:24 AM
Finally this mech is useful again!
I have no problem scoring 500 damage in a match now.
So I don't know what the other people are talking about.
Srms are great.
#22
Posted 05 June 2013 - 05:43 AM
Kmieciu, on 05 June 2013 - 12:23 AM, said:
We need videos proving this bug on live servers.
That is because SRM do 3.0 damage in testing grounds and probably still have splash damage too. A side note before this patch I haven't tested it again.. in testing grounds LRM did 0.7 damage to arms and 1.7 damage to center torso with no splash over to other parts. Testing Grounds is quite buggy when it comes to missiles.
#23
Posted 05 June 2013 - 08:27 AM
Edited by ShinVector, 05 June 2013 - 08:28 AM.
#24
Posted 05 June 2013 - 09:59 AM
#25
Posted 05 June 2013 - 12:09 PM
#26
Posted 05 June 2013 - 12:18 PM
shellashock, on 04 June 2013 - 12:51 PM, said:
So you do realise there isn't one weapon engineer in the world that would create weapon this stupid ? I mean why the hell can't these SRM tubes be in straight line? or is it good idea instead to make each of them to point to random direction?
edit: typo
Edited by Curccu, 05 June 2013 - 01:00 PM.
#27
Posted 05 June 2013 - 01:19 PM
Curccu, on 05 June 2013 - 12:18 PM, said:
Yes, I do realise this, but real life does not always apply to battletech. This game is made by pgi and is based off of battletech. You can correct me if I am wrong (as i am not very well read on lore and Battletech), but srms were always designed to launch straight out of their tubes and spread further out as they go to maximize their splash damage. They would go out straight and would only spiral away from each other if you did not have artemis. I have tried with and without artemis for srm 4, ned to tst for srm 6 because i currently o not own one. But at least to my understanding, the srms will go in a straight line with a slight to no rotation if you have artemis and they will spread out slightly over time with a more pronounced spin without artemis.
#28
Posted 05 June 2013 - 01:29 PM
#29
Posted 05 June 2013 - 02:08 PM
legging cicades for instance but no chance against other lights, they inflict almost no dmg on lights
#30
Posted 05 June 2013 - 03:27 PM
shellashock, on 04 June 2013 - 12:51 PM, said:
Also every weapon should only fire once every ten seconds, and with out a targeting computer you should not be able to do pin point damage (like the kind we see in PPC snipers). I am all for sticking to lore and close to table top, you can't just pick and chose where you do it. What PGI has done the SRM's is made them useless, why would anyone ever take them when just about every other weapon does pin point damage.
And onto missiles in general and how they should behave based on table top rules. When firing LRMS the average missiles that hit a target in the open should be a little over 50%, and only roughly 20% of these should hit the center torso. This is not accounting for any "would hit missiles" shot down by AMS. Nothing about how PGI has implemented missiles is anywhere close to what is seen in table top. LRM's however have been changed and worked with in an attempt to make them viable. PGI has done the exact opposite with SRMS, as apposed to balancing them with the other weapons in the game it seems like they are shooting for "well this is what it is like in table top". That is just ridiculous, if you are going to stray from table top (and ohh god they have) then the weapon balance needs to work with the game you have created. In my opinion what has been done to SRMs makes them next to useless to use. That being said why exactly are missiles the only (maybe flamer too) weapons that suffer from a hard range cap?
Edit: spelling
Edited by Mrllamaface, 05 June 2013 - 03:29 PM.
#31
Posted 05 June 2013 - 03:54 PM
#32
Posted 05 June 2013 - 10:35 PM
Stalker STK-3F armed with SRM6 launchers. Target: a stationary Jenner (full armor, 30 points front center). Range: 200 meters, missiles aimed center mass. It took 44 salvos to core the Jenner. 44*6 = 264 missiles used. 396 points of potential damage wasted.
Centurion CN9-A armed with SRM6 launchers. Target: a stationary Catapult CPLT-K2 (full armor, 70 points front center torso). Range: 200 meters. It took 32 salvos to core the Catapult. 32*6 = 192 missiles.
#33
Posted 06 June 2013 - 01:50 AM
Kmieciu, on 05 June 2013 - 10:35 PM, said:
Stalker STK-3F armed with SRM6 launchers. Target: a stationary Jenner (full armor, 30 points front center). Range: 200 meters, missiles aimed center mass. It took 44 salvos to core the Jenner. 44*6 = 264 missiles used. 396 points of potential damage wasted.
Centurion CN9-A armed with SRM6 launchers. Target: a stationary Catapult CPLT-K2 (full armor, 70 points front center torso). Range: 200 meters. It took 32 salvos to core the Catapult. 32*6 = 192 missiles.
I prefer the previous cone spread of the SRMs.. The new one is.. Bleh !!
#34
Posted 06 June 2013 - 06:17 AM
Kmieciu, on 05 June 2013 - 10:35 PM, said:
Stalker STK-3F armed with SRM6 launchers. Target: a stationary Jenner (full armor, 30 points front center). Range: 200 meters, missiles aimed center mass. It took 44 salvos to core the Jenner. 44*6 = 264 missiles used. 396 points of potential damage wasted.
Centurion CN9-A armed with SRM6 launchers. Target: a stationary Catapult CPLT-K2 (full armor, 70 points front center torso). Range: 200 meters. It took 32 salvos to core the Catapult. 32*6 = 192 missiles.
Um, what? Are you telling me you shot a stationary Jenner 43 times and it was still alive?
Edit: Because if so then something is royally screwed-up. Were the hits registering (red cross-hair)? What are your pings? You should report this as a bug via the MWO support email.
Edited by warner2, 06 June 2013 - 06:18 AM.
#35
Posted 06 June 2013 - 07:18 AM
#36
Posted 06 June 2013 - 07:35 AM
warner2, on 06 June 2013 - 06:17 AM, said:
Um, what? Are you telling me you shot a stationary Jenner 43 times and it was still alive?
Edit: Because if so then something is royally screwed-up. Were the hits registering (red cross-hair)? What are your pings? You should report this as a bug via the MWO support email.
YES!!!!
YES THIS IS WHAT WE ARE TELLING YOU!!!!!
Anything but an Atlas and HGH and a third or more missiles pass each
side of the mech.
It is ridiculous...
#37
Posted 06 June 2013 - 09:00 AM
MasterGoa, on 06 June 2013 - 07:35 AM, said:
YES!!!!
YES THIS IS WHAT WE ARE TELLING YOU!!!!!
Anything but an Atlas and HGH and a third or more missiles pass each
side of the mech.
It is ridiculous...
I see, so you're commenting on the spread of the weapon. I thought you had some sort of massive damage bug or something.
Have you tried Artemis?
#38
Posted 06 June 2013 - 02:22 PM
...or we are just used to "overpowered" SRM's
Right now it seems that other weapons would be preferable.
#39
Posted 06 June 2013 - 04:22 PM
warner2, on 06 June 2013 - 09:00 AM, said:
Artemis does not help, whether he was using it or not.
I ran my X5 last night with SRM6s. For those who aren't aware, it only has 2 ports for each SRM6, but the missiles fire 4 at a time in nearly a straight line like SRM2s (I assume anyway, I never use them). I scored far more damage against lights with my X5 compared to 18 SRMs at a time with my CN9-A, even though I doubt more than half of my missiles hit the mark. I'm going to go out on a limb and say that with perfect aim MAYBE 1/4 of SRM6s in a normal spread actually hit a light, even with Artemis. The rest are either being eaten by a damage bug or flying around either side, I couldn't say which.
#40
Posted 06 June 2013 - 05:12 PM
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