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Srm Still Useless...


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#41 MasterGoa

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Posted 06 June 2013 - 06:34 PM

View PostShinVector, on 06 June 2013 - 05:12 PM, said:

But I gess what ever we say is going to useless for now... Since they already said they would be tuning flamers and SRMs again.


Indeed, but I think it is healthy for the game for us to voice our concern.

Right now, the game is lazers and dakka...

#42 bonapartist1

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Posted 06 June 2013 - 07:00 PM

SSRM and LRM are still OP as all get out...

But SRM? Still viable. I don't know understand the complaint. Yes it requires timing, skill and knowing when your salvo is going to converge, but it's got great DPS and low heat. I love my AC2 2ML 2 SRM6 dragon and revel getting into point blank range so I can open up with the SRM.

#43 PsychoSick

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Posted 06 June 2013 - 07:12 PM

SRM's definitely need a buff, My pretty baby, no matter how you cut it no longer has the power that it had back in February. The need clusting affect is fine, I have nothing to gripe about there, but where is the SRM damage buff?

#44 Skribs

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Posted 06 June 2013 - 07:49 PM

I'm having huge issues with SRMs not even registering. Both me and a light were standing still, within about half a cap square of each other (like 20m maybe) and I shot him so the center of the volley was right about where his heart was. Watched maybe 70-80% of the SRMs explode all over him, the other 20-30% went wide. No damage done. WE WERE BOTH STANDING FLIPPING STILL. This is even worse than it used to be. Fix the friggen hit detection.

#45 Asmosis

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Posted 06 June 2013 - 07:51 PM

It seems like the damage issue is exasperated on light mechs, so it could be a hit detection thing where slightly misaligned hitboxes combined with near zero splash radius is resulting in missiles exploding slightly away from the mechs.

More recent "tests" seem to show ssrms doing reasonable damage vs med/heavy mechs but neglibile vs lights (which is the only reason i carry them normally).

#46 Kmieciu

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Posted 06 June 2013 - 10:30 PM

View PostAsmosis, on 06 June 2013 - 07:51 PM, said:

It seems like the damage issue is exasperated on light mechs, so it could be a hit detection thing where slightly misaligned hitboxes combined with near zero splash radius is resulting in missiles exploding slightly away from the mechs.

More recent "tests" seem to show ssrms doing reasonable damage vs med/heavy mechs but neglibile vs lights (which is the only reason i carry them normally).

I suspect misaligned hitboxes are the reason. SRM6 is more accurate and easier to hit with than ever. On average 5 out of 6 missiles hit the Jenner but I would say no more than 2 actually deal damage.
SRMs used to have 3.5 meter explosion radius, now they have 0.05 meter radius. The splash damage acted as a work-around for buggy hit boxes. Jenners and Spiders are particularly resistant to SRMs right now.
I tried running a 4xML 2xSRM4 Jenner and fought against a Spider. I used 200 SRMs on him alone, almost point blank range and he was still alive - had to finish him off with lasers.
After swapping 2xSRM4 for 2xML my damage per round went up from 200 to 350 (on Tourmaline!). 6xML is currently the best weapon combo a light mech can have against the other light mechs. Which is sad, because I enjoyed the occasional Commando stuffed with SRM6 (Boomstick!) that could ruin everybody's day :-)

To all the people that say SRMs are "fine", check out this clip from the "golden era" of SRMs (when everybody was running a CN9-A with 3xSRM6 and it took 3 salvos to backstab an assault mech):

http://www.youtube.c...s1Z8nSfA#t=407s

Edited by Kmieciu, 06 June 2013 - 10:32 PM.


#47 ShinVector

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Posted 06 June 2013 - 10:52 PM

View PostKmieciu, on 06 June 2013 - 10:30 PM, said:

I suspect misaligned hitboxes are the reason. SRM6 is more accurate and easier to hit with than ever. On average 5 out of 6 missiles hit the Jenner but I would say no more than 2 actually deal damage.
SRMs used to have 3.5 meter explosion radius, now they have 0.05 meter radius. The splash damage acted as a work-around for buggy hit boxes. Jenners and Spiders are particularly resistant to SRMs right now.
I tried running a 4xML 2xSRM4 Jenner and fought against a Spider. I used 200 SRMs on him alone, almost point blank range and he was still alive - had to finish him off with lasers.
After swapping 2xSRM4 for 2xML my damage per round went up from 200 to 350 (on Tourmaline!). 6xML is currently the best weapon combo a light mech can have against the other light mechs. Which is sad, because I enjoyed the occasional Commando stuffed with SRM6 (Boomstick!) that could ruin everybody's day :-)

To all the people that say SRMs are "fine", check out this clip from the "golden era" of SRMs (when everybody was running a CN9-A with 3xSRM6 and it took 3 salvos to backstab an assault mech):

http://www.youtube.c...s1Z8nSfA#t=407s


Hitboxes might be the reason. I believe PGI knows what is going on but just isn't coming clean at the moment.

1. I already proven that and PGI verifed that SSRM don't do impact damage on the rear of some if not all mechs.
2. There already documentation of missiles exploding just before hitting and the mech and not doing damage.
3. They will tend to claim the issue is with the paper doll not updating properly with the right damage. But I do not think it is as simple as that.

There is weird stuff going on.. I guess we just have to wait and see.

#48 BlackJackRaider

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Posted 07 June 2013 - 08:37 AM

View PostKmieciu, on 05 June 2013 - 10:35 PM, said:

I've tested SRMs on live server with my friend:

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 did something similar in the testing grounds. My SRM14 (1x6, 2x4, with artemis) Cent-A could CT core a Stalker from the front, ~90m away, in two volleys. 28 missiles put him down in testing grounds.

Now switch to live serves: I could not core a shut down Blackjack in two volleys from a shorter distance.

Conclusion: There seems to be a damage registering bug in the live server, but not in the testing grounds where srms are still strong. I seem to be doing significantly less damage with the HSR in place than I was doing before this "fix".

#49 armyof1

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Posted 07 June 2013 - 09:47 AM

There's certainly something not right with srms when fired at smaller targets. I had a match on Canyons where I came across a commando and after firing off 2xML a few times and 7-8 times with my 3xSRM6 with Artemis and seeing I got most of the missiles to hit, the Commando was still running around just fine with most armor while red but still not gone. Then a Catapult got in the mix and I fired once at him before dying. At the end of match I had a whopping 68 damage. Something is certainly not fine with SRM hit detection on smaller mechs.

Edited by armyof1, 07 June 2013 - 09:48 AM.


#50 Kmieciu

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Posted 08 June 2013 - 04:11 AM

View Postarmyof1, on 07 June 2013 - 09:47 AM, said:

There's certainly something not right with srms when fired at smaller targets. I had a match on Canyons where I came across a commando and after firing off 2xML a few times and 7-8 times with my 3xSRM6 with Artemis and seeing I got most of the missiles to hit, the Commando was still running around just fine with most armor while red but still not gone. Then a Catapult got in the mix and I fired once at him before dying. At the end of match I had a whopping 68 damage. Something is certainly not fine with SRM hit detection on smaller mechs.

I would say the Commando is still pretty fragile, while a Spider seems to have some kind of force field protecting him from SRMs.

#51 Tennex

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Posted 08 June 2013 - 04:13 AM

They need to do this

Posted Image

#52 Tennex

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Posted 08 June 2013 - 04:28 AM

Just played a match with the 6x SRM6 A1...

it could still use some help

Edited by Tennex, 08 June 2013 - 04:41 AM.


#53 Mechsniper

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Posted 08 June 2013 - 06:52 AM

Agreed, SRM's and SSRMS need at least some splash damage returned, as well as a small damage boost.

#54 HarmAssassin

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Posted 08 June 2013 - 08:02 AM

First they need to COMPLETELY remove splash from the game.

Second, they need to use a cone spread for SRMs (max spread at 270 m the size of a full sized mech, half that spread at 135 m). That way you could actually aim the darn things like any other weapon in the game (besides the indirect firing LRMs).

Third, they need to buff the damage to 2 per missile (where it should have been all along).

#55 armyof1

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Posted 12 June 2013 - 04:26 AM

So has anyone seen a post from the devs about upping the damage on SRMs, or are they going to be kept at their current weak state for at least 3 more weeks?

#56 POOTYTANGASAUR

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Posted 12 June 2013 - 05:35 AM

View PostBlackBeltJones, on 04 June 2013 - 01:22 PM, said:

I understand your comparison but shotgun spread, even with bird shot is not as wide as movies depict. Agreed that SRM's should spread but they shouldn't spread so much.

Buckshot has about a 1 foot spread at 100 feet, bird shot has a 1 foot spread at around 50 but bird shot is designed to spread massively. But dumb-fire missiles shouldn't, they are supposed to shoot as straight as possible at least in realistic environments. Sooooooo.......... ...........SRMS should be like 6 bazookas in a torso.

#57 The Black Knight

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Posted 12 June 2013 - 08:51 AM

View PostTennex, on 08 June 2013 - 04:13 AM, said:

They need to do this

Posted Image

Where's the "hell yeah" button?

#58 MasterGoa

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Posted 12 June 2013 - 09:04 AM

Hell Yeah Button >>>>> O

:)

#59 Bagheera

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Posted 12 June 2013 - 09:15 AM

View PostTennex, on 08 June 2013 - 04:13 AM, said:

They need to do this

Posted Image


View Postthe black knight, on 12 June 2013 - 08:51 AM, said:

Where's the "hell yeah" button?


View PostMasterGoa, on 12 June 2013 - 09:04 AM, said:

Hell Yeah Button >>>>> O

:)


Posted Image

#60 Dontuu

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Posted 12 June 2013 - 12:24 PM

View PostBagheera, on 12 June 2013 - 09:15 AM, said:

Posted Image

:) ALL HAIL STIMPY!!! :lol:

On a serious note, my HBK-4SP w/ srm-6 + Artimis x2 seems to hit my targets better since the patch, they just need a bit more punch.

Edited by Dontuu, 12 June 2013 - 12:30 PM.






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