Welp, seems they much improved the trajectory.
Was able to kill a Raven and ALL missiles hit the target, aiming for the
front windshild.
Then, the trajectory seems tubular after about 50M.
I like it!
2
Srm Still Useless...
Started by MasterGoa, Jun 04 2013 12:06 PM
68 replies to this topic
#61
Posted 12 June 2013 - 02:21 PM
#62
Posted 12 June 2013 - 03:58 PM
Played a dozen or so matches with my Cent-D and the amount of missiles I have to fire to kill anything not heavily damaged, even lights, just does not feel right. I have 4 tons of ammo even with only 2xSRM6 and most of the time I get the 25% warning which means 3 tons are often used before the match is over and I generally finish with around 300 damage despite really picking my shots and not dying. And I think the 2xML do about 100 of the damage. Come on devs, up the damage for SRMs the coming patch, make mediums worth using again.
#63
Posted 12 June 2013 - 04:04 PM
Asmosis, on 04 June 2013 - 06:42 PM, said:
Meanwhile people are stuck in the past 6 months ago. A 6ssrm2 A1 cannot kill a light mech due to the fix in splash + reduced damage, so it would be impossible for a combined total of LESS ssrm's to somehow kill a bigger target.
I chased a spider on relatively open ground, firing salvo after salvo for about 30 seconds and at the end of it (all shots connected) he was still yellow armor, about 5 salvos worth. He could have simply stood still and cored me with 2 ML's while my ssrms bounced off like rubber bullets.
I can report the opposite situation. I've been killed by Streak Cats in my Spider in just 2 salvos, with no internal side torso damage.
Edited by Kaeb Odellas, 12 June 2013 - 04:04 PM.
#64
Posted 12 June 2013 - 07:50 PM
This is an SRM thread. Not an SSRM in CT thread.
Also, did a 550 damage game with a SplatCat.
They seem OK now...
Also, did a 550 damage game with a SplatCat.
They seem OK now...
#65
Posted 12 June 2013 - 07:57 PM
SRMs are supposed to have limited target tracking abilities. The fact that they don't makes it nearly impossible to make 1 SRM6 useful without making boating over powered.
#66
Posted 12 June 2013 - 08:06 PM
Strange to hear that spread is bad. IMO the spread is tighter than ever. I even took artemis off my CN9-A and that's a lot better than it used to be before the patch. Having said that a dmg buff is due. Rather than over-buff them I think a solid starting point is 1.8 dmg/missile from the current 1.5.
#67
Posted 13 June 2013 - 02:15 AM
MasterGoa, on 12 June 2013 - 07:50 PM, said:
This is an SRM thread. Not an SSRM in CT thread.
Also, did a 550 damage game with a SplatCat.
They seem OK now...
Also, did a 550 damage game with a SplatCat.
They seem OK now...
That's just the thing, when it feels ok for the premium SRM-boat, then it means it's too weak for anyone not boating.
#68
Posted 13 June 2013 - 06:33 AM
My 2xLRM15 Catapult can usually pull off 300-400dmg in a good game, when I can freely shoot at bad players running around in the open. My 3xSRM6 Centurion can usually pull 500-600 if I can pump all my SRM's from close range, but usually stays around 200-300dmg in your average match. These are rather pitiful numbers for builds I'm used to seeing 600+ dmg per match from. I also see 2xAC20 mechs outdamaging me and alpha snipers in general. I can't toe-to-toe with an alpha sniper either with my SRM6's, which makes the whole thing kinda useless. Whichever mech you have these days, it's just simply better to load up on PPC's and gauss regardless of range.
#69
Posted 13 June 2013 - 06:50 AM
They can be a shotgun as much as they want, but they need to have that power back that they used to have. I remember when I used to get scared of SRMs.
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