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Srm Still Useless...


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#1 MasterGoa

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Posted 04 June 2013 - 12:06 PM

Testing a SplatCat for some games, I noticed
that, instead of the HUGE pattern actually spreading
outward in flight, not it observes a tube like flight pattern,
but keeping the same rediculous spread for which
I actually shoot outside the front silhoette of a HGH
ALMOST AT POINT BLANK RANGE!!!!!

Whiskey
Tango
Foxtrot?

I have no idea who though this was a good idea,
or why, instead of fixing matchmaking you have to
introduce random flights where you aim here and the
missile goes there, BY DESIGN, mind you, but this
is getting old very fast...

THE POINT OF PLAYING IS GETTING BETTER...
Not some programmer MAKING THE SYSTEM fail
for you so the new kids are not overwhelmed...

Seriously?

Infuriating is a great term used today in the forums and I beleive it applies
perfectly...

I was at 68% accuracy with SRM and it is GOING DOWN
because they no longer go where I aim... I think I am at 59 now.

I understand balance. I do. When the LRM issue came up,
I actually suggested it be brought down because it was waaayyyyy
to easy to kill someone. I DO understand.

But please, PGI, pretty pretty please.
The missile, lazer, bullet should go WHERE I AIM.
In the history of mandkind, no one ever gave their infantry
bent rifles that purposfully aimes away from the target.
Never...

Thank you for your attention.

#2 shellashock

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Posted 04 June 2013 - 12:51 PM

you do realise that srm's are the shotguns of missiles right? They are supposed to spread out and are not designed to go to one particular location like a lrm salvo does. srm's do not track either, so they tend to spread out farther from each other as they fly further away. I think the spread pattern and damage/splash might need tweaking, but right now everything should be as PGI intends it to be.

#3 Saint Scarlett Johan

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Posted 04 June 2013 - 01:11 PM

I enjoy the new SRM's. Yeah, I can't **** mechs from behind by having ALL my SRMs converge at 90m. But they are no longer useless at 270 meters. I snagged a few kills out to 200-250m already running a CN9-A with Artemis.

#4 BlackBeltJones

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Posted 04 June 2013 - 01:22 PM

View Postshellashock, on 04 June 2013 - 12:51 PM, said:

you do realise that srm's are the shotguns of missiles right? They are supposed to spread out and are not designed to go to one particular location like a lrm salvo does. srm's do not track either, so they tend to spread out farther from each other as they fly further away. I think the spread pattern and damage/splash might need tweaking, but right now everything should be as PGI intends it to be.

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.

#5 Vermaxx

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Posted 04 June 2013 - 01:43 PM

You can also install choke tubes on shotguns. Artemis is SUPPOSED to be a choke tube and ORIGINALLY STATED it would give some minor tracking to SRMs.

Wonder how that one got slipped under the rug?

#6 Boogie Man

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Posted 04 June 2013 - 01:47 PM

Damage per missile is too low right now. It needs to be at least 2.0 damage.

#7 Runenstahl

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Posted 04 June 2013 - 02:04 PM

Hmm.... I actually enjoy the new SRM's very much. Before the patch I had a serious delay between hitting fire and actually firing. That made it really difficult to hit moving targets. Now the delay is gone and I'm finally really hitting what I'm aiming at.

The missiles spread. So what ? If you don't like that you should get other weapons instead (except the LB-X AC of course).

#8 Gritash

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Posted 04 June 2013 - 02:22 PM

They should have spent their time addressing issues they created in LRMS with last "tweak". SRMs were fine, SSRMs were fine. Now when i fire SSRMS i might as well have spat at the other Mech for all the damage it does, distance makes no difference either, 0m - 150m pretty much 0 damage to the other guy.
Have also seen missiles getting lodged in thin air, frozen in time, until some poor unfortunate walks into and then suddenly explode...
Do the internal testers, obviously blind/visually impared so as not to be affected by JJ thing, and devs sit around looking at stats and say "aha look there ! some players are begining to get the hang of weapons/mechs/play styles! Quickly! to the code!....now how can we gimp this...? AHA! there we have "tweaked" it and improved!" ................EH no. you gimped it, face facts.

#9 BillyM

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Posted 04 June 2013 - 02:41 PM

Arti... the new "air we breathe"

Put it on, watch spread drop tremendously...

--billyM

#10 Mazgazine1

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Posted 04 June 2013 - 02:54 PM

just tested out my stalker 5m - 4 srm6, 5 ml - and I got in a brawl with a few centurions firing on other mechs and I hit the same guy with 4 salvos center torso and it the mech even hit orange. That's 144 spread between only 3 parts... I didn't even blow off any arms..

There was a Jager Mech that was nearly point blank moving fast (70kph probably) and I hit him 3 times mostly in the back, doing no damage (no change from yellow).

The lasers seem to work fine, but the srms are still doing extremely strange/poor damage.

It was a shock that the SRMs were nerfed so hard , I haven't played in months and see 6 damage knocked off seems extremely poor judgement (, i'm sure that horse has been beaten to a pulp).

Srms still dont' work.

thats a 61 damage alpha.

In comparision my RS with 4 ppcs and a gauss kills things in 2 hits or cripples them severely, even if they are moving. that's a 55 alpha.

#11 ACTIONRAMBO

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Posted 04 June 2013 - 03:07 PM

SRMs are too weak, it's nice the crazy spread was addressed but the per missile damage needs to be more even if its only .2 or .3 more. Right now there a better options for missile load outs than SRMs, especially LRMs now that they have almost caught up to SRM damage. They still struggle to be useful without Artemis but even with Artemis they need more of a punch.

#12 JagdCrab

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Posted 04 June 2013 - 03:16 PM

View Postshellashock, on 04 June 2013 - 12:51 PM, said:

you do realise that srm's are the shotguns of missiles right? They are supposed to spread out and are not designed to go to one particular location like a lrm salvo does. srm's do not track either, so they tend to spread out farther from each other as they fly further away. I think the spread pattern and damage/splash might need tweaking, but right now everything should be as PGI intends it to be.

Exactly, they supposed to be shotguns of battlethech, whit massive damage which spreads out all over enemy mech. Now it's 180 degrees around - small damage with minimum spread. PGI, u doing it wrong.

#13 HarmAssassin

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Posted 04 June 2013 - 04:44 PM

I can definitely confirm that SRMs are still useless.

Dusted off an old splatcat to test. Although I did get two kills (only because two of my targets were extremely hurt to start), I fired 11 alphas during the game (firing 396 missiles all at 50m or less).... and scored a whopping 92 dmg for the match.

One spider in particular I hit with 3 alphas (he kept overheating, so all 3 were while he was shut down)... and he still managed to scamper away. Spiders have a max of 210 armor, 3 alphas mean I should have done 162 dmg.... that should have crippled that spider.... nope, he barely showed yellow EXTERIOR armor in a few locations then ran away.

Conclusion: SRMs still worse than shooting spit balls during a hurricane.

#14 Atma Erebus

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Posted 04 June 2013 - 05:27 PM

I just unloaded 3 SRM6s (with artemis) three times into a stationary Spider at 70m to virtually no effect. I understand the whole shotgun concept, but that is just not right.

#15 Atma Erebus

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Posted 04 June 2013 - 05:36 PM

Meanwhile, two streak ravens cored 5 heavies and assaults the next round without destroying any other components.

#16 Asmosis

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Posted 04 June 2013 - 06:42 PM

View PostAtma Erebus, on 04 June 2013 - 05:36 PM, said:

Meanwhile, two streak ravens cored 5 heavies and assaults the next round without destroying any other components.


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.

#17 Vermaxx

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Posted 04 June 2013 - 07:10 PM

Yeah they might be broke. I just ran as my 4xSRM6 Cat with two medpulse in the chin. I connected with a Commando at least four shots worth of SRM6. I had 55 damage for the match, INCLUDING some pulses as I charged a Jager after being eared.

#18 Vermaxx

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Posted 04 June 2013 - 07:17 PM

Second throwaway match where I tried to kill an Ilya as my only action. Hit him in the back a couple salvos and he went from yellow to...yellow. Managed to kill him with chest shots. When I was hitting in the back the animations seemed to hit arms AND back, but only the back blinked. Somehow I got 171 this time.

It might be counting the first location hit as the ONLY location hit, and with the low damage and no spread...bazinga.

#19 Kmieciu

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Posted 05 June 2013 - 12:23 AM

I was fighting against my friend: me piloting a 6xML Jenner against him in a 4xSRM6 Jagermech. I was hit multiple times with the SRMs at close range: theoretical 36 damage every salvo to my center torso. He's a seasoned player, and I can swear he did hit me every time I was shooting my medium lasers. And still I managed to core him, despite lower armor and lower DPS.
I did 350 damage with my medium lasers, he did 76 damage total. SRM hit registration has to be bugged. At least against some mechs. This has to be connected with the hit boxes. Especially the Jenner and Spider seem to be immune to SRMs.

In comparison, on the testing grounds the SRMs rip every mech appart, even an Atlas (that has full amor stock) can't take more than a couple of 4xSRM6 salvos.

We need videos proving this bug on live servers.

Edited by Kmieciu, 05 June 2013 - 12:25 AM.


#20 Red Line Pilot

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Posted 05 June 2013 - 01:24 AM

mmm, i just tested a CN9-A with 3xartemis SRM6 on the testing grounds.
They seem to do damage just fine. Got an awesome cored in 4 salvos. I can't speak for the non-testing grounds, i will try to run some tests there too.

EDIT:
The new HRW takes some time to get used to but i don't notice a big difference in my damage output (HBK-4SP/CN9-A) in real games. I have been shooting heavy's/assaults mostly though. It is slightly lower than i'm used to, but i miss a lot more shots.

Edited by Red Line Pilot, 05 June 2013 - 01:50 AM.






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