Srm Still Useless...
#1
Posted 04 June 2013 - 12:06 PM
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
Posted 04 June 2013 - 12:51 PM
#3
Posted 04 June 2013 - 01:11 PM
#4
Posted 04 June 2013 - 01:22 PM
shellashock, on 04 June 2013 - 12:51 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.
#5
Posted 04 June 2013 - 01:43 PM
Wonder how that one got slipped under the rug?
#6
Posted 04 June 2013 - 01:47 PM
#7
Posted 04 June 2013 - 02:04 PM
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
Posted 04 June 2013 - 02:22 PM
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
Posted 04 June 2013 - 02:41 PM
Put it on, watch spread drop tremendously...
--billyM
#10
Posted 04 June 2013 - 02:54 PM
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
Posted 04 June 2013 - 03:07 PM
#12
Posted 04 June 2013 - 03:16 PM
shellashock, on 04 June 2013 - 12:51 PM, said:
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
Posted 04 June 2013 - 04:44 PM
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
Posted 04 June 2013 - 05:27 PM
#15
Posted 04 June 2013 - 05:36 PM
#16
Posted 04 June 2013 - 06:42 PM
Atma Erebus, on 04 June 2013 - 05:36 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.
#17
Posted 04 June 2013 - 07:10 PM
#18
Posted 04 June 2013 - 07:17 PM
It might be counting the first location hit as the ONLY location hit, and with the low damage and no spread...bazinga.
#19
Posted 05 June 2013 - 12:23 AM
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
Posted 05 June 2013 - 01:24 AM
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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