Jump to content

Srm Still Useless...


68 replies to this topic

#21 Snowcrow

    Member

  • PipPipPipPipPipPip
  • 299 posts

Posted 05 June 2013 - 04:24 AM

I pilot a hunchback 4SP with 4 medium lasers and 2 artemis srm 6.
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 Boogie Man

    Member

  • PipPipPipPipPip
  • 108 posts
  • LocationUSA

Posted 05 June 2013 - 05:43 AM

View PostKmieciu, on 05 June 2013 - 12:23 AM, said:

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.


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 ShinVector

    Liao Mercenary

  • PipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 3,711 posts

Posted 05 June 2013 - 08:27 AM

Retracted till further testing..

Edited by ShinVector, 05 June 2013 - 08:28 AM.


#24 MadTulip

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 262 posts

Posted 05 June 2013 - 09:59 AM

damage is to low. spread pattern is ok from first impression.

#25 Atma Erebus

    Member

  • PipPip
  • The Messenger
  • The Messenger
  • 43 posts

Posted 05 June 2013 - 12:09 PM

After playing about a dozen games last night it seems pretty clear to me that: 1) SRMs work fine on large targets. 2) On most lights they fail miserably (Spiders and Jenners for sure, Ravens and Commandos dunno yet). Either the hit detection is broken, even when the lights aren't moving, or the "fixed" spread is still sending most missiles around them even at point blank range.

#26 Curccu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 4,623 posts

Posted 05 June 2013 - 12:18 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.

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 shellashock

    Member

  • PipPipPipPipPipPip
  • Little Helper
  • 439 posts

Posted 05 June 2013 - 01:19 PM

View PostCurccu, on 05 June 2013 - 12:18 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 tube be in straight line? or is it good idea instead to make each of them to point to random direction?



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 RadioKies

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 419 posts
  • LocationThe Netherlands

Posted 05 June 2013 - 01:29 PM

I did a few rounds with my HBK-4SP 5mlas and 2*srm4 and I think SRM's are good at the moment. Got a lot of damage and a few kills in a few rounds. Mostly because of the srm launchers. srm2 and srm4 have almost no spread and are accurate even at 200m! I use srm 6 as a shotgun like system for those fast jenners out there. SRM = perfect. Well... maybe not perfect, the damage may be a bit higher, but other than that it's perfect. Splatcats are stupid anyway. A1 cats should use mainly LRM and have SRM as a backup weapon. I'm sorry but al I got from this thread or original post was QQ my splatcat.

#29 Zora

    Member

  • Pip
  • Shredder
  • 12 posts
  • LocationGermany

Posted 05 June 2013 - 02:08 PM

using my 3L with a SRM6 and SRM4 launcher. They really work perfect at medium and bigger mechs, superb for
legging cicades for instance but no chance against other lights, they inflict almost no dmg on lights

#30 Mrllamaface

    Member

  • PipPipPipPipPip
  • Survivor
  • Survivor
  • 124 posts
  • LocationNew Mexico

Posted 05 June 2013 - 03:27 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.

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 shellashock

    Member

  • PipPipPipPipPipPip
  • Little Helper
  • 439 posts

Posted 05 June 2013 - 03:54 PM

srm damage and splash values were not tweaked because pgi did not want another crisis like what happened with ppc's before they implemented ballistic hsr. now that missile hsr is live, I would expect that srm values will be tweaked next patch. PGI decided to take the advice of people who said change one value or feature at a time instead of pushing an avalanche of features all at the same time. This would work if the balancing took place once a week, but because PGI's schedule is so aggresive, it is likely they would not have enough time to test these balance changes properly while also testing out features that are bigger like CW. Therefore it seems like it takes forever for the balancing to work out properly, but now at least the missiles seem to be getting properly balanced now that hsr is impemented.

#32 Kmieciu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,437 posts
  • LocationPoland

Posted 05 June 2013 - 10:35 PM

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.

#33 ShinVector

    Liao Mercenary

  • PipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 3,711 posts

Posted 06 June 2013 - 01:50 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 prefer the previous cone spread of the SRMs.. The new one is.. Bleh !!

#34 warner2

    Member

  • PipPipPipPipPipPipPipPip
  • 1,101 posts

Posted 06 June 2013 - 06:17 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.


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 Sneaky B

    Member

  • PipPipPipPipPip
  • Survivor
  • 160 posts
  • LocationArc-Royal

Posted 06 June 2013 - 07:18 AM

SRM's are indeed underpowered at the moment. They take a while to chew through armor even at point blank range.

#36 MasterGoa

    Member

  • PipPipPipPipPipPip
  • 473 posts
  • LocationMontreal

Posted 06 June 2013 - 07:35 AM

View Postwarner2, 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 warner2

    Member

  • PipPipPipPipPipPipPipPip
  • 1,101 posts

Posted 06 June 2013 - 09:00 AM

View PostMasterGoa, 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? :huh:

#38 Runenstahl

    Member

  • PipPipPipPipPip
  • 184 posts
  • LocationLyran Commonwealth (Germany)

Posted 06 June 2013 - 02:22 PM

After playing some more I have to agree that damage seem indeed a bit low for SRM's (and streaks possibly too). I don't mind the spread and since the patch I can definitely hit my target way easier... but it seems I don't do much damage. Maybe that IS because most missiles miss the target... don't know for sure and it's usually hard to notice if the detonate on the target or on the building / hill behind it. Anyways... needs to be taken a look at by the devs.

...or we are just used to "overpowered" SRM's :)
Right now it seems that other weapons would be preferable.

#39 Atma Erebus

    Member

  • PipPip
  • The Messenger
  • The Messenger
  • 43 posts

Posted 06 June 2013 - 04:22 PM

View Postwarner2, on 06 June 2013 - 09:00 AM, said:

Have you tried Artemis? :)


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 ShinVector

    Liao Mercenary

  • PipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 3,711 posts

Posted 06 June 2013 - 05:12 PM

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.





6 user(s) are reading this topic

0 members, 6 guests, 0 anonymous users