

How Are Srms After The Patch?
#21
Posted 04 June 2013 - 10:18 PM
#22
Posted 04 June 2013 - 10:25 PM
Colonel Pada Vinson, on 04 June 2013 - 10:18 PM, said:
i think tweaking the damage numbers on streaks won't help. i was fine when they were 2.5 per missile, BUT they need some sort of effort to be associated with aiming them.
#23
Posted 04 June 2013 - 10:42 PM
#24
Posted 04 June 2013 - 10:51 PM
Phlyk, on 04 June 2013 - 10:42 PM, said:
i am seeing this a lot. seems like for once i generally agree with the other forum goers on the subject. i feel kind of dirty now. QUICKLY! SOMEONE SAY SOMETHING ABOUT REPAIR AND REARM SO I CAN ARGUE WITH EVERYONE AGAIN!
#25
Posted 04 June 2013 - 10:54 PM
In essence, while SRMs are still really bad, at least they are not unplayably bad like last patch. Just don't make them an important part of your loadout.
lockwoodx, on 04 June 2013 - 06:57 PM, said:
No. No, no, no, no, no, and no. We already have the machine gun, flamer, and LB 10 as crit seekers. Not only are they all hideously bad at that job, they are the three worst weapons in the game right now, period. The reason SRMs were good at getting crits in BT was because the crit system was different there than it is in MWO. In this game, they do not have the crit bonuses that the three above-mentioned weapons get because they are NOT meant to crit-seek; they are meant to do damage to mechs, just like every other gun in this game.
#26
Posted 04 June 2013 - 11:41 PM
Also of interest is that SRM4 is still pretty wild and 6 is downright crazy. It is a good time to be an AWS-9M pilot, and have all your shots coming out in groupings of two.
#27
Posted 04 June 2013 - 11:48 PM
aniviron, on 04 June 2013 - 11:41 PM, said:
Also of interest is that SRM4 is still pretty wild and 6 is downright crazy. It is a good time to be an AWS-9M pilot, and have all your shots coming out in groupings of two.
as long as i can remember that has always been true. it even worked off and on for LRM. one of the main things that made my hunchback 4SP with 2x LRM20 so deadly was how tight the cluster of missiles was when it came out in groups of 6. it seems missile flights have gone back to the way they were before. the clusters from my hunchback are incredibly tight again, but it doesn't matter much because they do crap damage.
#28
Posted 04 June 2013 - 11:54 PM
So SRM should spread wide, like sawed off shotgun. ASRM should have tight flight pattern to be more aimable at higher (>100m) distances.
#29
Posted 05 June 2013 - 12:01 AM
but with SRM6+Artemis you can pin point attack with SRM's now at max range, I'm not sure if this is supposed to be like that.
Damage still needs a small buff, thats for sure.
__
Overall I'd say that the spread should be the same as before, I haven't had problems with it. Only damage needs a buff
Edited by Kazma, 05 June 2013 - 12:02 AM.
#30
Posted 05 June 2013 - 12:17 AM
#31
Posted 05 June 2013 - 01:26 AM
Damage could be upped a bit, maybe 1.75 in a first step, 2.0 as an optional final value.
#32
Posted 05 June 2013 - 01:56 AM
Edited by Lefteye, 05 June 2013 - 01:56 AM.
#33
Posted 05 June 2013 - 02:07 AM
#34
Posted 05 June 2013 - 02:45 AM
For the record - I got a quite accurate and precise aim with them.
How are they?
With one word:
Bad

But babysteps - yea - I can understand why they haven't buffed the damage...
YET.
If they deciede to not do it at all... well... that I will fail to understand.
#35
Posted 05 June 2013 - 02:50 AM
SSRM lock on points to be spread to legs and arms as well.
#36
Posted 05 June 2013 - 03:59 AM
Zaptruder, on 05 June 2013 - 02:50 AM, said:
SSRM lock on points to be spread to legs and arms as well.
Zaptruder, on 05 June 2013 - 02:50 AM, said:
SSRM lock on points to be spread to legs and arms as well.
This, but I'd be happy with incremental increases to LRM/SRM patch by patch, so we can find the balanced damage.
2.3, with the current issues of splash damage, seems too high.
#37
Posted 05 June 2013 - 04:11 AM
SmoothCriminal, on 05 June 2013 - 03:59 AM, said:
Zaptruder, on 05 June 2013 - 02:50 AM, said:
SSRM lock on points to be spread to legs and arms as well.
This, but I'd be happy with incremental increases to LRM/SRM patch by patch, so we can find the balanced damage.
2.3, with the current issues of splash damage, seems too high.
*agree*
2.3 damage could be way too much, better try 2.0 first
and SSRM damage spread on all parts would make them too weak
#39
Posted 05 June 2013 - 04:59 AM
Kazma, on 05 June 2013 - 04:11 AM, said:
*agree*
2.3 damage could be way too much, better try 2.0 first
and SSRM damage spread on all parts would make them too weak
Yep I want to see 2.0 damage, and also if (notice I said if, not when) the devs will get the SSRMs to finally target random parts of the mech they should of course also get a damage buff. The reason they should not get more damage now is due to the CT-chasing nature of the weapon.
#40
Posted 05 June 2013 - 05:09 AM
armyof1, on 04 June 2013 - 06:51 PM, said:
El Bandito, on 04 June 2013 - 07:35 PM, said:
QFT. Patterns for Artemis and non-Artemis are pretty good. Love not having delay on firing as well.
lockwoodx, on 04 June 2013 - 06:57 PM, said:
Please, not another crit seeker weapon as someone else stated. I dont want missiles to be a damage to a single point weapon, but I should be able to at least take a big chunk of armor off one location if Im lucky or skillful enough.
FiveDigits, on 05 June 2013 - 02:07 AM, said:
True dat! We are pretty close.
Overall, excellent change for missiles. You can reliably hit with them now. Flight path is pretty damn good.
Damage is kinda of meh across the board. I would like to test all missiles at these values:
1.2 for LRMs
1.6 for SSRMs
2.0 for SRMs
Make this change, maybe buff SSRM to 1.8 and SRMs to 2.4. I think the ideal damage for those is somewhere between those two numbers. They need to be careful with guided munitions such as LRMs and SSRMs. It easy to just get a lock and dump missiles. Its harder to aim. SSRMs are a game changer in a light v light fight. Just look at a Jenner D v F. The D with SSRMs will almost always win providing the skill levels of pilots are equal. LRMs are a different animal, but I feel they are getting really close with them.
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