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How Are Srms After The Patch?


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#1 XX Sulla XX

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Posted 04 June 2013 - 06:44 PM

Just curios how are SRMs after the patch? I have ot been pabel to play but was very curios.

#2 armyof1

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Posted 04 June 2013 - 06:51 PM

They're easier to hit with just like all other weapons after HSR and has a better grouping with artemis than the two weeks before, but overall still feels a bit weak at 1.5 damage per missile. At 2.0 damage a missile I think we'd finally hit a good balance for SRMS, I just hope it won't take months for the devs to get there.

#3 LordBraxton

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Posted 04 June 2013 - 06:52 PM

they hit like a limp [Richard]

but atleast they hit now right?

it is a BABY step in the right direction

we def need to try 2.0 damage and see if that makes them competitive again

#4 AnnoyingCat

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Posted 04 June 2013 - 06:55 PM

i have noticed no difference

#5 A banana in the tailpipe

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Posted 04 June 2013 - 06:57 PM

I wouldn't call SRMs "bad" but you now need to use them as they were intended, an explosive punch that causes criticals after your glowsticks eat through the armor. I've noticed a HUGE difference between spamming SRMs, and using SRMs as a "follow up". SSRMs tho are garbage unless you boat them.

#6 blinkin

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Posted 04 June 2013 - 07:04 PM

i tried them today and my 4x SRM6 (12 tons) were pretty thoroughly out classed by 6x medium lasers (6 tons). very close range direct hits did almost nothing. the damage was registering, but their armor was mostly unphased.

#7 Gamgee

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Posted 04 June 2013 - 07:23 PM

Not as good as they once were, but getting somewhere. Their accuracy up close is what I like. If you can get enough hits in a precise area you can still dish some good damage. Still feels a little on the weak side. I think a small buff is in order. I think 1.7-1.8 would easily get them to a "good" state. I'm aiming for balance here, not over powered.

#8 blinkin

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Posted 04 June 2013 - 07:26 PM

View PostGamgee, on 04 June 2013 - 07:23 PM, said:

Not as good as they once were, but getting somewhere. Their accuracy up close is what I like. If you can get enough hits in a precise area you can still dish some good damage. Still feels a little on the weak side. I think a small buff is in order. I think 1.7-1.8 would easily get them to a "good" state. I'm aiming for balance here, not over powered.

my experience tells me they need a bit more than that, but i agree we shouldn't push them too far.

#9 El Bandito

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Posted 04 June 2013 - 07:35 PM

Spread is perfect now, the damage is kinda meh. Overall I love the direction of change.

#10 OneEyed Jack

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Posted 04 June 2013 - 07:53 PM

Still a little weak, but I LOVE the grouping with Arti. Haven't tried any without Arti, yet, but with Arti, the 3xSRM4 on my HGN-733C are grouping as tight at 270 as they were at 100m before the flight-path change.

#11 XX Sulla XX

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Posted 04 June 2013 - 08:46 PM

Cool will have to try it with arti also. :)

#12 Raso

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Posted 04 June 2013 - 08:49 PM

As some one who never had latency issues I'm noticing no real change other than now there is no delay when firing. The damage is still depressing for such a close range weapon.

#13 Straygo

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Posted 04 June 2013 - 08:50 PM

I still have srms not registering dmg, but its far less than before. i like the flight pattern of srms now tho, at least with artemis equiped. cant say for non-artemis srms tho, havent played my awsome yet.

Overall, not bad. Still need splash damage and a bit of increased damage.

#14 Levi Porphyrogenitus

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Posted 04 June 2013 - 08:55 PM

SRMs are a lot more fun to use, but still don't hit very hard at all. In other words they seem pretty well completely fixed except their damage is still way too low. A .5 damage or more boost per missile still seems called for.

#15 Raso

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Posted 04 June 2013 - 08:59 PM

Can some one do a bit of testing to see what's a better weapon atm: SRMs or the LBX. I mean clearly the SRMs take the cake because of weight but between the spread and the lack of a blast radius SRMs almost feel more like a wonky LBX than the good old SRMs...

#16 Scandinavian Jawbreaker

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Posted 04 June 2013 - 09:03 PM

View PostRaso, on 04 June 2013 - 08:59 PM, said:

Can some one do a bit of testing to see what's a better weapon atm: SRMs or the LBX. I mean clearly the SRMs take the cake because of weight but between the spread and the lack of a blast radius SRMs almost feel more like a wonky LBX than the good old SRMs...

This kind of test would be waste of time since SRM damage (including splash) is incomplete. DIY if you want to indulge yourself with such nonsense... Let's see how the LRMs are first.

#17 Theodor Kling

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Posted 04 June 2013 - 09:04 PM

I use the without Artemis on my Commando ( weight issues) and they behave much better now. at close range you can actually hit a light, mediums and upwards take the whole salvo. Still a bit shotgun like, btu that makes them a goodweapon for harassing sniper groups.

as to the comparrison to LB-X: The weight difference is so imense, there is no point comparing them. Exept for my COM-2D I see SRMs more as a backup weapon, that leaves enough tonnage for the nasty stuff.

Edited by Theodor Kling, 04 June 2013 - 09:08 PM.


#18 Scandinavian Jawbreaker

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Posted 04 June 2013 - 09:59 PM

Behaviour is nice. Without Artemis the spread is way too tight. Don't see much point equipping it on SRM builds. Dealt around 380 in Cent A 3SRM6 just a while ago. A small damage buff is needed imho. Something like 0.2-0.3 max.

But the behaviour now... Orgastic!

#19 DocBach

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Posted 04 June 2013 - 10:04 PM

spread is less random than before, but they seem sort of anemic when they hit. a little nudge up in damage and they'll be in a good spot.

#20 VXJaeger

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Posted 04 June 2013 - 10:06 PM

Same **** as before the patch.





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