

How Are Srms After The Patch?
#41
Posted 05 June 2013 - 05:13 AM
#42
Posted 05 June 2013 - 05:42 AM
General Taskeen, on 05 June 2013 - 05:13 AM, said:
Agreed.
SRMs should ripple fire. For each physical launcher represented on the mech should be the size of the largest launcher equipped in that location (SRM/6 and SRM/2 would show a SRM/6 launcher in that location, special cases for mechs like the Atlas that has both LRM and SRM launchers physically).
Then, when fired, SRMs should ripple fire every SRM once per 0.1s until a full launcher is fired, then wait 0.5s and then ripple fire again until the next launcher is done. SSRMs should also follow the same rules for ripple firing as SRM launchers.
LRMs should also ripple fire 5 LRMs once per 0.1s until a full launcher is fired, then wait 0.5s and then ripple fire 5 LRMs until the next launcher is done.
LRMs should target like SSRMs, in groups of 5 LRMs.
SSRMs would add 0.25s to the cooldown per SSRM for the launcher (0.5s for SSRM/2, 1.0s for SSRM/4, and 1.5s for SSRM/6) over a regular SRM launcher.
The SRM/2 needs a better RoF over the SRM/4.
The LRM/10 needs to have it's heat reduced by 1.0 to be more inline with the other launchers.
Edited by Zyllos, 05 June 2013 - 05:44 AM.
#43
Posted 05 June 2013 - 05:46 AM
General Taskeen, on 05 June 2013 - 05:13 AM, said:
I don't think SRMs are in any dire need of a nerf right about now. All other weapons can be fired at the same time, but only SRMs are forced to have some kind of streamed firing? That just sounds like a bad idea.
#44
Posted 05 June 2013 - 06:01 AM
#45
Posted 05 June 2013 - 06:01 AM
General Taskeen, on 05 June 2013 - 05:13 AM, said:
They already do depending on the mech your using.
Zyllos, on 05 June 2013 - 05:42 AM, said:
And your not accounting for the amount of physical launch ports that are on some mechs with this idea. As I stated above, some mechs already have this. I primarily effects LRMs, but some mechs using SRMs already get hit by this due to low numbers of missile ports. And honestly, putting streaming on an already slow moving projectile weapon, yeah, huge nerf.
#46
Posted 05 June 2013 - 06:05 AM
Kaldor, on 05 June 2013 - 06:01 AM, said:
They already do depending on the mech your using.
And your not accounting for the amount of physical launch ports that are on some mechs with this idea. As I stated above, some mechs already have this. I primarily effects LRMs, but some mechs using SRMs already get hit by this due to low numbers of missile ports. And honestly, putting streaming on an already slow moving projectile weapon, yeah, huge nerf.
But your forgetting they are going to change ALL weapon port locations (missiles, energy, and ballistic).
Those mechs which only display 2 or 4 launchers will update to 6 launchers if they equip a SRM/6 or the 5 or 10 launcher will update to display 15 if equipped with a LRM/15.
Edited by Zyllos, 05 June 2013 - 06:06 AM.
#47
Posted 05 June 2013 - 06:10 AM
Zyllos, on 05 June 2013 - 06:05 AM, said:
But your forgetting they are going to change ALL weapon port locations (missiles, energy, and ballistic).
Those mechs which only display 2 or 4 launchers will update to 6 launchers if they equip a SRM/6 or the 5 or 10 launcher will update to display 15 if equipped with a LRM/15.
But you're talking about the esthetics now, or have they mentioned they're actually going to switch up how many tubes the missile launchers on all mech variants are going to have? Because that sounds like a lot of work, and I don't think the devs would do this on their own initiative without a lot of complaints about it?
Edited by armyof1, 05 June 2013 - 06:14 AM.
#48
Posted 05 June 2013 - 06:14 AM
Zyllos, on 05 June 2013 - 06:05 AM, said:
But your forgetting they are going to change ALL weapon port locations (missiles, energy, and ballistic).
Those mechs which only display 2 or 4 launchers will update to 6 launchers if they equip a SRM/6 or the 5 or 10 launcher will update to display 15 if equipped with a LRM/15.
They are changing artwork on ACs, not mechanics on missiles. What you are suggesting is a mass mechanic change. Changing the artwork of a AC20 vs an AC5 is an entirely different thing.
#49
Posted 05 June 2013 - 08:15 AM
LRMs are really strong right now
SRMs are not worth taking
#50
Posted 05 June 2013 - 08:46 AM
#51
Posted 05 June 2013 - 09:43 AM

Edited by jakucha, 05 June 2013 - 09:50 AM.
#52
Posted 05 June 2013 - 01:38 PM
jakucha, on 05 June 2013 - 09:43 AM, said:

"Weight disadvantage" ?!?!?!?
You had 5 assaults, where they had none

That's not "weight disadvantage", that's just silly...
It would be interesting to see how much of the damage is caused by your lasers though - I can bet it's, if not more than half, than about half of it - cause with that loadout you cant affort to carry more than 300-400 missile ammo. Not without being very slow(for a medium mech) and/or have around 1.5<-->2 tons reduced armor.
Tho my bet goes for 300 missile ammo, which, I'm certain caused less than 50% of your damage(if, of course, you didn't fired any single shot at point blank, while the enemy was busy with the assaults).
Anyways my idea is that it's kinda misleading

If you feel like bothering - you can go splatcattin' way or splat Jager and share the results.
I personally didn't feel the missiles like I really wanted to.
#53
Posted 26 June 2013 - 08:53 PM
#54
Posted 26 June 2013 - 10:52 PM
#55
Posted 27 June 2013 - 03:31 AM
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