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How Are Srms After The Patch?


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#41 General Taskeen

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Posted 05 June 2013 - 05:13 AM

I'll only be happy until SRM's ripple fire.

#42 Zyllos

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Posted 05 June 2013 - 05:42 AM

View PostGeneral Taskeen, on 05 June 2013 - 05:13 AM, said:

I'll only be happy until SRM's ripple fire.


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 armyof1

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Posted 05 June 2013 - 05:46 AM

View PostGeneral Taskeen, on 05 June 2013 - 05:13 AM, said:

I'll only be happy until SRM's ripple fire.


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 UBERSHOOTZ

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Posted 05 June 2013 - 06:01 AM

damage is a tad low, they do blind and wobble the enemy tho.. i dont use them because the heat seem way too high for a energy alt weapon other wise i would

#45 Kaldor

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Posted 05 June 2013 - 06:01 AM

View PostGeneral Taskeen, on 05 June 2013 - 05:13 AM, said:

I'll only be happy until SRM's ripple fire.


They already do depending on the mech your using.

View PostZyllos, on 05 June 2013 - 05:42 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.


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 Zyllos

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Posted 05 June 2013 - 06:05 AM

View PostKaldor, 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 armyof1

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Posted 05 June 2013 - 06:10 AM

View PostZyllos, 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 Kaldor

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Posted 05 June 2013 - 06:14 AM

View PostZyllos, 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 LordBraxton

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Posted 05 June 2013 - 08:15 AM

they need a huge damage buff

LRMs are really strong right now

SRMs are not worth taking

#50 Praehotec8

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Posted 05 June 2013 - 08:46 AM

Agreed as per others here. Spread is improved, but it calls even more attention to the fact that right now their damage is too low. My A-1 is having trouble breaking 200 damage after expending 2 tons of LRM ammo and a ton of SRM ammo (and I know I'm hitting most shots).

#51 jakucha

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Posted 05 June 2013 - 09:43 AM

Had a nice game using my 4sp that I haven't used in months, also tried artemis for the first time with srm. Loadout was 2 SRM6s, a large pulse laser and one medium laser. We were quickly down by 3 guys compared to the enemy because all our assaults aside from 1 stalker died really quickly, but we managed to win still. The enemy team played pretty well still considering their weight disadvantage, was most likely a 4-man at least.

Posted Image

Edited by jakucha, 05 June 2013 - 09:50 AM.


#52 Voidcrafter

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Posted 05 June 2013 - 01:38 PM

View Postjakucha, on 05 June 2013 - 09:43 AM, said:

Had a nice game using my 4sp that I haven't used in months, also tried artemis for the first time with srm. Loadout was 2 SRM6s, a large pulse laser and one medium laser. We were quickly down by 3 guys compared to the enemy because all our assaults aside from 1 stalker died really quickly, but we managed to win still. The enemy team played pretty well still considering their weight disadvantage, was most likely a 4-man at least.

Posted Image


"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 :wub:
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 xenoglyph

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Posted 26 June 2013 - 08:53 PM

+1 for SRM buff

#54 Miekael

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Posted 26 June 2013 - 10:52 PM

Bump bump bump.

#55 xenoglyph

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Posted 27 June 2013 - 03:31 AM

SRMs need a buff





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