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Ssrm Fix (Delayed)


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#1 TheFlyingScotsman

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Posted 18 June 2013 - 04:52 PM

I know that a lot is promised for the next patch, but going another two weeks without an SSRM change is kinda frustrating. Especially when every single QKD has streaks now. The light/medium game took a big hit again with this patch by having three more streak platforms, and continuing CT preference.

Looking forward to July's weapon updates.Keep up the good work, it looks less like a Beta every time.

#2 astinius

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Posted 18 June 2013 - 06:41 PM

I too have been long awaiting the SSRM fix. I think PGI is waiting until they can get it right because no matter what there will be plenty of whining about SSRM's being worthless when in reality they have become balanced and fair. Pilots that have been relying on magic ct finding streaks, that at times are instant lock never missing whizbangs, will now have to rely more on skill like the rest of us. And by skill i mean aiming, for instance targeting whatever portion of a mech their streaks have been hitting most.

#3 Vermaxx

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Posted 18 June 2013 - 09:45 PM

Look man, until SRM do functional damage again SSRM need to make up for the ineffective missile bukkake that is going on.

I'm sorry you think locking with missiles and KEEPING a lock is "less skill" than you aiming a laser/cannon...no you're not EVEN aiming a weapon, you're using a mouse pointer. Everything in the game is using a mouse pointer. Nothing in the game is fire/forget other than SSRM, and that is only F/F while the missiles are in flight. After that you still need a lock before your cooldown is finished or you are losing time AND DAMAGE over every other weapon in the game.

If you want to get technical, it takes MORE dedication to do SSRM properly, since you really need the two modules (decay and 360) which jack the mech cost up by about 12 million. There aren't any modules to make lasers hit farther, faster, behind you, or anything.

I'm all for SSRM spreading damage more appropriately. If dumbfire missiles get back to "worth using" again. And gauss aren't completely fragile. And the devs aren't looking at MASSIVE HEAT PENALTIES for carrying several of the same weapon series. AND the game isn't lag prone, rubber banding, hit-detection-bugged, inexplicably inflated ping, bunk. Because as long as the game doesn't RELIABLY COUNT EACH AND EVERY HIT FOR ALL BUT THE WORST COMPUTERS, there isn't much point in claiming moral high ground just because YOUR direct-fire weapons work as intended.

#4 Nauht

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Posted 18 June 2013 - 11:13 PM

View PostVermaxx, on 18 June 2013 - 09:45 PM, said:

Look man, until SRM do functional damage again SSRM need to make up for the ineffective missile bukkake that is going on.

I'm sorry you think locking with missiles and KEEPING a lock is "less skill" than you aiming a laser/cannon...no you're not EVEN aiming a weapon, you're using a mouse pointer. Everything in the game is using a mouse pointer. Nothing in the game is fire/forget other than SSRM, and that is only F/F while the missiles are in flight. After that you still need a lock before your cooldown is finished or you are losing time AND DAMAGE over every other weapon in the game.

If you want to get technical, it takes MORE dedication to do SSRM properly, since you really need the two modules (decay and 360) which jack the mech cost up by about 12 million. There aren't any modules to make lasers hit farther, faster, behind you, or anything.

I'm all for SSRM spreading damage more appropriately. If dumbfire missiles get back to "worth using" again. And gauss aren't completely fragile. And the devs aren't looking at MASSIVE HEAT PENALTIES for carrying several of the same weapon series. AND the game isn't lag prone, rubber banding, hit-detection-bugged, inexplicably inflated ping, bunk. Because as long as the game doesn't RELIABLY COUNT EACH AND EVERY HIT FOR ALL BUT THE WORST COMPUTERS, there isn't much point in claiming moral high ground just because YOUR direct-fire weapons work as intended.

It is less skill.

You dont have to even think about where to point your mouse to compensate for lag or movement or speed to lead fire.

You just put he big circle over a target and wait for the xhairs to go red. The xhairs might be pointed to the left, right, below, above all you gotta do is keep it until the red circle does red.

Easy mode and no skill. No finesse, no requirement to use any thought processes to see where your shots will land. First shot went a little wide, ok I'll compensate and adjust - hell no, that light just changed direction... adjust again etc.

I like the streaks cos I enjoy the fact that they hit CT every time. I load up my jager with 4xSSRMs cos it's easy and I thoroughly enjoy how easy it is to destroy light mechs (and even some assaults with 2xERPPCs with the streaks).
I sincerely hope they keep streaks as they are cos I know that my enjoyment for this config will go down when the fix comes.

I use them but see them for what they are - easy mode lock on weapons that you don't need to think too much about at all.

#5 drinniol

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Posted 18 June 2013 - 11:23 PM

View PostNauht, on 18 June 2013 - 11:13 PM, said:

It is less skill.

You dont have to even think about where to point your mouse to compensate for lag or movement or speed to lead fire.

You just put he big circle over a target and wait for the xhairs to go red. The xhairs might be pointed to the left, right, below, above all you gotta do is keep it until the red circle does red.


Seeing as HSR all but eliminated lag and your last two reasons are the same - lasers hit immediately with no need to compensate so I guess they are easymode too? Especially as they aren't affected by ECM.

#6 astinius

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Posted 19 June 2013 - 03:07 PM

Well you have to aim a laser and actually keep it on target for the entire duration to get full damage......My major concern is a lock on weapon that is fire and forget being rewarded with near all CT hits. Even if the locking mechanics don't change fine, but the random hit location needs to work properly. Once it does there will be no more SSRM problem.

#7 bonapartist1

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Posted 19 June 2013 - 03:46 PM

Any who thinks SSRM (and LRM for that matter) are not in need of a nerf, does not often play light mechs often, or not since the last few patches. It is very difficult for a laser equipped light mech of even the deadliest configuration to keep up with the guaranteed, constantly and magically CTing stream of damage that a few or more SSRM provides.

Powerful weapons need to have high risk to their high reward. The SSRM and LRM provide massive guaranteed damage for virtually no risk whatsoever, being cheap by all accounts: price, weight, ammo per ton, etc..

I have completed elited or mastered all Jenners, Cicadas, Spiders and Ravens. That's more a representation of unproductive time and not a boast, but the point is, I very rarely use any of them anymore, due to a combination of changes by PGI which render the light game horrifically joyless and unbalanced.

All forms of autoaiming bottlerocks, the SSRM and LRM, have unbalanced the game and more so for light mechs. The aggressive screen shake added to jumpjets, which I call Vomit Vision, makes jumpjet mechs untenable for me. It lilterally makes me mildly sick. My favorite part of mwo was flying around in a Spider 5d at 151, leaping up and making those epic kill shots. Now using the jump jets literally makes me want to vomit.

I won't give PGI another dime.

Edited by bonapartist1, 19 June 2013 - 03:48 PM.






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