I would way rather have
srm6 x 1.5 / 3 sec = 3dps
Than
Srm6 x 2.0 / 4 sec = 3dps
Why? ? Because as a brawling weapon I want to be able to hit more often in order to rock my opponents aim and make him feel like he is catching hell... because 1.5dmg/missile will keep splatcat in check and place more importance on aim rather than relying on the damage of the weapon. .. Because srms shouldn't have the same cooldown as ppcs or gauss. .. Because this game has enough weapons with front loaded damage as it is... Because clan streak 2.0 6'S IS GOING TO BE BONKERS AND REQUIRE THE NERF ANYWAYS
Let's make a fun and interesting brawling weapon. ..
Reduce the heat, reduce the cooldown, and keep damage at 1.5


Hold Up Srm 2.0....
Started by SkyCake, Jul 14 2013 07:39 AM
6 replies to this topic
#1
Posted 14 July 2013 - 07:39 AM
#2
Posted 14 July 2013 - 08:08 AM
Am I the only one who thinks that it is fine for regular SRM to do more dmg per missile SSRM? I mean the dumb missiles should have more payload space that is taken up by tracking/vectoring hardware in the SSRM.
#3
Posted 14 July 2013 - 08:19 AM
Bagheera, on 14 July 2013 - 08:08 AM, said:
Am I the only one who thinks that it is fine for regular SRM to do more dmg per missile SSRM? I mean the dumb missiles should have more payload space that is taken up by tracking/vectoring hardware in the SSRM.
I think the difference between streaks and srm should be in cooldowns... Not in damage.... that is cooldown plus lock time gets you guaranteed his versus srm allows you to fire more often cause you don't need to lock on, the tradeoff being you can miss. ... therefore a more skilled player would get more out of srm than streak... All streaks really need is a break in locks between volleys and we are there... damage should be the same imo which is how TT meant them to play out anyways
Edited by SkyCake, 14 July 2013 - 08:20 AM.
#4
Posted 14 July 2013 - 08:27 AM
Yes, please continue to ruin medium viability because of one or two mechs.
I don't want to have 6xSRM6 at all...
We need weapon-mount size now:
CatA1 gets 1Large, 1Medium, 1Small in each arm
Large: LRM20, LRM15, SRM6
Medium: LRM10, LRM4, SRM4, SSRM2
Small: LRM5, SRM2
No more Splatapult-boating, no more StreakCat-boating, but no harm to LRM boat viability (per cannon)
--billyM
I don't want to have 6xSRM6 at all...
We need weapon-mount size now:
CatA1 gets 1Large, 1Medium, 1Small in each arm
Large: LRM20, LRM15, SRM6
Medium: LRM10, LRM4, SRM4, SSRM2
Small: LRM5, SRM2
No more Splatapult-boating, no more StreakCat-boating, but no harm to LRM boat viability (per cannon)
--billyM
#5
Posted 14 July 2013 - 09:11 AM
BillyM, on 14 July 2013 - 08:27 AM, said:
Yes, please continue to ruin medium viability because of one or two mechs.
I don't want to have 6xSRM6 at all...
We need weapon-mount size now:
CatA1 gets 1Large, 1Medium, 1Small in each arm
Large: LRM20, LRM15, SRM6
Medium: LRM10, LRM4, SRM4, SSRM2
Small: LRM5, SRM2
No more Splatapult-boating, no more StreakCat-boating, but no harm to LRM boat viability (per cannon)
--billyM
I don't want to have 6xSRM6 at all...
We need weapon-mount size now:
CatA1 gets 1Large, 1Medium, 1Small in each arm
Large: LRM20, LRM15, SRM6
Medium: LRM10, LRM4, SRM4, SSRM2
Small: LRM5, SRM2
No more Splatapult-boating, no more StreakCat-boating, but no harm to LRM boat viability (per cannon)
--billyM
This helps mediums bro... your way you are standing around for 4 seconds waiting for missiles to reload, meanwhile trading shots with ppcs one for one that's 12 spread out damage for you, 10 pinpoint damage for him... you can hit him more often my way thereby compromising his aim, while doing the same amount of damage long term
#6
Posted 14 July 2013 - 09:25 AM
I guess I missed something. What I though I understood was that they were just going to increase SRM damage to 2.0 damage not that they were going to increase cooldowns to compensate for the added damage. That fix does nothing to fix SRMs, heck they might as well just leave everything as is if they do that.
As to Streaks vs Standard SRMs, this is a hard one for me. First you already pay a penalty in weight for mouting Steaks vs standard SRMs. This is because of the targeting device is located in the launcher, not the missiles. Therefore it doesn't make a whole lot of sense to further penalize streaks.
However, Streak SRM6s are going to be crazy, especially if your mounting say 3 on an Altas or 6 on a Splatcat (And I am assuming that YES, you will be able to mount Clan weapon on IS mechs since it is common in lore to do so). This is not counting the fact that with Clan Omnimechs, we shouldn't be seeing any sort of Hardpoint restrictions other than perhaps being limited to a specific number of "universal" slots per each mech location. That being the case would could see even more than 6 streak SRM6s on a clan mech most likely.
That being the case, even though I am a Streak lover, having them stay at 1.5 damage and prehaps have a longer cooldown might indeed be the way to balance them in the long run.
As to Streaks vs Standard SRMs, this is a hard one for me. First you already pay a penalty in weight for mouting Steaks vs standard SRMs. This is because of the targeting device is located in the launcher, not the missiles. Therefore it doesn't make a whole lot of sense to further penalize streaks.
However, Streak SRM6s are going to be crazy, especially if your mounting say 3 on an Altas or 6 on a Splatcat (And I am assuming that YES, you will be able to mount Clan weapon on IS mechs since it is common in lore to do so). This is not counting the fact that with Clan Omnimechs, we shouldn't be seeing any sort of Hardpoint restrictions other than perhaps being limited to a specific number of "universal" slots per each mech location. That being the case would could see even more than 6 streak SRM6s on a clan mech most likely.
That being the case, even though I am a Streak lover, having them stay at 1.5 damage and prehaps have a longer cooldown might indeed be the way to balance them in the long run.
#7
Posted 14 July 2013 - 09:26 AM
1 - Splatcats were a problem because of 2.5 damage SRMs and bugged splash. They weren't a problem even with the lurking splash issues when SRMs did TT damage (2.0).
2 - SRM RoF should be increased. Make brawling weapons fire a bit faster and sniper/fire support weapons fire a bit slower and you fix a lot of role imbalance that this game has. SSRMs should fire slower than equivalent SRMs, too (I like a 0.50s longer reload timer for SSRMs).
2 - SRM RoF should be increased. Make brawling weapons fire a bit faster and sniper/fire support weapons fire a bit slower and you fix a lot of role imbalance that this game has. SSRMs should fire slower than equivalent SRMs, too (I like a 0.50s longer reload timer for SSRMs).
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