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Gameplay - Srm Changes


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#61 Warge

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Posted 18 July 2013 - 05:30 AM

View PostAntharPrime, on 16 July 2013 - 04:16 PM, said:

they should target center mass at all times only hitting arms or legs if they get in the way of the trajectory.

No way, man! I like how SSRMs act now. Even with my RVN-3L and COM-2D SSRM boats.

View PostAntharPrime, on 16 July 2013 - 04:16 PM, said:

Also, Streaks should do the same damage as SRMs.

Exactly!

#62 Blue Shadow

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Posted 18 July 2013 - 05:56 AM

View PostShinVector, on 18 July 2013 - 05:20 AM, said:


It would be fair that SSRM2 be the only weapon that does damage below TT values. Even at 2.0 damage the random tracking will make it difficult to kill anyone with SSRMS.


That maybe true, but that's a fair penalty for a weapon that dose not miss. They still make good sidearm weapons to deal with lights.

#63 Roheryn

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Posted 18 July 2013 - 07:18 AM

SRM's back to 2.0 is great. Feels so much better to be back in my brawler and centurions.

SSRM's have been given a rather large unnecessary nerf (lets face it have you seen a streakcat since last november, because I haven't except in Lulz). At this point there is no reason not to bring them back up to 2.0 as well with how scattered they are going to hit all over the mech.

#64 MavRCK

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Posted 18 July 2013 - 09:21 AM

Congrats - you did what KaoS Legion told you to do (or not to do in the case of the Nerf) 3 months ago... And everyone is really happy...

facepalm

#65 CarnifexMaximus

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Posted 18 July 2013 - 11:19 AM

I'm happy with the damage, but I swear the Artemis spread got nerfed.

I'm not too happy about that part. I didn't know that was part of the deal.

#66 MarkViper

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Posted 18 July 2013 - 02:10 PM

View PostfleshwoundNPG, on 16 July 2013 - 05:29 PM, said:

Making SSRMs less powerful than SRMs is not only fair, but far more realistic. Why? The guidance systems in the front of the SSRMs (and LRMs) take up space, therefore less space for a powerful warhead. Also SSRMs and LRMs need to be lighter for better maneuverability to hit moving targets.

SRMs need not worry about that and can therefore pack a bigger warhead and a much bigger punch.

Those of you still crying about SSRMs doing less damage, don't come back crying to us when a salvo of twin (...or more!) clan SSRM6s core your a$$ in the near future...


See, the problem with this is the fact that you are only looking at one aspect of it. Yes, I agree that the damage should be lower to compensate for a guidance system and seeker head. However, their current spread is ridiculous. You're telling me that in the 31st century, we have guidance systems that are leagues behind what we had early in the Vietnam war? A guided missile fired at <270m shouldn't veer off course by a factor of dozens of feet (which with the scale of these machines, is what they are doing when they cut down to the legs and arms) They should be tracking for center of mass, with the occasional bad missile hitting an arm or leg joint. If we have stuff today, that can hit within a foot from miles away, we should be able, in the 31st century to hit the middle(ish) section of a building sized machine from 270 meters. Making them hit center of mass mostly can compensate for the fact that they do the same damage as a small laser yet weigh 3x as much and require at minimum one ton of ammo, so 5x the weight of an equal damage laser. Yes, I know lasers and non streaks take more skill to aim and I am fine with the 1.5 damage, but the spread as is right now needs to go.

#67 Swift Hatchet

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Posted 18 July 2013 - 04:40 PM

Ok so, after playing around with SRM's and SSRM's the last couple days I come to the following conclusions. The SRM's are viable now. I tried for a couple weeks when I first started playing to figure out how to make them somewhat effective. Never happened. Seems pretty good right now though. Although I question the hit detection/registration (on a number of weapons actually.. sure theres another thread for that somewhere.).

The SSRM's though ... I don't know. Something is not right. They are supposed to be precision guided missiles right? Hence they do less damage than SRM's. What good is that though if the "guidance" is somewhat randomly picking different places to hit. Makes no sense to me. These missiles should track and hit CT. It's not like we have the ability to lock a leg a fire at it. But if we did, seeing as how they are guided missiles (which by the way ... act with less precision than real modern day systems..), they should all hit the leg. Perhaps the occasional loose missile for the sake of simulating things breaking.

I don't have the time in service to debate whats best for this mech or that. But yeah, just doesn't seem right on the common sense/logical level. Not sure if increasing the damage is needed, they just need to all hit pretty much in the same spot. If it is going to continue to be a spread of what is supposed to be precision, then perhaps a slight damage increase would at make sense.

Just my 2cents directed at the OP.

#68 shotokan5

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Posted 18 July 2013 - 05:17 PM

I kept it simple their great.

#69 Urdnot Mau

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Posted 18 July 2013 - 06:47 PM

SRMs sound about right (damage wise), but i still think that a speed buff would be better. Also, streaks sound less.. effective now. Now that they don't aim for the CT maybe they could get a damage buff too. I felt that they were less effective against lights now.

#70 arghmace

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Posted 19 July 2013 - 08:27 AM

SRM6 is quite balanced now but the SRM family as a whole is not. Why would anyone use SRM2? The smaller lauchers must be improved.

#71 Uncleclint

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Posted 19 July 2013 - 09:39 AM

Thx for putting the SRM back in the game. Don´t tweak it to death pls.

#72 IrrelevantFish

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Posted 19 July 2013 - 11:42 AM

Three things about the changes:
  • I'll throw my vote in with everyone else saying that SRMs feel just right, now. Kudos.
  • I also think Streak targeting is now pretty close to ideal. I might give the torsos 2-3% more weight, but that's just quibbling.
  • I must also throw my vote in with those that want Streaks to get a damage buff. The targeting changes have worked so well at balancing them against their unguided brethren that they've become next to useless, even against lights.
However, I think it was a very good decision not to buff Streak damage this patch. It's great to be able to directly evaluate the effects of the targeting changes without having it mixed up with a damage buff. I'm perfectly content to wait a patch or two for it. :P




View PostfleshwoundNPG, on 16 July 2013 - 05:29 PM, said:

Making SSRMs less powerful than SRMs is not only fair, but far more realistic.

View PostfleshwoundNPG, on 16 July 2013 - 05:29 PM, said:

Those of you still crying about SSRMs doing less damage, don't come back crying to us when a salvo of twin (...or more!) clan SSRM6s core your a$$ in the near future...

Don't say the "R" word! This is Mechwarrior! :ph34r:

Seriously, though. Who cares if it's realistic. The question is, "Is it fun." At this point, the answer is, "No, it's not." Streaks are just plain not worth the tonnage.The targeting changes have done such a great job at distributing damage that I think clan Streaks won't be that much more problematic than clan SRMs. (Not that it matters, at the moment, given how little we know about the implementation of clan tech.)


View PostTennex, on 16 July 2013 - 11:02 AM, said:

But i think a mechanics change would be really cool to make them more appealing and dynamic.

Posted Image


Only if you consider matches consisting of nothing but Splatcats and SRM-Centurions mindlessly charging at each other "appealing and dynamic."

No offense, but your idea would completely break the game. SRMs are balanced only because their damage is distributed, and with that kind of flight path, they'd effectively be pinpoint-damage weapons at very close range. Under 40m, a Splatcat would be packing the effective equivalent of three AC20s.

I don't think it takes too much imagination to see how that would play out.

#73 Blood78

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Posted 19 July 2013 - 12:10 PM

Please consider SSRM damage buff. Now that its been balanced to not have tendency to hit center torso, damage needs a a tweak. Would make sense for it to be on par with SRM.

#74 Zyllos

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Posted 19 July 2013 - 12:13 PM

I need to utilize a lot of SSRMs on my up coming games but I think with the new spread, I think going ahead and increasing the SSRM damage to 2.0 would be fine.

Even with the future SSRM/4 and SSRM/6, I think the spray is a good drawback to having a high chance of landing the shots.

Edited by Zyllos, 19 July 2013 - 12:14 PM.


#75 ohtochooseaname

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Posted 19 July 2013 - 12:13 PM

I've used SSRM's and SRM's since the patch. I must say that the new SSRM targeting is a good change (too easy to core everything before). Now, they basically act like TT. However, their damage is much less than SRM's and should be appropriately boosted unless some sort of change occurs and splash damage is placed back in the damage profile.

#76 Mogney

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Posted 19 July 2013 - 01:32 PM

The SSRM nerf may be good for streak cats with 6 of them, but it makes the COM-2D useless. It only has one energy hardpoint, it is clearly designed with the intention of using 3 streaks, but 3 SSRMs on it, you can't bring down anything now. Please boost the damage or do something.

#77 BlackDrakon

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Posted 19 July 2013 - 01:34 PM

They are ok when the damage registers on the enemy mech (SRM's) but still I think they need a little more damage, like 2.2. Why? well the flight path is still screwed up.

Before they got the nerf, the flight path with Artemis make them do a cone, which it was great for pinpoint damage, then you took off the flight path and nerf the damage. Since the flight path might stay the same, I think SRM's still need to do more than 2.0 to be perfectly viable.

We are in the right path though.

#78 BlackDrakon

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Posted 19 July 2013 - 01:48 PM

View Postarghmace, on 19 July 2013 - 08:27 AM, said:

SRM6 is quite balanced now but the SRM family as a whole is not. Why would anyone use SRM2? The smaller lauchers must be improved.


You use them to fill up the tubes that a mech have, the problem is for example the Victor. Get 3 SRM6's on it, and you only get 12 tubes....ok we want a full volley of srms when we alpha them, lets count the tubes, 6 up, 4 down, 2 at the side, thats 1 SRM6, 1 SRM4 and 1 SRM2, cool! they will shoot in a full volley now!!

The problem is that when I did this, they still launch like one by one.....kinda sux, I dont know if its a bug, but its definitly not working as intended. I tried 3 SRM4 and the same problem. Its like when u save, redistributes everything to make a mess.

But the whole idea is that, use SRM2 as a tube filler.

#79 Mystere

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Posted 19 July 2013 - 02:44 PM

View PostMogney, on 19 July 2013 - 01:32 PM, said:

The SSRM nerf may be good for streak cats with 6 of them, but it makes the COM-2D useless. It only has one energy hardpoint, it is clearly designed with the intention of using 3 streaks, but 3 SSRMs on it, you can't bring down anything now. Please boost the damage or do something.


Why not switch to 1 or more SRM6s then?

#80 arghmace

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Posted 20 July 2013 - 04:42 AM

View PostBlackDrakon, on 19 July 2013 - 01:48 PM, said:

But the whole idea is that, use SRM2 as a tube filler.


Mixing SRM's is not very good since they have different cycle times. I would much prefer that SRM2's were valid in themselves so I could perhaps use 4 of them in a JM6-A. But no, the game design forces me to boat the biggest launchers, yey!





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