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Gameplay - Srm Changes
#41
Posted 17 July 2013 - 06:54 AM
BUT - I like to run lights and mediums, and the hit locations, esp hitting the legs - it not worth it now. To really use streaks, you should, really, carry a BAP. Each SSRM launcher is heavier, and then the BAP. So for a Jenner D, I now have 3 tons of launcher, 1 ton of ammo, and 1.5 tons of BAP. That is 5.5 tons for a weapon that hits consistently, but all over. With the lower damage and spread, it now is not worth its weight.
Changes I suggest:
Remove legs from the equation - just weird, it should be going more for center mass.
OR
entire volley hits one target, using current random spread - at least you do meaningful damage to one section. It is weird to me each missile hits a different section. The SSRM is being hit twice with this - the launcher weights more - implying it is part of the guidance - and the missile hits for less damage - also part of the guidance. If that is the case, the entire volley would hit one section. If the missiles selected own target, then I could see the spread - BUT the launcher would not be heavier.
As it is - with the current mechanic, my D would be better off with 2x SRM 4. same space, weight is 4 tons, 1 ton ammo - I can put in another JJ. SSRM will quickly be replaced by SRM at this point.
#42
Posted 17 July 2013 - 07:04 AM
danneskold, on 17 July 2013 - 06:54 AM, said:
BUT - I like to run lights and mediums, and the hit locations, esp hitting the legs - it not worth it now. To really use streaks, you should, really, carry a BAP. Each SSRM launcher is heavier, and then the BAP. So for a Jenner D, I now have 3 tons of launcher, 1 ton of ammo, and 1.5 tons of BAP. That is 5.5 tons for a weapon that hits consistently, but all over. With the lower damage and spread, it now is not worth its weight.
Changes I suggest:
Remove legs from the equation - just weird, it should be going more for center mass.
OR
entire volley hits one target, using current random spread - at least you do meaningful damage to one section. It is weird to me each missile hits a different section. The SSRM is being hit twice with this - the launcher weights more - implying it is part of the guidance - and the missile hits for less damage - also part of the guidance. If that is the case, the entire volley would hit one section. If the missiles selected own target, then I could see the spread - BUT the launcher would not be heavier.
As it is - with the current mechanic, my D would be better off with 2x SRM 4. same space, weight is 4 tons, 1 ton ammo - I can put in another JJ. SSRM will quickly be replaced by SRM at this point.
Nah... Cuz it takes a lot of skill to use SRM consistently on a light mech.
Very very few pilots can do this effectively.. It has a lot to do with taking an enemy mech by surprise, off guard and running away.
The big issue is that 2xSRM4 generates quite a bit of heat for a light mechs so, you have to make every shot count.
Above I was talking about using SRMs versus slow big mechs.
Versus other light mechs, it is a totally different ball game which I have seen most effectively used by using corridors like in river city as traps.
There are still uses for Streaks in light mech vs light mechs battles but its role will be more of a support weapon now and your lasers will be the primary damage dealers.
Edited by ShinVector, 17 July 2013 - 07:08 AM.
#43
Posted 17 July 2013 - 07:24 AM
As is, the F is now again the king jenner (if it wasnt anyway, but the D had become a reasonable 2nd or rival with SSRM+BAP and 4 ML)
#44
Posted 17 July 2013 - 07:32 AM
#45
Posted 17 July 2013 - 11:04 AM
#46
Posted 17 July 2013 - 12:42 PM
#47
Posted 17 July 2013 - 01:22 PM
Hitboxes are somewhat weird though, on fastmoving light mechs especially. Crosshair goes red, I visually see a hit. target's armor blinks but damage is... like nothing. It's either small mech's borken hitboxes or SRM HSR problems.
Now that streaks spread more and AMS is +50% effective (since one of last patches) they are like old machine gun. I.e. damage is crap and too spread over the target. Imo SSRMs deserve 2.0 damage buff as well.
Edited by Alexander Malthus, 17 July 2013 - 01:29 PM.
#48
Posted 17 July 2013 - 01:43 PM
#49
Posted 17 July 2013 - 01:54 PM
Edited by Flying Blind, 17 July 2013 - 01:54 PM.
#50
Posted 17 July 2013 - 03:50 PM
#51
Posted 17 July 2013 - 05:15 PM
danneskold, on 17 July 2013 - 07:24 AM, said:
As is, the F is now again the king jenner (if it wasnt anyway, but the D had become a reasonable 2nd or rival with SSRM+BAP and 4 ML)
Too bad I am not playing right now to verify the Jenner F vs. Jenner D fight.
I still believe the Streak Jenner still has an advantage but not overpowerfully so, reason being is that dual Streak2s are very heat effecient weapons and you can fire them all day long (barring ammo constraints). BAP is not a requiement in this fight though.
The aim of streak now is to constantly support in stripping armour to help your 20 damage quad med laser burn right through critical parts eg. Legs !
Good luck with the SRMs by the way.. ;p
Alexander Malthus, on 17 July 2013 - 01:22 PM, said:
Hitboxes are somewhat weird though, on fastmoving light mechs especially. Crosshair goes red, I visually see a hit. target's armor blinks but damage is... like nothing. It's either small mech's borken hitboxes or SRM HSR problems.
Now that streaks spread more and AMS is +50% effective (since one of last patches) they are like old machine gun. I.e. damage is crap and too spread over the target. Imo SSRMs deserve 2.0 damage buff as well.
There are SSRM hit registration problems right ? Might not HSR, I believe more to be hitbox issues.
I even see this problem happening in Testing Grounds. What doe PGI support say ? "Oh it is the known problem where the paper doll where it doesn't update properly ! "
Yeah Right... ! Asked them to bring in armour point indicators into Testing Grounds so, we can verify this claim our selves !!
Edited by ShinVector, 17 July 2013 - 05:19 PM.
#52
Posted 17 July 2013 - 09:52 PM
#53
Posted 17 July 2013 - 10:35 PM
Now, where is my LBX-20?
#54
Posted 18 July 2013 - 01:31 AM
Edited by tigermaster, 18 July 2013 - 01:31 AM.
#55
Posted 18 July 2013 - 02:46 AM
#56
Posted 18 July 2013 - 03:18 AM
Now just to sort the hit reg for all the weapons....
#57
Posted 18 July 2013 - 03:56 AM
ShinVector, on 17 July 2013 - 05:15 PM, said:
Too bad I am not playing right now to verify the Jenner F vs. Jenner D fight.
I still believe the Streak Jenner still has an advantage but not overpowerfully so, reason being is that dual Streak2s are very heat effecient weapons and you can fire them all day long (barring ammo constraints). BAP is not a requiement in this fight though.
The aim of streak now is to constantly support in stripping armour to help your 20 damage quad med laser burn right through critical parts eg. Legs !
Good luck with the SRMs by the way.. ;p
Well, the SRMS will, no doubt, harm me in the light fight - but my SSRM on the D are fired against more large mechs than lights - just by the numbers on the field! Given that, I am better off to take the higher damage of the SRM for the weight I am carrying. And, while true the BAP is not needed when you fight Jenner vs Jenner - that is not the battlefield. With Spiders, ravens, and cicadas carrying ECM, you better have a BAP or your SSRMs are taken out of the fight. My point was about overall utility of the weapon vs all types. It will hurt vs lights, but the srm is now better vs all other chassis. The SSRM damage spread makes it weight not worth it.
That is what makes the F great - 6ML ( or 6SPL, whatever) - its weapons are not dependent on locks - its all you and your aim.
#58
Posted 18 July 2013 - 04:55 AM
See that? That's called balance.
Now just improve their hitdetection (its miserable) and buff SSRMs to 2dmg per missile and you balanced a complete weapon group for once!
#59
Posted 18 July 2013 - 04:56 AM
fleshwoundNPG, on 16 July 2013 - 05:29 PM, said:
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...
This! Streaks don't need more damage it makes sense the way it is now. Also SRMs are perfect and I like the direction of the new heat penalty system a few tweaks and it should be sweet.
#60
Posted 18 July 2013 - 05:20 AM
Blue Shadow, on 18 July 2013 - 04:56 AM, said:
This! Streaks don't need more damage it makes sense the way it is now. Also SRMs are perfect and I like the direction of the new heat penalty system a few tweaks and it should be sweet.
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.
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