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Gameplay - Srm Changes


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#81 RG870

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Posted 20 July 2013 - 07:42 AM

I like the changes to the SRMs. I was using them before the patch and now they feel even better and worth the tonnage.
The SSRMs on the other hand are now completely useless for me. I liked to use them in pairs on my Lights and the Huncback SP. Now, after the patch, I don't see the point of wasting 4-5 tons of weight for a weapon that spreads 6 dmg all over my target, needs quite a while to lock on and can easily be countered by ECM. An additional ML/MPL/LL or an SRM 6 (or double SRM 4) seems the better choice.
Why do you always have to kill one weapon system if you balance another?

#82 evillittlestew

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Posted 21 July 2013 - 04:10 AM

it's stupid as all you will see now is the splat cats coming back <_> JOY OH JOY!

#83 arghmace

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Posted 21 July 2013 - 06:01 AM

View Postevillittlestew, on 21 July 2013 - 04:10 AM, said:

it's stupid as all you will see now is the splat cats coming back <_> JOY OH JOY!


Have you been playing the game? Every now and then I see a splat cat but they're not back in force. And the splat cats I've seen have been far from OP, in fact they don't seem that powerful at all. Quite balanced.

#84 Bront

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Posted 21 July 2013 - 09:41 AM

Not that I had a lot of pe-patch experience, just enough to know SSRMs were deadly to lights and now they're not.

Suggestions:
Bump SRM damage up to 2.2 or tighten up the intiial launch burst just a little bit. Heck, giving them a bit of a shotgun effect isn't a bad idea anyway.

Bump SSRM damage up to the same damage.and/or cluster them to a pair hit the same part, so rather than 3 SSRM launchers hitting 6 different mech parts, it'll hit only 3.

#85 chrx

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Posted 22 July 2013 - 09:56 PM

Welcome back, SRMs. Goodbye, streaks...

I for one think that streaks were quite balanced before the patch. They were weak, but hit the center of the target like any homing weapon should do. The current system feels artificial, as they cannot target even the torso of a standing atlas. No real engineer would design a weapon that would miss more easily by trying to home to arms and legs.

Some buffs are needed. Now the streaks are both useless and feel ridiculous. Someone suggested a system where you could control the streaks by aiming at specific body parts while launching them, which would increase the skill factor. I would love to see that in the game.

#86 jollyrancher1

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Posted 22 July 2013 - 11:04 PM

I love the streaks and srms the way they are right now. Srms do a lot of damage to bigger slower mechs as they are easier to hit, where as lighter mechs are harder to hit as the hid detection is way off. Streaks on the other hand always hit, but they dont do any focused damage or as much damage. Srms are more effective at closer ranges like under 100m than they are at 200m or 270m where as the streaks do full damage at 270m. A lot of people dont realize that there is a big difference between 100m and 200m when fighting with different type of srm right now and that difference makes the game fun to play and gives interesting advantages and disadvantages to both.

They make the atlas ddc have a hammer at close range, same with the hunchback 4sp. It is also hard to boat them on a catapult due to the boating penalty. Also if you only bring srms it will be hard to kill lights unless they stop, then u just plow them. Makes them usable but situational against lights. Streaks on the other hand are rather ***** proof. Putting them on a mech that has to watch its heat and has multiple weapon systems is better than having to lead your targets and miss or get close, but you lose a lot of damage.

I just hope they keep this delicate game play balance when they fix the host state rewind for srms. Im hoping they change the srms trajectory or something to make them deadlier the closer you are to your enemy.

#87 Thorqemada

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Posted 24 July 2013 - 06:58 PM

Ususally i dont like SRM that much - its a pretty blunt weapons system that works with the Brute Force approach while i like much more Finesse.
So i had a Cent with an AC2, 2 ML and 2 or 3 SSRM which is in no way OP but can stand a fight with a Light and come out at top (in the past).
With the recent SSRM changes (into a pathetic UP weapon), the degradation of HSR, the serious weakness of big and slow (below 110 kph) Medium Mechs in the current game meta i was forced to Change my Setup and now drive a Cent D at 121 kph with 2xSRM6.

My experience with SRM:
They have again a Punch against Medium, Heavy and Assault Mechs and do serious damage which makes me able to compete with the High Alpha Builds when i can utilize my Speed and the increased Maneuverability that comes with that Speed.
I really see 2 x SRM6 as the Maximum Alpha for SRM bcs they hit that hard.
I tested 3xSRM6 on my Cent A and wow, that is ******* devastating and OP (its only countered by the fact that i am to slow and my legs are a free lunch to any good Pilot).

Lights deliver a different Picture bcs it seems most of the Missiles do no damage even when my visuals tell me i had almost all hit on them.
Sheer mass of SRM may overwhelm Lights (4 or 5 SRM6 ?) but its incredible hard to kill one with only 2xSRM6 opposite to any other weightclass.
But in the end its better than the pathetic SSRM.

My damage has doubled and at times even trippled.

I really feel any salvo above 2xSRM6 or 3xSRM4 or 12 tubes is OP.

Edited by Thorqemada, 25 July 2013 - 03:13 AM.


#88 Thorqemada

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Posted 24 July 2013 - 07:37 PM

SSRM were in a usable state b4 the recent Change - imho a rollback would be appropriate.
I tested it myself and you only did CT hits when the Opponent would not make avoidance maneuvers.
Showing the CT to the enemy all the time is bad piloting and not a balance reason.

Edited by Thorqemada, 25 July 2013 - 03:12 AM.


#89 Abby Normal

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Posted 26 July 2013 - 07:22 PM

SSRM's are terrible now. My poor little Pimpmando 2D can barely dent another Commando.

#90 LaserAngel

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Posted 27 July 2013 - 09:30 AM

What about decreasing the cycle time on the SRM 2 and SRM 4 to 3 and 3.5 seconds respectively? I doubt many people are going to fear faster cycling SRM 2 and it brings it more in line with the Medium Laser.

SRM 2 - 3.0 seconds
SRM 4 - 3.5 seconds
SRM 6 - 4.0 seconds

Streak SRM 2 - 3.0 seconds

Edit: I almost forget the Streak 2. Now with the changes to Streak targeting it might be safe enough to bump them to 2.0 damage again. They're a guaranteed hit when you have lock short of terrain and AMS but you still need that lock-on.

There are quite a few Mechs that are limited to 2/4 tubes, especially the Commando and soon the Shadow Hawk.

Edited by LaserAngel, 27 July 2013 - 09:35 AM.


#91 Gelion

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Posted 29 July 2013 - 10:08 PM

I have been having major problems with hsr on srm's since this patch. I do love the buff, but only on the odd chance it hits. Also, chain firing srm's seem to have greater damage than alpha srm's.





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