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"srms Are Op"


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#41 General Taskeen

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Posted 19 July 2013 - 08:44 AM

View PostBraggart, on 19 July 2013 - 08:35 AM, said:


obviously the best choice is always going to be putting as many on a mech as you can. That is how it goes with every weapon in the game. that frontloaded damage is still a sneeze compared to what ppcs/gauss/ac20s do. You can shield yourself well from missiles and spread that damage around your mech very easily, but the other weapons are much tougher to get spread around.


That's a non-answer to me.

Ripple Fire is the key to balancing missiles with several affects; Adds an additional skill factor, Looks more realistic (I.E., the concept art for MWO, where you can clearly see missiles firing 1 after the other). The blob missile concept is taken directly from MW3. I mean is this seriously how how missile systems are going to work in this game? RLs, MRMs, ATMs, MMLs, etc.

The caveat is ripple fire missiles potentially means AMS shoots down more, thus AMS is balanced accordingly or missiles gain more speed. It also requires continually aim on the same spot. The advantage too of this means you can correct your fire on a moving target, where as now if you shoot, you can not correct the aim since the srm missiles fire all at once.

Something more fun and original could be added for Artemis SRMs too where they follow your aim cursor instead to account for an "accuracy" bonus. As it is now, the spread is only tightened, but this is pointless on an SRM2 for example.

Edited by General Taskeen, 19 July 2013 - 08:48 AM.


#42 TexAce

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Posted 19 July 2013 - 08:46 AM

View Postsokitumi, on 19 July 2013 - 03:53 AM, said:

There was absolutely no need to take SRM's up a whopping 33% more damage (1.5 + 0.5). They already hit really hard at 1.5, the problem was always the sniper meta just being better than running in for a brawl.

While simultaneously nerfing the snipers with the heat multiplier... dude opts to go nuclear on them... instead of doing something like just reducing the srm heat, or adding incrementally small dmg such as, 0.1 at a step..

So ridiculously bad it's almost funny. And I'm sorry but you people who are so happy about SRM's being in their current state are really the same side of the same coin as PPC stalker pilots.


SRMs are perfect where they are now.

#43 Steel Claws

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Posted 19 July 2013 - 08:48 AM

View PostSmoothCriminal, on 19 July 2013 - 02:22 AM, said:

Just maxed an a1 and gone to town on a few teams. Splatcat is back baby!


Only till they combine SRM 6 and 4 in the heat spike,

#44 One Medic Army

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Posted 19 July 2013 - 08:52 AM

The SRM buff made my Jenner-D viable again.
Making my Jenner-D viable again convinced me to get Phoenix Overlord due to sheer unmitigated joy (at can-opening assault mechs again).

#45 King Arthur IV

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Posted 19 July 2013 - 08:55 AM

took out a atlas and a victor in my aws 8v!!! booyay! 3 srm6, obviously....

#46 One Medic Army

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Posted 19 July 2013 - 09:04 AM

View PostGeneral Taskeen, on 19 July 2013 - 08:01 AM, said:

Until they are ripple fire, rather than blobs of front loaded damage missiles, they won't ever be "right." People pack on as much as they can, on any Mech for the sole purpose of front loaded damage srms. And yes, it is easy, because I do it to.

Why did we nerf alphas?
To force people to fire repeatedly, which was done in order to make damage spread out, SRMs already spread damage due to their shotgun patterning.
Yes, you front load your damage so you can unload and then twist, you're also spreading your damage all over the enemy mech.
Since the SRM boost I've seen far more mechs open across all torso sections, rather than cored straight through the center with PPCs/gauss/AC20.

#47 Nicholas Carlyle

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Posted 19 July 2013 - 09:39 AM

View PostGeneral Taskeen, on 19 July 2013 - 08:44 AM, said:


That's a non-answer to me.

Ripple Fire is the key to balancing missiles with several affects; Adds an additional skill factor, Looks more realistic (I.E., the concept art for MWO, where you can clearly see missiles firing 1 after the other). The blob missile concept is taken directly from MW3. I mean is this seriously how how missile systems are going to work in this game? RLs, MRMs, ATMs, MMLs, etc.

The caveat is ripple fire missiles potentially means AMS shoots down more, thus AMS is balanced accordingly or missiles gain more speed. It also requires continually aim on the same spot. The advantage too of this means you can correct your fire on a moving target, where as now if you shoot, you can not correct the aim since the srm missiles fire all at once.

Something more fun and original could be added for Artemis SRMs too where they follow your aim cursor instead to account for an "accuracy" bonus. As it is now, the spread is only tightened, but this is pointless on an SRM2 for example.


And people will stop using them and switch to AC's/Gauss/PPC's because Pinpoint Upfront Damage is king....oh wait they already do that.

So I guess you'd be ok with making Auto Cannons spew out multiple shots to hit their damage total as well? And have PPC's have an upfront damage of 5 followed by a beam that does the other 5 damage like a laser?

I mean I'm fine if all weapons are like this, but why do we hold missiles to a different standard?

#48 Homeless Bill

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Posted 19 July 2013 - 09:44 AM

View Postsokitumi, on 19 July 2013 - 03:53 AM, said:

There was absolutely no need to take SRM's up a whopping 33% more damage (1.5 + 0.5). They already hit really hard at 1.5, the problem was always the sniper meta just being better than running in for a brawl.

While simultaneously nerfing the snipers with the heat multiplier... dude opts to go nuclear on them... instead of doing something like just reducing the srm heat, or adding incrementally small dmg such as, 0.1 at a step..

So ridiculously bad it's almost funny. And I'm sorry but you people who are so happy about SRM's being in their current state are really the same side of the same coin as PPC stalker pilots.

No. Just... no. They sucked at 1.5 and they were too powerful at 2.5. To me, they feel just about perfect. If SRMs aren't brutal at close range, what's the point? They spread damage worse than any other weapon (except the LBX) and they have terrible range - high damage is what makes them viable as a weapon.

View PostRoland, on 19 July 2013 - 05:49 AM, said:

I don't understand what is happening in this thread.

That's what happens when drunk Bill makes threads =[

View PostRoland, on 19 July 2013 - 05:49 AM, said:

Are folks actually saying SRM's are overpowered?

I had a cent run up to my victor yesterday, firing 3 SRM 6's at me over and over again, and it just made me yellow while I killed him through his CT with PPC's and gauss. I originally thought this thread was being ironic or something, but now folks are actually saying SRM's are too strong? I'm confused.

I was drunk wolf-packing last night with my clan, and some PUGs were none too happy about the Awesome-Victor SRM hit squad. In our last round, some guy at the end simply said, "srms are op."

It made me feel warm and fuzzy inside.

It was really a combination of terrible positioning on their part (left their two LRM boats to get eaten alive and then got steamrolled two-at-a-time) and coordination on ours.

#49 Sir Ratburger

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Posted 19 July 2013 - 09:44 AM

love the new srm upgrade, about time. before anyone says it overpowered - it takes a lot of skill to shoot srm's whilst moving and at a moving target and also it doesnt hit in one place but spreads damage so its hard to destroy a single component liek you can do with lasers or ac's.

#50 Matthew Ace

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Posted 19 July 2013 - 09:45 AM

View PostHomeless Bill, on 19 July 2013 - 09:44 AM, said:

No. Just... no. They sucked at 1.5 and they were too powerful at 2.5.


I'm of the belief they were only too powerful at 2.5/m back then because of overlapping splash bonus, and 2.5/m should be about right even after hitdet is fixed.

Edited by Matthew Ace, 19 July 2013 - 09:50 AM.


#51 Bagheera

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Posted 19 July 2013 - 09:47 AM

View PostSteel Claws, on 19 July 2013 - 08:48 AM, said:


Only till they combine SRM 6 and 4 in the heat spike,


Using more than 1 mouse button is hard. :ph34r:

#52 Trauglodyte

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Posted 19 July 2013 - 10:13 AM

View PostKarl Streiger, on 19 July 2013 - 02:53 AM, said:

I have found a JaegerMech yersterday... got hit by 2 PPCs... so i closed distance because and thought - short range baby lets see what you have - the answer was 24 SRMs.... and it this very moment i wished the C4 or the A1 would have been the only heavy mechs to be able to fire such a wall of missiles.

Could have been this loadout:
JM6-A
Or with 250 STD Fusion

Just shoot the ears of? - Its easy
Keep distance?

How to beat that thing with anything but a Long Range Sniper or Short Range Assault Brawler


I run a few variants of my JM-6A but my SRM variant is w/ a 260 STD, 4 SRM6s w/ Art, 1 ERPPC, and 2 MGs (oh yeah, MGs /flex). If someone is silly enough to get too close, they won't want to stay there for too long. The version you mentioned with 2 PPCs is alright but I don't know that I like the idea of multiple PPCs when they're slung so low.

#53 SmoothCriminal

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Posted 19 July 2013 - 03:14 PM

View PostBagheera, on 19 July 2013 - 09:47 AM, said:


Using more than 1 mouse button is hard. :P


Exactly. Open bay doors then fire each ear after about a second. DPS goes up and they can cause some real damage (espec with artemis)

#54 XX Sulla XX

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Posted 19 July 2013 - 03:58 PM

SRMs are just about perfect where they are now with the current mechanics. They are not OP but have a big short range punch.

#55 Nothing Whatsoever

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Posted 19 July 2013 - 04:12 PM

Just wait until hit detection improves.

I think missiles still lose too much damage right now when they do hit a mech.

#56 armyof1

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Posted 19 July 2013 - 04:13 PM

View PostGeneral Taskeen, on 19 July 2013 - 08:01 AM, said:

Until they are ripple fire, rather than blobs of front loaded damage missiles, they won't ever be "right." People pack on as much as they can, on any Mech for the sole purpose of front loaded damage srms. And yes, it is easy, because I do it to.


Yeah we really need a short-range laser that we have to lead with quite a bit, which is effectively what your ripple fire idea is. As you've probably heard lots of times already, it's a really bad idea.

#57 Umbra8

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Posted 19 July 2013 - 04:23 PM

Srm's will already ripple fire if you're firing them from a launcher that cant support the number of tubes in your srm pack. Srms are in a good place right now, and if anything I'd like to see the damage remain even after hit detection gets fixed. Srm's are supposed to wreck face at short range, I had no complaints about them when they were 2.5 with a crazy splash multiplier. Sure they owned but everyone just accepted that was the price for getting that close to a brawler. You slipped up on situational awareness and got within 200 meters it was on you. I'm seeing more mediums on the field and more speed flanking on snipers and lrm boats in the rear and that's only a good thing for the current meta.

#58 1453 R

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Posted 19 July 2013 - 04:32 PM

Ahhh...I missed my dual SRM-4 launchers in mah DRG-1N. The DragonForcer's back, baby! I got so many kills/maims with those things back in the day...

Now, if only the VTR-9S actually had three proper g'damned missile hardpoints instead of that 10/5/2 nonsensical tomfudgery...

#59 Leafia Barrett

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Posted 19 July 2013 - 04:55 PM

As a Spider pilot, I've had next to no experience with using missiles, and I'm still super-excited over their buff, even if it means I get blown up more. I'm actually seeing variety and close-range combat on a regular basis. As someone who only just recently joined during the high point of poptarting, this is legitimately a new experience for me, and I love it.





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