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Gameplay - Srm Changes


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#1 Kyle Polulak

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Posted 16 July 2013 - 08:39 AM

Tell us what you think of the new SRM changes!

Spoiler


#2 Swift Hatchet

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Posted 16 July 2013 - 09:49 AM

Sweet. Really makes sense I think for the SSRM's to have more finite control. I never cared much for the SRM's, as the damage on target was somewhat lacking. Hopefully both are much more viable now. Can't wait to check it out. :(

Is the "destroyed legs can still be targeted" a feature or hurdle?

#3 Josef Koba

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Posted 16 July 2013 - 10:13 AM

I don't use a lot of Streaks, but I would have thought that such a weapon would have been designed to target center mass. Surely, for game play purposes you don't want them hitting CT 50%+ of the time, but it seems that the percentages for LT and RT are somewhat low in comparison to legs and arms. I've not tested anything yet; this is just an observation. So perhaps this weapon system will work marvelously. I don't seem to face Streak users a lot, and when I do I've never really feared them that much anyway, so I wasn't sure what the purpose of a balance was. My assumption was that they were targeting CT too frequently, yes?

#4 BLUPRNT

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Posted 16 July 2013 - 10:41 AM

Finally can knock the dust and cobwebs off a few toys and give them a run again.

Thank you sirs.

I predict a few more Splatapaults in the first few hours after patch. And the occasional in a drop as a nice suprise for days to come.

#5 Asatruer

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Posted 16 July 2013 - 10:46 AM

View PostJosef Koba, on 16 July 2013 - 10:13 AM, said:

I don't use a lot of Streaks, but I would have thought that such a weapon would have been designed to target center mass. Surely, for game play purposes you don't want them hitting CT 50%+ of the time, but it seems that the percentages for LT and RT are somewhat low in comparison to legs and arms. I've not tested anything yet; this is just an observation. So perhaps this weapon system will work marvelously. I don't seem to face Streak users a lot, and when I do I've never really feared them that much anyway, so I wasn't sure what the purpose of a balance was. My assumption was that they were targeting CT too frequently, yes?

The old pretty much CT only hitting Streaks were really horribly overpowered. As it stands, the probabilities they list above are pretty close to the BattleTech 2d6 hit location chart, but slightly (1%) weighted more to the arms than the side torsos.

#6 Shakespeare

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Posted 16 July 2013 - 11:01 AM

So, my first game since patching: dropped solo and encountered 5, count-em, 5, SRM mechs.... 2 splatcats, a treb, a stalker, a cent. In river city. And what do you know, my team still won. I piloted a traditional 4SP, and actually was effective in battle.

Splat cats and other Triple-6 mechs are not gods. Only machines. And they can be killed, even en masse.
It was the splash problem causing splatcat domination, not the raw damage number. 2.0 feels juuusstt right.
Thanks for putting a little umph into the brawling game, guys!

#7 Tennex

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Posted 16 July 2013 - 11:02 AM

good change A1s are usable again.

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

Posted Image
A reward for the risk of closing that gap.

Edited by Tennex, 16 July 2013 - 11:05 AM.


#8 KitK

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Posted 16 July 2013 - 11:30 AM

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

good change A1s are usable again.

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

A reward for the risk of closing that gap.


I see you keep posting this. But to me it looks like a reinstatement of the old splat cat problem. Maybe I've missed something, but this looks like a very bad idea.

#9 Tennex

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Posted 16 July 2013 - 11:49 AM

View PostKitK, on 16 July 2013 - 11:30 AM, said:


I see you keep posting this. But to me it looks like a reinstatement of the old splat cat problem. Maybe I've missed something, but this looks like a very bad idea.


old splat problem was a result of a bug, that amplified splash damage. old SRM damage also used to be 2.5 and it is 2.0 now.

If a mech risks walking all the way up to 90m range it should be rewarded IMO.

Edited by Tennex, 16 July 2013 - 11:50 AM.


#10 Urdnot Mau

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Posted 16 July 2013 - 12:10 PM

I got a kill with them. 6 pack + 4 pack + 2 pack. Nice ;)

Edited by Urdnot Mau, 16 July 2013 - 12:10 PM.


#11 TexAce

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Posted 16 July 2013 - 12:11 PM

The punch of my 8R is finally back...WHEN they hit. Meaning hit registration is still off. Had at least 5 situations where I fired all 4 SRMs and they did not registered any damage, crosshair stayed yellow. And It was a clear hit, I'm slow, the enemy was slow and in range (150meter) so cleary a hit registration bug.

UPDATE: its getting worse. Last match half of my SRM alphas did not register on the enemy. They did register in the final damage score but they didnt do any harm to the enemy at all.

Edited by TexAss, 16 July 2013 - 12:49 PM.


#12 Flying Blind

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Posted 16 July 2013 - 12:28 PM

I really appreciate the srm buff. SRM damage feels pretty much right at the moment. I would love to have a very short distance of tight pattern before they spread out, maybe 50-ish meters. I would love to see standard guidance SRMs be good at very close range like under 50m and then spread a lot while Artimis SRMs only spread a little and stay tight-ish all the way out to 270 pretty much like they are now.
What this would do is make standard guidance viable for fast mechs that are willing to get into knife fighting range but make it so if you want to be any more than 50m or so out you would really do better with ASRM. Arti SRMs should be better in the majority of cases and not worse in any but there should be some over lap were standard is just as good or at least not significantly worse. If we don't do something like this we will be in a spot where Artemis is a required upgrade much like double heat sinks.

Tldr: SRMs took a step in the right direction today, thanks for the buff PGI. Also having streaks do less damage than regular SRMs is the right idea. Streaks at 1.5 are ok, SRMs are not. Even once hit reg is fixed SRMs need to stay 2.0 this is the correct damage for SRMs.

Edited by Flying Blind, 16 July 2013 - 12:31 PM.


#13 KitK

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Posted 16 July 2013 - 12:38 PM

View PostTennex, on 16 July 2013 - 11:49 AM, said:

If a mech risks walking all the way up to 90m range it should be rewarded IMO.


If by rewarded you mean shot on sight, preferably focus fired, then yes. Otherwise, by your rationale I should expect to be permitted to deliver a massive damage reward for any and every other tactical, challenging, accidental or idiotic choice/maneuver I manage to pull off. In other words, your suggestion screams GIVE ME MY LOL TROLL GUN, but lacks any shred of concern for actual game balance and improvement. It has just taken me this long to figure out that your repeatedly posted graphic is actually a selfish joke instead of a serious suggestion.

#14 Donkehote

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Posted 16 July 2013 - 02:29 PM

A very good patch indeed!

the SRM damage brings the brawl back, and the heat nerf seems to make it a little less of a ppc snipe fest, although could be that people are switching from ppc's to srm's

#15 Gulinborsti

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Posted 16 July 2013 - 02:45 PM

The difference is small, but noticable. SRMs got a bit more punch back.
However, it seems that the hit detection is still the core problem, some volleys I fired did almost no damage although dead true in the target.

#16 AntharPrime

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Posted 16 July 2013 - 04:16 PM

My Streaks are firing all over the place at odd angles, most of the time they are targeting the legs of the mech even on level ground. There is no point in carrying them with this change, they should target center mass at all times only hitting arms or legs if they get in the way of the trajectory.

Also, Streaks should do the same damage as SRMs. That is all.

Edited by AntharPrime, 16 July 2013 - 04:17 PM.


#17 Maple Nachiman

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Posted 16 July 2013 - 04:36 PM

At first glance the game actually feels somewhat balanced again. Different strategies/compositions such as heavy or fast brawler and even snipers are still playable. definitely a step in the right direction but more need still needs to be done

#18 codynyc

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Posted 16 July 2013 - 04:40 PM

streaks feel useless. If you want to spread the damage fine but add a slight damage buff to make them worth taking

#19 Maple Nachiman

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Posted 16 July 2013 - 04:47 PM

as for the streaks, give us streak4s and 6s...

#20 Victor Morson

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Posted 16 July 2013 - 05:00 PM

SRMs are made "Alright" at the expense of making SSRMs horrendous.

I'm calling it a wash.





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