Gelion, on 29 July 2013 - 07:56 AM, said:
HSR on missiles are definitely out of whack with the rest of anything at the moment. This is in particular relation to srm's which seem to deal damage based on luck than skill, and their damage in an alpha is not as large as chain firing them for some strange reason. PGI needs to get to work on this.
Well, on SRMs here's what I have noticed:
- The larger the SRM volley, the larger the spread.
- The tube-matching glitches are causing some other serious issues. On the Victor, 3x SRM6 trying to fire fast-cycle (holding trigger down so the weapons fire as soon as reloaded) on an opponent leads to:
1st volley - 12 SRMs and then 6 followup
2nd volley - 4-6 srms in a cycle volley till it hits 18
3rd volley and beyond - basically chainfire anyways, because the launchers start their reload timer "when the last missile left the tube" and so the first SRM6 is halfway reloaded while the other two are still firing.
Now if you chainfire you get a tighter first spread, followed by properly matched tubing (volley of 6, volley of 6, volley of 6) on the same tighter spread over and over again for some reason. If you're firing at light mechs, a wider spread means more missiles that go wide; if you're firing at larger mechs, a wider spread = less damage than you expected near center mass where you were aiming.