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[Idea] Better Simulation Of Ssrms That Is Clan Tech Balanced


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#1 Lightfoot

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Posted 21 August 2013 - 08:25 AM

The current SSRMs are not a good simulation, seeming more like a dice roll for 7 hitboxes. Everything else in MWO depends on aim or direction of the impact and is up to the player to use correctly.

Current SSRMs will hit a wall when Clan versions arrive that can launch much larger volleys 360 meters. Light mechs could be stripped of weapons or destroyed in just a few volleys of 3xSSRM6.

SSRMs are always a major threat to Light mechs, but you could go back the the earlier style of targeting if you made SSRMs appropriately less agile so that it becomes difficult to hit a weaving Light mech or fast Medium. This is how it was handled in MechWarrior 3 and Light mechs easily dodged SSRMs most of the time in that game. That allows you to lower the damage per missile also while giving players the satisfaction of SSRMs that actually hit vital areas of mechs when firing is executed correctly. They would be more damaging to Assaults and do the least damage to Lights which is the correct balancing I am thinking.

So the end result would be a fast mech could be running into SSRMs and dodge left or right and the SSRMs would fly past and not be able to turn tightly enough to hit. Similar when trailing, the mech just has to out-turn the SSRMs.

#2 General Taskeen

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Posted 21 August 2013 - 09:07 AM

Basically making SSRMs work how they should in a Mech Warrior game, as has been done in Mech Warrior3, MechWarrior4, and Mech Warrior: Living Legends, giving a skilled user that certain satisfaction that they are able to make their SSRM missiles land on target with skilled aim by accounting from missile agility, etc.

SSRMs and UAC/s have been turned into some sort of psuedo rolling dice mechanics, when that simply doesn't work in a real-time MW game.

#3 rgreat

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Posted 21 August 2013 - 09:26 AM

I'd rather to have SSRM's be harder to lock on on fast moving targets, while allowing them to fire without lock at all in SRM mode.

#4 Lightfoot

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Posted 22 August 2013 - 07:39 PM

I am looking at the arrival of Clan SSRMs which are not only in 4 and 6 pak versions, but they are 360 meter range which is going to make lock-ons much easier. So they could increase the lock-on time, but it would have less of an effect than at 270 meter range.

I just don't see current SSRMs being balancable in Clan versions. If they were less agile, but did normal center mass targeting they could be weaker, Light mechs could dodge them usually, but if they were targeted correctly, they would deliver solid damage and also be a moderate threat to slower Assault mechs.

The current SSRMs won't be balancable as Clan versions unless they are just nerfed-out, which is the wrong path to be sure.

#5 Lightfoot

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Posted 26 August 2013 - 07:39 PM

SSRMs that are much less agile but target like normal missiles (not a dice roll for 7 mech sections) should be considered.

If they are less agile than the Light mechs and fast Mediums then the damage they do is much less of a factor and creates a competition between the two players. One players evades and the other tries to fire the SSRMs at the right angle and moment. And SSRMs would be more effective against slow Assaults, less effective vs fast mechs, but still workable.

Then when the Clans come in with SSRM6 x3 or x4 they won't just steamroll Light mechs.





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