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Srms Suck


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#21 jper4

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Posted 05 September 2013 - 05:06 PM

srms have been more of a "find something hurt then finish it" weapon since i started using them running a 3srm 6 w/artemis jager A and a couple MPLs. if i fight something undamaged the srms tickles them some. if i find something damaged- then the limbs start to fly off. but i don;t use them in many builds.

did start a ssrm-taro just for the heck of it. seems underwhelming so far- except against lights- only ran a couple matches so far. haven;t used ssrms much since the scatter was added since i usually only equiped one or two to scare the lights- while you can get legs now lights don't seem as worried about them anymore in small numbers

#22 Corvus Antaka

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Posted 05 September 2013 - 10:41 PM

they seem a bit hot for the damage. are you using artemis? srms can be nasty if used properly.

Edited by Colonel Pada Vinson, 05 September 2013 - 10:41 PM.


#23 Shifty Eyes

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Posted 06 September 2013 - 01:03 AM

I landed quite a few kills today with my Hunchie 4sp with dual srm 6. Could have just been luck. I dunno if they are perfectly balanced yet, but I feel like they aren't far off. Peeking out and blasting someone for 24 damage (spread out a bit) and then taking cover again feels satisfying.

#24 TexAce

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Posted 06 September 2013 - 01:05 AM

SRMs would be fine IF they would hit. At the moment half of my shots don't register AT ALL. It's really frustrating.

#25 NineTails

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Posted 06 September 2013 - 01:32 AM

Honestly, my experience with the 3xSRM6-A on my AS7-D-DC has been extremely positive. I've gotten kills on speeding lights with careful aim, and they seem to hit very hard on heavier targets at all. The spread is a problem, but the raw damage is quite good.

#26 Lefteye Falconeer

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Posted 06 September 2013 - 01:34 AM

It's a hit registration issue MOSTLY when you alpha them. If you stagger them they work pretty much fine, but with big SRM alphas, especially from closeby the majority of them doesn't register. Annoying as hell, especially if you sneak behind someone and shoot your 6SRM6 alpha in their back from point blank. 72 damage clearly on target... dealing as low as 15. To call it "depressing" would be an understatement. I strongly suggest not to alpha your SRMs until hit registration is fixed, or you ar ejust wasting ammo and accruing heat.

#27 Andross Deverow

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Posted 06 September 2013 - 05:01 AM

View PostArtgathan, on 05 September 2013 - 10:39 AM, said:

SRMs are a really weak weapon. After splashing countless mechs with SRM 12 / 24 Barrages, and watching their armor take minimal damage (I'm talking about firing a full volley at 10m into an Atlas, seeing the majority of the missiles strike one component, and only turning the armor yellow). I used to put SRMs on my mechs because they were good (a long time ago). Now they're there mostly as space fillers.

I bring this up now because the latest patch claimed to have HSR improvements (previously the defense for the weak SRMs was that "they'd be OP once HSR fixed them").

In my opinion there's two problems with SRMs:
  • They don't do enough damage
  • They spread too wide (yes, even with Artemis)
My point here isn't to suggest that SRMs turn into a high-damage pinpoint weapon. If they're meant to be armor strippers, keep the spread the way it is now and boost the damage. If they're meant to be more "precision" based weapons, keep the damage and tighten the spread.



Either way, something needs to be done. SRMs are a staple brawling weapon and right now they are severely lacking.

Its not that they do too low damage its the spread they have now. Usually half the missles completely miss unless artemis is used. Even then 2 of 6 miss for SRM6.

Poor design more than anything. I miss the figure 8 pattern from a while back...

Regards

Edited by Andross Deverow, 06 September 2013 - 05:01 AM.


#28 Artgathan

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Posted 06 September 2013 - 05:48 AM

View PostColonel Pada Vinson, on 05 September 2013 - 10:41 PM, said:

they seem a bit hot for the damage. are you using artemis? srms can be nasty if used properly.


Artemis is really only needed on SRM6 launchers, as the difference it makes on SRM4/2 is negligible. That said, I have a mix of mechs that use Artemis and go without it in my mech stable. I've been using an SRM Centurion (3 X SRM4 + 2 ML + LBX10) or (3 X SRM6 + 2 ML + AC/2) since closed Beta, so I'm fairly certain I'm using them correctly. They used to be my go-to weapon for short range firepower and I carried them on every mech that had missile hardpoints.

View PostShifty Eyes, on 06 September 2013 - 01:03 AM, said:

I landed quite a few kills today with my Hunchie 4sp with dual srm 6. Could have just been luck. I dunno if they are perfectly balanced yet, but I feel like they aren't far off. Peeking out and blasting someone for 24 damage (spread out a bit) and then taking cover again feels satisfying.


See, I can only ever get a kill with SRMs if the enemy is already heavily damaged (the internals are already deep red). I've seen a Jenner take an SRM12 volley to the CT after it's armor was stripped and it ran away with some orange internals (for reference, the internals on the Jenner CT have 22 Health, and SRM12 volley does 24 damage).

View PostTexAss, on 06 September 2013 - 01:05 AM, said:

SRMs would be fine IF they would hit. At the moment half of my shots don't register AT ALL. It's really frustrating.


Perhaps. Even if HSR was working 100% I think SRMs would be a little lackluster.

View PostNineTails, on 06 September 2013 - 01:32 AM, said:

Honestly, my experience with the 3xSRM6-A on my AS7-D-DC has been extremely positive. I've gotten kills on speeding lights with careful aim, and they seem to hit very hard on heavier targets at all. The spread is a problem, but the raw damage is quite good.


This is essentially the opposite of my experience. The spread would be ok if the raw damage output of my SRMs was high, but right now there seems to be no damage output.

View PostLefteye, on 06 September 2013 - 01:34 AM, said:

It's a hit registration issue MOSTLY when you alpha them. If you stagger them they work pretty much fine, but with big SRM alphas, especially from closeby the majority of them doesn't register. Annoying as hell, especially if you sneak behind someone and shoot your 6SRM6 alpha in their back from point blank. 72 damage clearly on target... dealing as low as 15. To call it "depressing" would be an understatement. I strongly suggest not to alpha your SRMs until hit registration is fixed, or you ar ejust wasting ammo and accruing heat.


I've experimented with this as well, but I didn't notice an improvement in hit detection of an alpha vs chain fired SRMs. I'll try it again. If this is the case (the SRMs must be chain fired for good hit detection), this means that carrying large numbers of SRM launchers is useless for brawling.

View PostAndross Deverow, on 06 September 2013 - 05:01 AM, said:

Its not that they do too low damage its the spread they have now. Usually half the missles completely miss unless artemis is used. Even then 2 of 6 miss for SRM6.

Poor design more than anything. I miss the figure 8 pattern from a while back...

Regards


I wouldn't say half the missiles miss; 5 of 6 impact the target - they just don't impact the components I want them too. I also enjoyed the figure 8 patterns. They were looked awesome and rewarded players who knew how to use SRMs.

#29 MrZakalwe

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Posted 06 September 2013 - 06:37 AM

SRMs currently suffer from massive hit detection problems and frequently don't register damage and haven't since splash was removed.

We have no idea if they are strong or weak right now as this bug hold them down.

#30 Stoicblitzer

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Posted 06 September 2013 - 06:44 AM

so much false info here. ams doesn't shoot down regular SRMs guys.

#31 Artgathan

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Posted 06 September 2013 - 07:22 AM

View PostStoicblitzer, on 06 September 2013 - 06:44 AM, said:

so much false info here. ams doesn't shoot down regular SRMs guys.


AMS definitely does shoot down regular SRMs - pay attention the next time you use them and you'll see.

#32 Khobai

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Posted 06 September 2013 - 07:27 AM

Quote

I never mentioned SSRMs in the OP. SSRMs are also pretty useless, but for different reasons.


Not really. SSRMs are far from useless. Especially since theyre better than SRMs. So theres not a whole lot of other options for missile slots besides Streaks.

#33 Artgathan

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Posted 06 September 2013 - 07:37 AM

View PostKhobai, on 06 September 2013 - 07:27 AM, said:


Not really. SSRMs are far from useless. Especially since theyre better than SRMs. So theres not a whole lot of other options for missile slots besides Streaks.


SSRMs are only useful is fired in large volleys. One or two SSRM2s are laughable. The 16% Chance to deal damage to the CT (and the fact that they target destroyed components). This means that the SSRM2 deals roughly 0.228 DPS to the CT, making it inferior to an MG.

#34 Corvus Antaka

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Posted 06 September 2013 - 07:45 AM

SSRMS are incredibly useful for shredding lights.

#35 Dyrael

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Posted 08 September 2013 - 09:55 AM

I used to use SRMs on pretty much every mech I had during the "good old days" when they had buggy splash damage and one blast from my 3xSRM6 Atlas would core out any medium in one hit. Now I find they do next to no damage when they hit, even after the boost to 2.0 damage. They only seem to scratch the paint on mechs, bringing them from grey to yellow or orange armor at best. They only seem to work moderately well on large mechs who have critical internals, but then any weapon would work on that, making SRMs barely useful.

The new SRM flight path is good; you can actually use them more or less out to 270m, and I'm very glad they boosted the damage to 2.0, but it isn't nearly enough. They cannot be used past 270m, are very hard to use near their max range due to their travel speed, have a large damage spread and can be shot down by AMS. Taking all of that into account they should definitely get a damage boost.





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