

Srms Suck
#21
Posted 05 September 2013 - 05:06 PM
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
Posted 05 September 2013 - 10:41 PM
Edited by Colonel Pada Vinson, 05 September 2013 - 10:41 PM.
#23
Posted 06 September 2013 - 01:03 AM
#24
Posted 06 September 2013 - 01:05 AM
#25
Posted 06 September 2013 - 01:32 AM
#26
Posted 06 September 2013 - 01:34 AM
#27
Posted 06 September 2013 - 05:01 AM
Artgathan, on 05 September 2013 - 10:39 AM, said:
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)
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
Posted 06 September 2013 - 05:48 AM
Colonel Pada Vinson, on 05 September 2013 - 10:41 PM, said:
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.
Shifty Eyes, on 06 September 2013 - 01:03 AM, said:
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).
TexAss, on 06 September 2013 - 01:05 AM, said:
Perhaps. Even if HSR was working 100% I think SRMs would be a little lackluster.
NineTails, on 06 September 2013 - 01:32 AM, said:
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.
Lefteye, on 06 September 2013 - 01:34 AM, said:
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.
Andross Deverow, on 06 September 2013 - 05:01 AM, said:
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
Posted 06 September 2013 - 06:37 AM
We have no idea if they are strong or weak right now as this bug hold them down.
#30
Posted 06 September 2013 - 06:44 AM
#32
Posted 06 September 2013 - 07:27 AM
Quote
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
Posted 06 September 2013 - 07:37 AM
Khobai, 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
Posted 06 September 2013 - 07:45 AM
#35
Posted 08 September 2013 - 09:55 AM
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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