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Any Word On Fixing Srms Yet?


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#1 Mcchuggernaut

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Posted 08 September 2013 - 09:37 PM

Just wondered if anyone might have heard something I haven't on what the devs plan to do with SRMs. Is the horrendous spread going to stay the same? I know that they aren't doing the damage they are supposed to right now as a temporary measure, so what do they plan to do about it? I run a Stalker build with a lot of SRMs, and while in the right situations it is quite deadly (legging lights, getting right in someone's face and giving them a sixty point alpha to the face, and making people back off with the smoke, sound, and their whole mech damage display lighting up like a pinball machine.) it seems to still be a bit under-powered and has some real issues with hit registration. It's like a roll of the dice every time I fire a cloud of missiles. Sometimes the enemy disintegrates like wet cardboard in a blender, and sometimes it just doesn't seem to do anything but irritate the enemy and let them know your shooting at him. Anyone know something I don't?

#2 Kanatta Jing

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Posted 08 September 2013 - 09:41 PM

SRMs are pulling the full 2.0 damage currently. Any damage loss you experience is from hit reg issues.

As further hit reg fixes are performed the damage of the SRM will be pulled back to 1.5.

If your damage seems massive and random, it is because it is.

#3 Mcchuggernaut

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Posted 08 September 2013 - 09:55 PM

Thanks for the info. Yeah, it really is about as random as you can get. If my hits register, light mechs say goodbye to your legs. Other times, I see the missiles hit and get a red cross-hairs, but it does nothing. In the testing grounds it almost ALWAYS takes a leg off in one shot, so it has to be hit registration over the interwebs being all screwed up. Kinda hard to use testing grounds to actually test your builds when it behaves completely differently than the actual multiplayer game. Until this gets fixed I guess I am doomed to gamble and hope it isn't one of those games where I can't hit a cow's arse with a banjo.

#4 Royalewithcheese

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Posted 08 September 2013 - 10:31 PM

View PostKanatta Jing, on 08 September 2013 - 09:41 PM, said:

As further hit reg fixes are performed the damage of the SRM will be pulled back to 1.5.


Ugh, I really hope they don't actually go through with this. Wasn't 1.5 supposed to be a temporary value while they were fixing splash damage?

#5 Mcchuggernaut

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Posted 08 September 2013 - 10:41 PM

That's what I thought. Even if they "fix" hit registration and splash damage, if you then nerf the damage SRMs do they will still be useless. The might all hit, but no one will use them because they don't do the damage to get the job done. They already have the huge disadvantages of very short range and no lock-on so you have to be very proficient at using terrain to get close and at leading your target. Let them have some power. If someone is dumb enough to get close to an SRM boat they deserve to get shredded, just like it's stupid for an SRM boat to engage a gauss, ppc, lrm, or large laser mech over open ground. I think a hard-hitting SRM is just fine and would balance with the strengths and weaknesses of other loadouts.

Edited by Mcchuggernaut, 08 September 2013 - 10:45 PM.






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