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Srms Vs Ssrms


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#1 Tyranids

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Posted 12 September 2013 - 02:10 PM

.

Edited by Tyranids, 30 January 2021 - 01:21 PM.


#2 zagibu

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Posted 12 September 2013 - 02:32 PM

SRMs are better against bigger, slower mechs, while SSRMs are better against fast targets. SSRM4 could work, but SSRM6 would probably be too good against light mechs and completely remove the non-ECM lights from the battlefield. I'm still for trying it out, though, there should be more trial and error in game balancing.

#3 RandomLurker

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Posted 12 September 2013 - 05:46 PM

SSRM4/6 are Clan Tech and will undoubtedly show up when the clans do. I agree with zagi, they will take light mechs off the field. I'm not looking to a lot of things about the clans arriving, actually.

#4 Lil Cthulhu

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Posted 12 September 2013 - 05:59 PM

SSRM6, and people thought the SRM Cat was bad.

#5 Angel of Annihilation

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Posted 12 September 2013 - 08:16 PM

The issue with Streaks is that they are so unreliable due to the spread mechanics they have build in. 4 Streaks SRM2s will output 20 damage but that damage will be all over the mech with 2.5 damge here and 2.5 damage there. It really isn't even all the effective against lights other than it usually shakes them up enough that they go find an easier target.

SRMs on the other hand do massive, fairly concentrated damage, where you need it to go if you are a decent shot anyway. It is even better with Artemis.

To try to give an example, I can't even count the number of point blank range fights I have seen lost because the Streak missiles they had mounted would go off and seek very mildly damage arms and legs instead of hitting a badly damaged CT and helping to finish off the enemy.

That being said, I think Streaks are a decent filler weapon for a bit of extra damage, ie great for when your build primarily relies on other weapons for damage. For example I run my Heavy Metal with 3 LL (ghost heat and all) plus a UAC/5 as my primary weapons. This is alot of killing power in and of itself and doesn't really need anything more to be dangerous. Still I have extra tonnage and 2 missile slots so I dropped in a couple Streak SRM2s just to get a little extra guarenteed damage when it gets close an personal and to scare off the lights. The main point is that I don't NEED the rely on the Streaks to kill things.

Now as far as the Clans, well yeah we will have Streak SRM4s and SRM6s. Still even then the damage output will be unreliable. Even 4 SSRM6s which theoretically can do 60 points of damage, will only be doing roughly 7 damage per section each volley. That will be tough on lights but against even a medium mech, it would take something like 7 full volleys to core it out or roughly 25 seconds of sustained firepower.

#6 The Boz

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Posted 12 September 2013 - 11:31 PM

View PostViktor Drake, on 12 September 2013 - 08:16 PM, said:

The issue with Streaks is that they are so unreliable due to the spread mechanics they have build in.

I stopped using missiles of all kinds for precisely that reason.
Well, that, and the slow, awkward projectile shotgun pattern thing.

Edited by The Boz, 12 September 2013 - 11:32 PM.


#7 Thorqemada

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Posted 12 September 2013 - 11:38 PM

If you go for SSRM or SRM you will need to have at least 6 or 12 tubes of them:

Fighting Lights + Cicada = SSRM2 x3
Fighting anything else = SRM6 x2, SRM4 x3

PS: BAP is mandatory when using SSRM!

Edited by Thorqemada, 12 September 2013 - 11:41 PM.


#8 Kaeb Odellas

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Posted 13 September 2013 - 05:28 AM

Hit registration for SRMs are too unreliable at the moment. I see too many salvos get swallowed up by the void. At least with streaks, you're guaranteed to hit something, unless you get out-ECMed or you fight in tricky terrain.

#9 Jestun

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Posted 13 September 2013 - 05:30 AM

ssrm is not 100% accurate and never will be unless they fly THROUGH cover / terrain. A moving mech can avoid being hit by getting behind cover.

the only time it is 100% accurate is against a stationary mech which is in the open. And realistically any half decent mechwarrior should be getting 100% accuracy with any weapon in that situation.

#10 Joseph Mallan

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Posted 13 September 2013 - 05:39 AM

I prefer SRMs. SSRMs are limited to deuce racks so ou are restricted to paper cutting the enemy to death. And Since the streaks are powerless v ECM, my standard SRMs are better at blasting those pesky ECM lights.

Edited by Joseph Mallan, 13 September 2013 - 05:39 AM.


#11 -Muta-

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Posted 13 September 2013 - 05:51 AM

SSMR6 sounds beastful

#12 627

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Posted 13 September 2013 - 05:52 AM

Streaks at the moment are a niche - they are good for light hunting (or better light legging) and they are kind of crit seeking when armor is gone but that's it.

And you have to dedicate you mech to it, which only leaves some "viable" streak mechs with at least 4 missile slots and some backup/finishing weapons.

#13 Raidyr

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Posted 13 September 2013 - 05:55 AM

With the spread mechanics for streaks SSRM2's are basically SRM2's that never miss a mech but are impossible to accurately hit with. This keeps them within the role of easy to use and reliable methods of dealing damage without expending too much heat or wasting too much tonnage on ammo. SRM4's and SRM6's are more standard purpose brawling weapons.

#14 Joseph Mallan

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Posted 13 September 2013 - 05:58 AM

View PostMutaroc, on 13 September 2013 - 05:51 AM, said:

SSMR6 sounds beastful

They should be by comparison.

#15 General Taskeen

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Posted 13 September 2013 - 06:29 AM

If you like weapons that don't require your brain for less processing, then use the MWO SSRM™ - Watch as Taskeen's terrifying stock commando's gets pummeled by Easy Streaks™!

#16 Joseph Mallan

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Posted 13 September 2013 - 06:47 AM

View PostGeneral Taskeen, on 13 September 2013 - 06:29 AM, said:

If you like weapons that don't require your brain for less processing, then use the MWO SSRM™ - Watch as Taskeen's terrifying stock commando's gets pummeled by Easy Streaks™!

With the exception of adding a Nerf to target lock (and that is only cause some cannot accept a guided Missile) Streaks are doing what they are built for. Efficient ammo dependent weapon. We are playing at war, The easier it is to kill the enemy the better for the soldier/warrior.

I was a Grenadier most of my enlistment. I liked that I could kill a bunch of enemies in one trigger pull! Less thinking good!

Edited by Joseph Mallan, 13 September 2013 - 06:48 AM.


#17 Zyllos

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Posted 13 September 2013 - 06:50 AM

Technically, most weapons should be dealing more spread of damage instead of everything being 100% concentrated into a single point.

SRMs/SSRMs are some of the most balanced weapons in the game (as soon as SSRMs and SRMs have the same damage, it will be 100% balanced).

LRMs are almost there. They need to perform just like SSRMs except in swarms of 5 LRMs. Obviously disregarding ECM, which really needs to be redone.

Most other weapons have issues with either pin point accuracy or not effective with the current damage mechanics.

Edited by Zyllos, 13 September 2013 - 06:51 AM.


#18 Narcissistic Martyr

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Posted 13 September 2013 - 10:32 AM

View PostLil Cthulhu, on 12 September 2013 - 05:59 PM, said:

SSRM6, and people thought the SRM Cat was bad.


Clan LRMs weight half as much and don't have a minimum range. Basically, SSRM6s aren't worth worrying about.

#19 Joseph Mallan

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Posted 13 September 2013 - 10:38 AM

SSRM6 are a definite 15 points of damage (AMS excluded) for 3 tons, I prefer that over a Clan LRM.

#20 aniviron

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Posted 14 September 2013 - 11:19 AM

View PostViktor Drake, on 12 September 2013 - 08:16 PM, said:

The issue with Streaks is that they are so unreliable due to the spread mechanics they have build in. 4 Streaks SRM2s will output 20 damage but that damage will be all over the mech with 2.5 damge here and 2.5 damage there. It really isn't even all the effective against lights other than it usually shakes them up enough that they go find an easier target.

SRMs on the other hand do massive, fairly concentrated damage, where you need it to go if you are a decent shot anyway. It is even better with Artemis.

To try to give an example, I can't even count the number of point blank range fights I have seen lost because the Streak missiles they had mounted would go off and seek very mildly damage arms and legs instead of hitting a badly damaged CT and helping to finish off the enemy.

That being said, I think Streaks are a decent filler weapon for a bit of extra damage, ie great for when your build primarily relies on other weapons for damage. For example I run my Heavy Metal with 3 LL (ghost heat and all) plus a UAC/5 as my primary weapons. This is alot of killing power in and of itself and doesn't really need anything more to be dangerous. Still I have extra tonnage and 2 missile slots so I dropped in a couple Streak SRM2s just to get a little extra guarenteed damage when it gets close an personal and to scare off the lights. The main point is that I don't NEED the rely on the Streaks to kill things.


You must not be running lights if you don't think SSRMs aren't that good against lights. The moment they went back to 2.5 damage/missile, they regained their status as the go-to weapon in light-vs-light combat. Sure, they don't all hit the CT now; now they mostly go for the legs, which makes them far, far more dangerous to every light except the Jenner. 5/shot doesn't sound like much, but when you're firing a guaranteed 10-15 damage per volley and your light has 200 armor total, you still melt pretty quickly. The only defense against streaks is to have more of your own streaks.

SRMs are fine against anything 70 tons or more, but don't waste your ammo if it's 40 tons or less. Even against shutdown lights, I get volleys of 12-24 SRMs that make the armor flash but not change colours. Something is very very wrong. I'd love to run my Raven 3L and 2X as straight SRM carriers like they're intended to be, but even when I can land my volleys on the other lights, they don't hit, at all. Nothing quite like the letdown of pegging a Jenner or Spider out of midair with a massive missile alpha full of explosions and death only for the crosshair and paperdoll to agree that you actually did no damage.

Even if SSRMs are random damage, at least they're damage instead of no damage.





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