Pardon Me, OP, but what video game are you playing?
I'm playing Mechwarrior: Online, and not only do I see SRMs being used almost every match, I have them equipped to several of My mechs. Yeah, their hit detection seems a little wonky, but they still work in Tactical Hugs brawling situations. I'm currently running an Orion-K with two med lasers, two ER large lasers, two SRM-4s, and an AC10. SRMs are just fine as secondary weapons.
Edited by Majorfatboy, 27 September 2013 - 05:16 PM.
Khavi Vetali, on 27 September 2013 - 08:07 AM, said:
Use them as secondary or tertiary weapons on quite a few builds. They have a place. Just not against light mechs, as that is what they have the most hit registration and damage registration issues with.
I have actually managed to hit myself with SRM's when running at full speed in light mechs. These things simply don't mix.
SRMs seem fine to me but I think they really need a fast mech to be effective because as pointed out they are slow as hell and hard to hit with at any kind of range. I have had great games in a QKD-4H with 3 SRM6 launchers. It's fast and agile enough to take the missiles in close against big mechs. Preferred range of engagement - pointblank. Puts up very satisfying damage numbers.
1- their damage looks more impressive than it actually is since only a portion of it is useful damage that's actually going where you're aiming
2- missiles are the only weapons with absolute ranges whereas other weapons have optimal ranges and then max ranges that are double or even triple their optimal range where they can still be somewhat useful.
3- while the *useful* damage of the SRM is still better than that of the longer range weapons available in the ballistic and energy categories, it isn't nearly enough so that it's worth the risk of dropping onto a map like Alpine. Unless you have a lot of cover to move into position to use them, whatever extra damage you would have gained against an opponent from using SRMs is more than offset by all the extra damage taken while attempting to get into position to use them.
Overall my call...stick to standard lasers and autocannons on your builds. That's pretty much the way to go.
Captain Stiffy, on 27 September 2013 - 08:06 PM, said:
I know, you'd think - right? I normally have a ping below 20.
Now this doesn't make much sense.
At least for lasers and ballistics I noticed that low pingers aka. LPB cut through lagshield.
I can't be to sure for SRMs.
I believe SRM has more than 1 hitreg problem, including Streaks.
High ping and close range weapons normally do not mix well. (It is really hard to where your hitting a high pinger or low pinger in the heat of battle... So you never know when HSR works or when it is just SHAT!)
Example is shown here once my splitscreen starts at 4min 26s:
When it high ping vs high ping, HSR simply does not work at close range.
My current theory is that HSR updates at intervals of maybe 100ms.
At close ranges and high speeds, HSR is not able to compensate the positional information of the lagging mechs well enough or fast enough, causing all this hitreg problems.
Edited by ShinVector, 29 September 2013 - 06:23 PM.