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Haven't See Srm In Months


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#21 Elfman

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Posted 27 September 2013 - 04:11 AM

uhm the fired is per missile so srm 1 trigger pull you get 4 fired on stats and for srm 6 you get 6 so its 1292*2 or 168*2 :)

Edit or otherwise for the 1 match with the Kintaro I would have had to used 672 rounds of missiles when I only carry 3 tonnes or 300

Edited by Elfman, 27 September 2013 - 04:13 AM.


#22 AlmightyAeng

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Posted 27 September 2013 - 05:40 AM

View PostColonel Pada Vinson, on 27 September 2013 - 12:09 AM, said:

with artemis they dont spread much. They can be hard to hit with since they need lead time and without artmeis some will miss med/small mechs and spread on bigger ones. Can be a bit hot.

Still, 2 volleys from 3 SRM6 and a little secondary fire can open up and shred a mech very quickly in very few volleys. the splatcat is hugely dangerous even today.


Agreed. Took out the Victor last night with 3 SRM6 (no artemis), AC20 and 2 medium lasers. Turned a corner, found a nearly fresh Ilya...hit it dead center and watched it collapse...SRM's aren't useless---in groups or as a secondary weapon system they do just find.

Edited by Ghost Badger, 27 September 2013 - 05:41 AM.


#23 Sir Ratburger

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Posted 27 September 2013 - 07:46 AM

I got 3 x 6 with Artemis on my Atlas and they do a hell of a lot of damage when used in the right situations, I havent found a weapon that can strip the armour off and around the Centre torso so effectively ready to be finished by my two large pulse lasers Mwahahaha!

#24 Khavi Vetali

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Posted 27 September 2013 - 08:07 AM

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.

Edited by Khavi Vetali, 27 September 2013 - 08:08 AM.


#25 MeiSooHaityu

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Posted 27 September 2013 - 08:13 AM

SRMs are out there, but I don't think they are AS common. I know I changed out my SRMs for LRMs on my Cat C1. Then again, that mech has been difficult to use in an up close fight with some of the newer mechs.

Besides, I thought the Kintaro was an SRM god (5 missile hardpoints and fast). I would imagine that thing is pretty nice to use with SRMs.

#26 Sug

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Posted 27 September 2013 - 09:26 AM

View Postaniviron, on 27 September 2013 - 01:16 AM, said:


SRMs work fine against pretty much everything over 50 tons. On Hunches and Blackjacks, the damage is unreliable. On every light, firing SRMs is just wasted ammo and heat, you're better off not bothering. When SRMs were partially un-nerfed back to 2.0 damage/missile, Paul admitted that there were severe registry problems with SRMs, and said they were working on them, but there hasn't been any progress made towards fixing that at all, apparently.


View Postdario03, on 27 September 2013 - 01:04 AM, said:


Its not new but as with most problems it seems to be a sometimes for some people kind of thing. I'm pretty sure the devs even said theres a problem and that's why srm damage was bumped back up a bit to 2/missle.


The story I remember is SRMs were doing crazy damage because each missile dealt damage in a wide circle that if it overlapped sections on a mech it would do equal damage to each section instead of spreading it out. So hitting a mech in the side torso with a single SRM would do 2.5 damage to the side torso, the arm, the center torso, and the leg. A single SRM6 shot was doing 50ish damage sometimes.

So the devs nerfed the damage, then nerfed the spread, then had us vote on whether we wanted the damage or the spread back, we picked damage so now SRMS do 2 pin point damage each. Which still makes the SRM6 a semi ok weapon with a slight learning curve of allowing for the firing delay and leading your target. Effective against lights with some finesse and best against big slow targets.

View PostMeiSooHaityu, on 27 September 2013 - 08:13 AM, said:

Besides, I thought the Kintaro was an SRM god (5 missile hardpoints and fast). I would imagine that thing is pretty nice to use with SRMs.


I don't think i've ever seen a Kintaro boating SRMs. I imagine it can't handle the heat.

#27 Royalewithcheese

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Posted 27 September 2013 - 09:36 AM

View PostKhavi 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.


Which is really too bad - back in the day they were one of my favorite answers to lagshield.

#28 TexAce

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Posted 27 September 2013 - 09:48 AM

hit registration is so bad on SRMs for me now, that I even switched some of them to streaks and removed the others completely. Yeah, streaks. That's how bad the hitreg is.

Edited by TexAss, 27 September 2013 - 09:52 AM.


#29 Jman5

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Posted 27 September 2013 - 10:04 AM

View PostMadCat02, on 26 September 2013 - 03:42 PM, said:

Is it just me or nobody uses srm anymore . I know i haven't see one in 500 games .

Myself i stoped using them after ghost heat because combination of 20 srms and 5 lasers is as dps efficient as chainfiring 3 ER-PPC .

Especially with 4 large maps i don't know if i ever gona use srm again .

If you haven't seen them, you're not paying attention because they are incredibly common. I see them nearly every game.

#30 Gizmoh

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Posted 27 September 2013 - 10:22 AM

View PostMeiSooHaityu, on 27 September 2013 - 08:13 AM, said:

SRMs are out there, but I don't think they are AS common. I know I changed out my SRMs for LRMs on my Cat C1. Then again, that mech has been difficult to use in an up close fight with some of the newer mechs.

Besides, I thought the Kintaro was an SRM god (5 missile hardpoints and fast). I would imagine that thing is pretty nice to use with SRMs.


I run a KTO-20 with 3 SRM6's and 2 LL's and yeah, it hits like a truck and overheats like crazy.

#31 jakucha

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Posted 27 September 2013 - 10:29 AM

They might have hit detection issues, but I still use them to good effect.

#32 PEEFsmash

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Posted 27 September 2013 - 10:29 AM

SRMs are bad right now. 2.5 damage is necessary.

#33 aniviron

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Posted 27 September 2013 - 11:39 AM

View PostSug, on 27 September 2013 - 09:26 AM, said:

The story I remember is SRMs were doing crazy damage because each missile dealt damage in a wide circle that if it overlapped sections on a mech it would do equal damage to each section instead of spreading it out. So hitting a mech in the side torso with a single SRM would do 2.5 damage to the side torso, the arm, the center torso, and the leg. A single SRM6 shot was doing 50ish damage sometimes.

So the devs nerfed the damage, then nerfed the spread, then had us vote on whether we wanted the damage or the spread back, we picked damage so now SRMS do 2 pin point damage each. Which still makes the SRM6 a semi ok weapon with a slight learning curve of allowing for the firing delay and leading your target. Effective against lights with some finesse and best against big slow targets.


History lesson time!

For a long time, SRMs had a modest splash damage radius, and were doing 2.5 damage/missile, and they were neither too good nor too bad. Eventually, the splash damage radius was upped in an attempt to try and compensate for the fact that SRMs do not benefit from target convergence like most other weapons- the idea was that if you hit the chest, at least some damage would be dealt where you wanted it, e.g. the center torso. Unfortunately, this made SRMs too good, and this is when you first start seeing splatcats. Not long after, splash is removed entirely, but this actually caused more problems than it fixed, and made the damage go way way up for buggy reasons. The fix to this was to give SRMs the smallest possible splash damage radius that didn't make them bug out. For reference, after the blast radius was increased, each missile hit with a 5m explosion radius, half to 2/3 the width of an Atlas. They now hit with a 5cm blast radius, which means that for all practical intents and purposes, they deal no splash.

SRMs deal damage not to sections like left torso, right leg, etc., but rather to 'subsections' of a mech. For a long time they would one-shot commandos and other small mechs because a torso shot meant that every single subsection on the mech got hit, and they could take as much as 18dmg/missile in extreme cases; on the other hand, very large mechs with widely spaced components would take much less damage per missile, as the missiles themselves were no longer doing the full 2.5/shot on impact, and the splash was being counted on to make up some of the lost damage.

This is the most recent technical data I have. I have to assume that there were pretty major revisions of how the SRM works, because the current state of the missile damage works the opposite of how it once did. Small targets are now practically immune to SRM damage even when standing still, and large targets now take extra damage. This was confirmed in a dev post by Paul; he asked if we wanted an SRM damage buff as a stopgap measure. He was against it, arguing that the underlying issue would be fixed soon and we would be left with OP SRMs once they were registering hits properly against all targets. This fix has never materialized, however, and the current state of SRMs leaves them as acceptable against assaults and most heavies, and a bad choice against all other targets.

#34 Khobai

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Posted 27 September 2013 - 12:07 PM

strong SRMs is a requirement to get us out of the current sniping meta.

#35 Ngamok

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Posted 27 September 2013 - 01:13 PM

Friend of mine uses them on his Stalker and can pretty much take out any medium to slow moving target in a few seconds if he aims good.

#36 Flagrant

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Posted 27 September 2013 - 01:15 PM

Dropped all missiles in my atlas ddc and haven't looked back. Even took them out of my AWS 9M and concentrated on more heatsinks.

#37 SethAbercromby

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Posted 27 September 2013 - 01:37 PM

I didn't really see much problems with the hit detection on my Stalker 5S (2xSRM6). I only use them to weaken the armor of heavy targets though, so hitting isn't that much of a problem in the first place. My primary reliance for damage are my 2 ER Large Lasers and quad Medium Lasers anyways so I'm only using them for secondary damage (I'm also an utter crapshot with only 39.90% accuracy, but I'm slowly getting there...).

#38 Screech

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Posted 27 September 2013 - 01:46 PM

They need to address the flight paths on these still. They still shoot like bottle rockets. The spread pattern on them shouldn't be random, it should be consistent and then have the spread tuned till it is balanced right.

#39 KharnZor

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Posted 27 September 2013 - 02:20 PM

View PostMadCat02, on 26 September 2013 - 03:42 PM, said:

Is it just me or nobody uses srm anymore . I know i haven't see one in 500 games .

Myself i stoped using them after ghost heat because combination of 20 srms and 5 lasers is as dps efficient as chainfiring 3 ER-PPC .

Especially with 4 large maps i don't know if i ever gona use srm again .

I call BS. There's srms in every game.
I've had srms on almost every mech I've ever fielded and will continue to do so for the foreseeable future.

#40 Appogee

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Posted 27 September 2013 - 02:21 PM

View PostCaptain Stiffy, on 26 September 2013 - 04:01 PM, said:

Hit detection on SRM's is broken. Nobody uses them because they are absolutely unable to do reliable damage.

It is?

Did that happen recently?

I have been running a Kintaro and perhaps suddenly understand why I can't seem to kill a damn thing in it anymore.





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