Srm2
#1
Posted 24 October 2013 - 01:37 PM
#2
Posted 24 October 2013 - 01:58 PM
And it would be nice to double SRM ammo (or maybe add 50 to 80 at least) also to match the ammo buff of other weapons.
http://mwomercs.com/...ost__p__2634673
#3
Posted 24 October 2013 - 02:18 PM
Edited by Slab Squathrust, 24 October 2013 - 02:18 PM.
#4
Posted 24 October 2013 - 02:32 PM
And you can check out the original TT ammo values here. An SRM 2 can fire 50 times so that should be 100 missiles. An SRM 4 fires 25 times so 100 again. The SRM 6 is where it's different at 15 times for 90 missiles.
LRMs and Ballistics got boosts, which was I figured that SRMs can use an ammo boost also.
#5
Posted 24 October 2013 - 03:28 PM
They travel only TT max range while lasers got doubled and ballistics got tripled
They do only TT damage while LRMs got a 10% and many laser got a boost
They're the last weapon type with an across the board hit detection problem
Despite being generally crappy, the large- and mid-sized version share a linked ghost heat penalty
#6
Posted 24 October 2013 - 03:36 PM
#7
Posted 24 October 2013 - 03:55 PM
focuspark, on 24 October 2013 - 03:28 PM, said:
They travel only TT max range while lasers got doubled and ballistics got tripled
They do only TT damage while LRMs got a 10% and many laser got a boost
They're the last weapon type with an across the board hit detection problem
Despite being generally crappy, the large- and mid-sized version share a linked ghost heat penalty
It's really the hitreg,
They used to have 2.5 damage, making an SRM6 a rapid fire scatter shot gauss rifle.
#8
Posted 25 October 2013 - 01:23 AM
Slab Squathrust, on 24 October 2013 - 02:18 PM, said:
Automatic damage spread. SRMs can be pretty precise with Artemis and/or close range. Streaks can theoretically hit the same spot, but it's only a random chance, and more likely to spread with no way to control it.
[Edit: not saying they're right, but it's the reason, for good or ill.]
Edited by OneEyed Jack, 25 October 2013 - 01:24 AM.
#9
Posted 25 October 2013 - 01:38 AM
#10
Posted 25 October 2013 - 01:45 AM
But those things should really out damage the SSRM
#11
Posted 25 October 2013 - 04:12 AM
Don't wanna' waste my time... ... Chase'n billy goats...
And yes, I agree 100% that srms should actually do -more- damage than ssrms, even though my main chassis uses multiple streak launchers, there's really no excuse that a direct fire missile should have a smaller explosive payload than a target seeking missile. Switch the values around, 2.5 for srms, 2.0 for streaks.
#12
Posted 25 October 2013 - 05:17 AM
Karl Streiger, on 25 October 2013 - 01:45 AM, said:
But those things should really out damage the SSRM
They're far from the best DPS alone, but 3 SRM2 does outdo a single SRM6 and is pretty close to dual SRM4. It's rare that taking the SRM2's is optimal, though. I did it on my gauss Shadowhawk, but that's because I only had a few tons to spare and three missile hardpoints to fill.
http://mwo.smurfy-ne.../#weapon_missle
#13
Posted 25 October 2013 - 06:24 AM
#14
Posted 25 October 2013 - 06:34 AM
But the SRM2 doesn't need a boost. To those commenting about how the AC2 gets a better fire rate than the AC5- it had better! The ac2 is 6 tons, the ac5 is 8, which means there's a serious damage/weight gap to make up for there.
The SRM2, however, weighs exactly a third as much as the SRM6. Pound per pound, it does the same damage, has the same range, it's exactly the same, and that's fine; the reason to take SRM2s is not because you need the fire rate doubled, but because you're short on tonnage or tubes or want a tighter grouping. For almost every single mech in the game, increasing fire rate on the SRM2 does nothing but desynch your missile volleys with one another to spread damage a little more.
I get the idea behind this, I really do. You want to make it a weapon worth using on its own, as opposed to with other launchers. That's cool, I get it. But it's in the same situation as the machinegun- it's just not enough damage to justify its weight plus the ammo weight, especially given that it has serious range problems and is hard to use effectively. Even if you dropped the recycle time to 1s, I doubt it would see much use.
#15
Posted 25 October 2013 - 06:40 AM
aniviron, on 25 October 2013 - 06:34 AM, said:
Actually that might make them too good, as it would give them 4 DPS (albeit spread out a bit). It would basically fire as fast as a pre-nerf UAC/5, but with missiles instead. But then again, a Lolcust 3S being capable of 16 DPS (but short on ammo) is something that would be worth it in and of itself.
#16
Posted 25 October 2013 - 06:50 AM
FupDup, on 25 October 2013 - 06:40 AM, said:
While the thought did cross my mind, the only mechs that would even remotely be able to take advantage of that silly DPS are the ones with a lot of missile hardpoints- the Locust would do well, but I can assure you that the shadowhawks and kintaros (and A1s) would rather use streaks still- they fire more slowly but always hit, and for more damage, and I almost guarantee you that the ssrm2 would still have better overall dps when accuracy and hit detection are accounted for.
#17
Posted 25 October 2013 - 06:55 AM
focuspark, on 24 October 2013 - 03:28 PM, said:
They travel only TT max range while lasers got doubled and ballistics got tripled
They do only TT damage while LRMs got a 10% and many laser got a boost
They're the last weapon type with an across the board hit detection problem
Despite being generally crappy, the large- and mid-sized version share a linked ghost heat penalty
LRMs also suffer from hit detection issues.
#18
Posted 25 October 2013 - 07:00 AM
#19
Posted 25 October 2013 - 08:14 AM
OneEyed Jack, on 25 October 2013 - 07:00 AM, said:
The New Meta
Lulz.
#20
Posted 25 October 2013 - 08:23 AM
OneEyed Jack, on 25 October 2013 - 07:00 AM, said:
You wouldn't, though, not for more than a couple days post-patch anyway. SSRM2 would still be more effective, given that it doesn't miss, and actually hits out to 270m, and does more damage. You'd essentially have a splatcat (which you don't see anymore because they're bad) but with the added disadvantages of being unable to hit and run, and actually spreading damage even more than the srm6, which is admittedly an impressive feat.
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