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Posting This Every Patch - Please Fix Srms!


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#21 NuclearPanda

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Posted 16 November 2013 - 06:44 AM

View PostNiko Snow, on 15 November 2013 - 01:12 PM, said:


This might delay the Dogeaphract.
Posted Image


Niko!!!

YOUR picture made me seriously laugh, and thank you very much for popping in here to comment on my own abyssmal MS Paint creation.

I definitely appreciate you all looking into SRMs in general. While I voted for the damage increase in the last developer poll, I feel that maybe I should have voted to look into hit detection in general for them rather than just place them on the backburner with a damage buff.

Anyways, have a great weekend and I'm honored to have given you all a chuckle or two.

#22 Tooooonpie

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Posted 16 November 2013 - 08:41 AM

View PostNiko Snow, on 15 November 2013 - 12:45 PM, said:


This picture made us laugh!
Thanks for your continued concerns regarding SRMs. We are looking into these to ensure they are balanced. While the request for rainbows seems cool, we do not plan to use this as a tweak. The puppies could add some balance, but at this time, we aren't in favour of turning our adorable canine companions into projectile munitions.
Hey Niko, just to clarify, its not really a matter of Balancing SRM's, its more along of the lines of them requiring fixing

#23 NuclearPanda

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Posted 16 November 2013 - 09:18 AM

View PostTooooonpie, on 16 November 2013 - 08:41 AM, said:

Hey Niko, just to clarify, its not really a matter of Balancing SRM's, its more along of the lines of them requiring fixing


Correct. Mostly this is an issue with Hit Detection in general. I believe that once that is addressed then we can focus on damage and spread balancing.

First things first though. They need to HIT on a regular basis (with proper aim of course! :( )

#24 MonkeyCheese

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Posted 16 November 2013 - 03:11 PM

Well I dont know about at higher speeds but my slow srm6 boating stalker (unchanged build from the golden days) can still turn corners and facemelt people and it seemed to work well at the srms max range but it could just seem fine as my stalker fires a large number of srms.

#25 NuclearPanda

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Posted 18 November 2013 - 06:04 AM

View PostMonkeyCheese, on 16 November 2013 - 03:11 PM, said:

Well I dont know about at higher speeds but my slow srm6 boating stalker (unchanged build from the golden days) can still turn corners and facemelt people and it seemed to work well at the srms max range but it could just seem fine as my stalker fires a large number of srms.


I'm not sure honestly. I like to run my Catapult A-1, and considering it's a missle boat by design I'm left with three options (or a combination of the three).

1) SRMs
2) SSRMs
3) LRMs.


Now if I run SRMs, even with Artemis, I'm definitely not racking up the damage that I techincally should be doing. With the state of hit detection at the moment for these missles it's kind of obvious there is a problem. Am I doing "some" damage? Absolutely, but the issue is I could be firing at a near standstill mech with a salvo of 6xSRM6+Artemis and NOT do the intended damage. This is a problem.

LRMs are great and all, but right now LRM5s are a bit of a problem. Because of the super tight spread naturally of them, combined with Artemis and chainfire, I can absolutely troll enemies with continually cockpit shake and almost guaranteed cockpit hits every single time. I feel guilty when running this build.

SSRMs are equally as frustrating for opponents, but I have been kind of forced into running this build of 6xSSRM2s+Artemis+JJ+BAP. I pretty much view myself as a light/medium hunter in this build and it makes me play it smart since A ) My "ears" are vulnerable to shoot and I can be made weaponless quite easily and B ) I must be close to opponents and manuever myself constantly in order to land hits.



I'd love to run SRMs, but right now I just don't see it as a viable build. My ping, as stated previously, is generally under 40 at all times.

#26 Hoaggie

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Posted 18 November 2013 - 03:10 PM

View PostNuclearPanda, on 07 November 2013 - 07:49 AM, said:

So I know it was posted by the Devs that you're going to attempt (emphasis mine) to fix the hit detection for SRMs.



They are never going to fix basic mechanics before they add in more premium mechs, and they certinally wont fix anything without breaking something else.

I'm glad to see you are still fighting the good fight

Edited by Hoaggie, 18 November 2013 - 03:10 PM.






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