Homeless Bill, on 03 December 2013 - 05:14 PM, said:
That SRMs are bad? Because they are. Since we're clearly not going to get a missile hit registration fix anytime soon, can we please push the damage up to 2.5? Please?
But what about when they finally do fix hit registration? Just turn the damage back down to 2.0 in the same patch or just let SRMs have a week of being overpowered. What, like direct fire alphas haven't had their day in the sun?
It's not. Even on large, stationary 'mechs, SRMs are ****** compared to their direct fire counterparts.
As much as the forums are a bit of a whiny cesspool sometimes, game balance is one thing I'd trust more to people here than whoever is in charge now.
Months of machine guns being bad, while PGI continues to tell us they're just fine. PGI decides making it a crit-seeking weapon will be enough, and the forums disagree. Fast forward a few months, the forums were right, and the machine guns, in addition to being savage crit-seekers, have had their damage more than doubled.
Months of endless poptarting, an unsuccessful attempt to end it with Ghost Heat, and then finally the PPC nerf that players had been begging for.
Also, pulse lasers have always been bad and still are bad. What's the point of having a balance forum when there's so rarely an attempt to balance out underperforming things?
TL;DR: Buff SRMs and pulse lasers. Because they're bad and there's no reason not to. Seriously, it's a number in a text file - why can we not get at least that small courtesy?
Old "pulse" flightpath back in, suddendly getting within 150m from any target allows you to concentrate all the srms into one location (or most of them into it), the spread gets tighter @ 75m and then from 50 to 0m ----> WIN.
The current tube like trajectory literally destroyed them as a main brawling tool, destroying brawling -> poptarts, 4PPC meta, 2PPC+GR meta (after ghost heat), AC5/UAC5+PPC or AC20+PPC meta that there is now.
All of this because they don't want to admit that the current hardpoint system has deeply failed at balacing the game, resulting in SHS not being viable, DHS working @ 1.4x instead of 2x, Ghost heat introduction.
-Ballistics and Energy weapons: specify the number of DYNAMIC critical slots (energy critical slots or ballistic critical slots) that can be used by a certain variant.
Catapult K2? 2 ballistic hardpoints, 10 critical ballistic slots. Best dual ballistic build? -> dual UAC5. Do you want to use an AC 20? Ok, but that thing will eat all the 10 critical slots thus the ballistic hardpoint in the other torso is BLANKED OUT. Boating solved, ghost heat gone.
-Missiles and SRMs: tubes. A section has 3 missile hardpoints and 10 tubes? You can't shoot anything past that single salvo. This means SRM6+SRM4 or SRM6+2xSRM2 or SRM4+SRM4+SRM2. Allow mixing LRMs with SRMs 10 tubes = 10 SRMs max AND 10 LRM max. Boating solved, lrms would hardly go past 50 per salvo as it is now, smaller lrm launchers would be more useful, the system wouldn't have to be balanced for lrm70-80 boats as it is now.
The above would allow better variant variability, chassis variabiliti EG: an HBK 4G would be one of the few mediums AC20-capable. An HBK 4H would be limited to a GR or an AC10 and so on.