Ssrm, Probably Needs Nerfd A Bit
#1
Posted 27 December 2013 - 05:16 AM
Bought Oxide to play around with Jenner streak last night and wow, doing about 1000dmg per round is pretty usual.
Seems extreme even for a pilot that doesn't totally suck.
I have played several rounds and almost all of them have been between 900-1000dmg and this was the first one I recorded from Oxide and threw up here as an example. Too much dmg with too much mobility I think
#2
Posted 27 December 2013 - 05:39 AM
Your piloting looked good, but the video example shows you eating a bunch of newer/bad players. An LRM40 boat that managed to rake you ONCE with lasers? You were only going 138 kph.
I also found it interesting that you were unable to target the 'mechs that overheated and shutdown. No BAP on that build, eh? If they'd had ANY ECM your loadout would have been completely invalidated.
Still, nice round, though...but I'd attribute that more to you lucking out on the dumbest enemy team I've seen in a long time than the OPness of the Oxide.
#3
Posted 27 December 2013 - 05:52 AM
Same with ecm, if there is nothing to counter it then it's a simple matter of evading a bit or searching out an isolated target outside of the ecm.
I played around with different builds and with straight ssrm I only had 1 round played that I did under 900 damage all day.
#4
Posted 27 December 2013 - 05:59 AM
#5
Posted 27 December 2013 - 06:00 AM
#6
Posted 27 December 2013 - 06:05 AM
SSRMs are fine... unless you can come up with a better argument than, "I did really good with them in a few matches."
#7
Posted 27 December 2013 - 06:09 AM
Edited by Snowcrow, 27 December 2013 - 06:09 AM.
#9
Posted 27 December 2013 - 06:22 AM
#10
Posted 27 December 2013 - 06:27 AM
Damage scoring should be weighted based on the locations hit. Hitting a mech in the arm should be worth way less than hitting a mech in the center torso, because a center torso hit contributes far more to killing the mech. And rear torso shots and headshots should be worth the most. If damage scoring was changed to reflect the locations hit, you would see SSRMs are perfectly fine, because half the time theyre hitting locations that dont help destroy the mech any faster.
Edited by Khobai, 27 December 2013 - 06:34 AM.
#11
Posted 27 December 2013 - 06:43 AM
Khobai, on 27 December 2013 - 06:27 AM, said:
Scoring final hits on damaged mechs while doing nothing in the meantime isn't skill as well but would be the result of your suggestion.
All you can say is, statistics are useless if you don't know the circumstances.
#12
Posted 27 December 2013 - 06:45 AM
Quote
Which is why partial kills should also be awarded rather than assists. If you did 90% of the damage to a mech you should get 0.9 kills, regardless of who gets the last hit in. If someone only does 10% of the damage but gets the finishing blow in, they should only get 0.1 kills.
#13
Posted 27 December 2013 - 06:45 AM
Streaks are set to kill lights and mediums when massed at the expense of being able to do focused damage. If you can't break 1K with 4 SSRM launchers then you need help. Of course, take a streak equipped light or medium versus a Jagger bomb and you'll die before you do 20% damage to said mech.
Lastly, quip BAP, WTF is wrong with you?
Edited by Rhent, 27 December 2013 - 06:46 AM.
#14
Posted 27 December 2013 - 06:53 AM
Khobai, on 27 December 2013 - 06:45 AM, said:
Which is why partial kills should also be awarded rather than assists. If you did 90% of the damage to a mech you should get 0.9 kills, regardless of who gets the last hit in. If someone only does 10% of the damage but gets the finishing blow in, they should only get 0.1 kills.
This would be in conflict with your first suggestion.
Spreading dmg across a mech would raise the "dmg meter" and you will get a higher portion of the kill. Someone who aims better will do less dmg and less kills this way.
The only stat which is somewhat meaningful is accuracy but you can't rate players during a match based on that stat.
#15
Posted 27 December 2013 - 06:54 AM
Quote
Not at all.
The first suggestion is that each hit location receives a different damage score multiplier based on the lethality of that location. So hitting a CT would be worth more than hitting an arm. Hitting rear CT would be worth more than hitting front CT. etc...
The second suggestion is to get rid of assists and simply award fractional kills based on the % of damage you did to the enemy mech (after damage score multipliers are factored in).
There is nothing conflicting about that. Quite frankly is a much fairer way of determining who contributed the most to their team, and it makes KDR a more meaningful stat.
This would also show everyone that SSRMs are fine, because hitting arms and legs half the time would be factored into your score.
Edited by Khobai, 27 December 2013 - 07:02 AM.
#17
Posted 27 December 2013 - 07:25 AM
Khobai, on 27 December 2013 - 06:45 AM, said:
Which is why partial kills should also be awarded rather than assists. If you did 90% of the damage to a mech you should get 0.9 kills, regardless of who gets the last hit in. If someone only does 10% of the damage but gets the finishing blow in, they should only get 0.1 kills.
this is how alot of MMOs work. lets say we get 10k for a kill.(easy math) that means if someone did 90% of the dam to kill the mech they should get 9k c bills, while finisher person should only get 1k. maybe a bonus for pulling off the kill shot. i really don't know what pgi is thinking....
#18
Posted 27 December 2013 - 07:58 AM
#19
Posted 27 December 2013 - 08:01 AM
#20
Posted 27 December 2013 - 08:25 AM
izoli, on 27 December 2013 - 05:16 AM, said:
Bought Oxide to play around with Jenner streak last night and wow, doing about 1000dmg per round is pretty usual.
Seems extreme even for a pilot that doesn't totally suck.
I have played several rounds and almost all of them have been between 900-1000dmg and this was the first one I recorded from Oxide and threw up here as an example. Too much dmg with too much mobility I think
Seriously?
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