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Ssrm, Probably Needs Nerfd A Bit


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#1 izoli

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Posted 27 December 2013 - 05:16 AM

http://www.twitch.tv/izoll/b/490514207

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 AlmightyAeng

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Posted 27 December 2013 - 05:39 AM

Dude...where do you find teams like that? At what time? I'd LOVE to fight three 'mechs before one turned around and bothered to take a shot at me.

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 izoli

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Posted 27 December 2013 - 05:52 AM

That team was pretty bad, but it was just the one I recorded before I was going to bed because I wanted a video as an example of what I was talking about. I will record another one I am sure at some point tomorrow even against semi-coordinated teams it is not hard to LoS LRM boats or get in to their minimum range if they are alone.

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 No Guts No Glory

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Posted 27 December 2013 - 05:59 AM

Steering wheel underhive?

#5 Kaspirikay

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Posted 27 December 2013 - 06:00 AM

SSRMs are fine. Deadly vs light and some medium mechs. Other than that they lost a lot of their luster because of random hit locations.

#6 Ecto Cooler

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Posted 27 December 2013 - 06:05 AM

How about you be honest and label the topic, "Shameless plug for my twitch account."

SSRMs are fine... unless you can come up with a better argument than, "I did really good with them in a few matches."

#7 Snowcrow

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Posted 27 December 2013 - 06:09 AM

Keep in mind that the damage for ssrms gets spread all over the enemy mechs, so it's not as powerful as you might think.

Edited by Snowcrow, 27 December 2013 - 06:09 AM.


#8 Mister Blastman

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Posted 27 December 2013 - 06:17 AM

View PostNo Guts No Glory, on 27 December 2013 - 05:59 AM, said:

Steering wheel underhive?


You called?

Posted Image

#9 Kaspirikay

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Posted 27 December 2013 - 06:22 AM

wat

#10 Khobai

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Posted 27 December 2013 - 06:27 AM

SSRMs are fine. Damage is NOT a useful metric and its quite frankly dumb that damage is what primarily determines your score. What should determine your score is accuracy rather than damage. You should get a higher score when you kill an enemy mech by doing low amounts of damage, because it means your shots were more accurate. Any noob can shoot enemy mechs in the arms and legs to pad their damage score, thats not skill.

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 o0Marduk0o

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Posted 27 December 2013 - 06:43 AM

View PostKhobai, on 27 December 2013 - 06:27 AM, said:

What should determine your score is accuracy rather than damage. You should get a higher score when you kill an enemy mech by doing low amounts of damage, because it means your shots were more accurate. Any noob can shoot enemy mechs in the arms and legs to pad their damage score, thats not skill.

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 Khobai

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Posted 27 December 2013 - 06:45 AM

Quote

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.


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 Rhent

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Posted 27 December 2013 - 06:45 AM

Streaks are set to spread their damage to all parts of a mech now almost with the same percentage to hit. If you attack a mech from its side and they have a torso that doesn't protrude, you'd have a better chance at hitting arms and legs. Basically, streaks have been nerfed to the point where they are primarilly light mech fodder.

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 o0Marduk0o

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Posted 27 December 2013 - 06:53 AM

View PostKhobai, 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. :P
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 Khobai

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Posted 27 December 2013 - 06:54 AM

Quote

This would be in conflict with your first suggestion.


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.


#16 o0Marduk0o

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Posted 27 December 2013 - 06:55 AM

View PostKhobai, on 27 December 2013 - 06:54 AM, said:


Not at all.

Why you think so?
I told you the reason why it wouldn't work.

EDIT: Ok, your explanation was missing but makes sense.

Edited by o0Marduk0o, 27 December 2013 - 07:03 AM.


#17 keith

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Posted 27 December 2013 - 07:25 AM

View PostKhobai, 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 Screech

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Posted 27 December 2013 - 07:58 AM

I have always hated SSRMs. {Scrap} weapon for mouth breathers. If I had my wish would have them removed but since that won't happen can we at least have the so the SAME damage per missile as SRM.

#19 FupDup

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Posted 27 December 2013 - 08:01 AM

The only "nerf" that SSRMs could use is converting them to a firing mechanism that requires more than 1-2 brain cells to operate effectively, i.e. you point at a body part and the missiles fly for that body part (unless the target twists or evades). This also has the nice side effect of increasing their effectiveness against larger targets (because you can put the damage where you need it to go).

#20 Sheraf

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Posted 27 December 2013 - 08:25 AM

View Postizoli, on 27 December 2013 - 05:16 AM, said:

http://www.twitch.tv/izoll/b/490514207

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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