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Ssrm, Probably Needs Nerfd A Bit


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#21 Mcgral18

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Posted 27 December 2013 - 08:51 AM

Issues with streaks: 2.5 damage compared to SRMs 2.0 damage. The fact you cannot avoid them while turning hard. I seem to remember you used to be able to avoid streaks within 50 meters if the target was firing at too severe an angle...I would like that to be implemented again. (Or was that when they started circling the target? That was fun to watch.)

#22 Khobai

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Posted 27 December 2013 - 09:14 AM

Quote

The fact you cannot avoid them while turning hard.


streaks automatically hit, you shouldnt be able to avoid them.

#23 Ghogiel

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Posted 27 December 2013 - 09:18 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.

No.

I should get 100% of the kill when I swoop in and headshot an atlas even if it was missing a sidetorso already.

#24 Mudhutwarrior

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Posted 27 December 2013 - 09:23 AM

I had an oxide make mincemeat out of me recently. He proceeded to destroy 3 of my lance after he was done with me. It was glorious. Don't change a damn thing.

#25 Nick Makiaveli

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Posted 27 December 2013 - 10:30 AM

View Postizoli, on 27 December 2013 - 05:52 AM, said:

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.


Umm by your own post you are relying on the enemy to make bad decisions, ie being alone. with ECM you are are screwed.

I call shenanigans.....

#26 Krivvan

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Posted 27 December 2013 - 11:05 AM

View PostKhobai, on 27 December 2013 - 09:14 AM, said:


streaks automatically hit, you shouldnt be able to avoid them.


You can avoid them if you turn around an object or even just fall down a hill or small bump in the terrain.

And against the Oxide in particular, it's entirely defeated when you just jump up or over a cliff or building. If the other person is average or worse, they might not even be able to keep lock and you can outright defeat it in single combat in a Jenner-F.

#27 Lykaon

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Posted 27 December 2013 - 11:58 AM

View Postizoli, on 27 December 2013 - 05:52 AM, said:

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.



Sure you can put up huge damage numbers however,In the vid you posted a Jenner D would have mopped up quicker you probably would have totaled that first Cat before any of it's team engaged you with 2 med lasers 2 smal laser 2 SSRM2.

Also,one well piloted Raven 3L would have ended you.You need the BAP.

View PostMudhutwarrior, on 27 December 2013 - 09:23 AM, said:

I had an oxide make mincemeat out of me recently. He proceeded to destroy 3 of my lance after he was done with me. It was glorious. Don't change a damn thing.



The Oxide is an excellent light mech hunter and a solid hit and run skirmisher and as such needs to have attention paid to it.To many teams fail to recognize the Oxide as the threat it is.

#28 kapusta11

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Posted 27 December 2013 - 12:11 PM

I think nerfs are OP, they need to be nerfed.

#29 izoli

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Posted 27 December 2013 - 12:14 PM

View PostEcto Cooler, on 27 December 2013 - 06:05 AM, said:

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."

Promoting my whole like, 10 videos? all of which probably no one would enjoy much lol ok... Yeah I spent an afternoon player a specific mech and a certain build felt too powerful so I recorded a match.

View PostKhobai, on 27 December 2013 - 09:14 AM, said:


streaks automatically hit, you shouldnt be able to avoid them.

I think you should absolutely be able to avoid them, not that it should be easy, but when you are 200m away and still pretty much guaranteed a hit... lol

View PostNick Makiaveli, on 27 December 2013 - 10:30 AM, said:


Umm by your own post you are relying on the enemy to make bad decisions, ie being alone. with ECM you are are screwed.

I call shenanigans.....

Every game people make mistakes, even games with great teams. As a light you should, I think, always be watching for that/those people. I don't believe there has ever been a game where no one made a mistake a light could take advantage of. Oxide takes that advantage too far is all I am saying.

All I would say it make streak ammo an additional 0.5 tons, I wouldn't say they need to nerf the damage or make the spread even worse.

#30 izoli

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Posted 27 December 2013 - 12:37 PM

View PostLykaon, on 27 December 2013 - 11:58 AM, said:



Sure you can put up huge damage numbers however,In the vid you posted a Jenner D would have mopped up quicker you probably would have totaled that first Cat before any of it's team engaged you with 2 med lasers 2 smal laser 2 SSRM2.

Also,one well piloted Raven 3L would have ended you.You need the BAP.




The Oxide is an excellent light mech hunter and a solid hit and run skirmisher and as such needs to have attention paid to it.To many teams fail to recognize the Oxide as the threat it is.


I have tried adding bap but I haven't enjoyed trying to get it to fit. I am currently at 35/35 tons with:
(4)ssrm
(5)ssrm ammo
XL300
232/238 Ferro Fibrous Armor
Endo-Steel Structure
(10) Heat Sinks, no additional

I will figure something out eventually to fit a bap on, even if I have to drop a ssrm and an ammo slot I guess. I just haven't had sufficient amount of trouble with ecm bubbles and I don't mind people powering down and calling backup. By that time they arrive I will be gone, successfully disabling an lrm boat(usually) for however long he had to stay powered down and forcing enemy mechs to come back and escort mr. slowpoke.

#31 Profiteer

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Posted 27 December 2013 - 12:47 PM

Keep racking up those wins against trash opposition.

Your ELO will soon climb and you'll find yourself coming up against enemy mechs that can actually turn around and shoot you...

P.S. streaks are fine.

#32 Lightfoot

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Posted 27 December 2013 - 01:56 PM

I stopped using them. In a test I fired 100 ssrms at a Jenner and it still had most of it's armor left. Results would improve if the armor was stripped, but they fall short of being competitive.

#33 Nothing Whatsoever

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Posted 27 December 2013 - 02:45 PM

I'd at least set their damage to 2.0 per missile; and up the ammo per ton to 120 missiles for both SRMs and SSRMs.

#34 Trauglodyte

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Posted 27 December 2013 - 03:57 PM

Watching that vid makes me totally see things. Like video game things and other things. I'm totally hallucinating. What am I doing?



;)

#35 Dan Nashe

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Posted 27 December 2013 - 04:12 PM

You do 1000 damage because most of it is wasted.
You can kill a jenner with 50 damage, no headshot, and an atlas with 150.
ssrms look good only because srms are garbage right now (bad hit detection).
2 ssrms and bap is 4.5 tons. 2 srm4s is 4 tons.
if hit detection worked, streaks look eh.

Also, if hit detection works, you can easily hit torsos.
so 2 srm2s is 8 torso damage for 2 tone. 2 ssrm2s is on average 5 torso damage for 4.5 tons.

Don't get me wrong, streak oxide is effective, but no deadlier than a d. (D is only better than f because arty strike is more important than any weapon in the game).

Also streaks are great for new pilots, bad for great pilots.
Having a weapon like that in the game is good for the game.
Different players benefit differently from from different weapons.

The oxide streak boat is fun, effective for at least half the player base, but not op.

(Aside: ml: 1 ton, 5 damage. I have a better hit percentage with it than streaks).

Please don't nerf streaks.

#36 izoli

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Posted 27 December 2013 - 07:24 PM

View PostDanNashe, on 27 December 2013 - 04:12 PM, said:

You do 1000 damage because most of it is wasted.
You can kill a jenner with 50 damage, no headshot, and an atlas with 150.
ssrms look good only because srms are garbage right now (bad hit detection).
2 ssrms and bap is 4.5 tons. 2 srm4s is 4 tons.
if hit detection worked, streaks look eh.

Also, if hit detection works, you can easily hit torsos.
so 2 srm2s is 8 torso damage for 2 tone. 2 ssrm2s is on average 5 torso damage for 4.5 tons.

Don't get me wrong, streak oxide is effective, but no deadlier than a d. (D is only better than f because arty strike is more important than any weapon in the game).

Also streaks are great for new pilots, bad for great pilots.
Having a weapon like that in the game is good for the game.
Different players benefit differently from from different weapons.

The oxide streak boat is fun, effective for at least half the player base, but not op.

(Aside: ml: 1 ton, 5 damage. I have a better hit percentage with it than streaks).

Please don't nerf streaks.


I do agree with this in a sense that if other weapons hit detection worked better they wouldn't be as good. That is the main reason I can't deal with PPC's they aggravate me so much when I nail someone and it will do nothing to their armor.

But until hit detection is either improved and/or fixed, in my eyes at least, lasers/ssrm>

Maybe I took this the entire wrong direction, instead of saying nerf streak the title should read fix hit detections, eh?

#37 Lykaon

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Posted 28 December 2013 - 02:33 AM

There is a nerf to streaks coming down the pipe.

Artemis is being changed from a chassis upgrade to a missile launcher upgrade.

This means that SSRMs will no longer be enjoying the phantom artemis 50% lock on speeds.

Edited by Lykaon, 28 December 2013 - 02:33 AM.


#38 Voidsinger

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Posted 28 December 2013 - 03:01 AM

View PostLykaon, on 28 December 2013 - 02:33 AM, said:

There is a nerf to streaks coming down the pipe.

Artemis is being changed from a chassis upgrade to a missile launcher upgrade.

This means that SSRMs will no longer be enjoying the phantom artemis 50% lock on speeds.


Never should have. The single lock on mechanism is an abomination that made ECM damn nigh invincible, makes targetting silly.

Artemis was far too expensive, and the quick streak lock was the justification for the expense. Artemis has never quite worked right (death from above, spirals, line of sight).

The only issue is that ballistics continue to become comparatively more potent compared to the other weapons (nerfed Gauss excluded).

#39 Monkey Lover

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Posted 28 December 2013 - 03:13 AM

Haha if you do anything to them they will be unuseable. They dont even hit center. I could be toe to toe and they would spread out.

#40 kesuga7

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Posted 28 December 2013 - 04:19 AM

Make it Harder to Target mechs is all i can say
that or slow down lock on speed/2.0 damage
not all the nerfs in one of course :s

I dont get why their medium killers too though ;)

Edited by kesuga7, 28 December 2013 - 04:20 AM.






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