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Ssrm's Need Nerfed


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#1 NautilusCommand

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Posted 29 December 2013 - 05:20 PM

SSRM's are OP.
Please nerf.
Everyone one (at least I think) would agree SRM's are trash with the problem of the fact the hit-detection is god awful, on top of that SSRM's have a damage of 2.5/per missile. This makes it like caring a flyswatter for light 'mechs. "They aren't because the missiles hit random places witch justify the damage amount" I find this to be a band-aid on the problem. It doesn't matter on the random hit locations because a light hunter sporting 4x2=16 with a recycle time of 3.5 seconds is still stupid amounts of damage in shot burst. Regardless of the fact they hit random points it's only a matter of time before you're legged and {scraped}. On top of it I find LRM's and SSRM's to either leg, or CT you.

TL;DR
They do too much damage for a guaranteed hit.

Edited by NautilusCommand, 30 December 2013 - 11:20 AM.


#2 FupDup

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Posted 29 December 2013 - 05:26 PM

My only beef with SSRMs is that they are way too easy to get hits with. I'd prefer for them to use some type of manually-aimed mechanism such that they will only hit where you aim at. This has three positive effects: it increases the skill floor drastically, improves their effectiveness against larger targets (because you can put the damage where you want it), and makes them less easy-mode against lights/mediums (due to requiring some semblance of effort to actually hit your targets now).

#3 Varik Ronain

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Posted 29 December 2013 - 05:31 PM

You are kidding me right? The light mech pilot screaming about streaks is almost as touching as the missle boat screaming about lights. Streaks are fine as they are, if you dont want to get hit by them in your fragile fast mech use your radar and that handy r button.... you can tell what weapons they carry.

Streaks go directly at what you fire at... any hill, cover or terrain between you and the mech you are trying to hit will screw it up. You guys are screaming about a weapon that IF both missiles hit does 5 damage....

#4 zztophat

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Posted 29 December 2013 - 05:43 PM

That "guaranteed hit" is the only thing they have going for them. I've watched 6 SSRM cats pound on targets for minutes without getting a kill, one time I saw one of those cats get in to a fight with a 'phract that had no armor left and the cat was taken from full CT armor to cored before the phract even had dark red internals. I watched salvo after salvo after salvo pummel that phract to little effect.

I myself use streaks on 2 of my 'shawk variants and I can tell you that even against lights, hitting with 4 streak launchers I am doing more damage with my cannons and lasers. More than once, against a light I have hit them with multiple salvos (3-4) and only been rewarded with some red rear armor, which is actually nice because I generally pepper them with streaks until they start to retreat and then do more serious damage with my lasers and cannons (retreating lights tend to stop circling and move in a straight line away, and that's when it's easiest to land the money shot).

Streaks are nice to have, they are light and very ammo efficient and "don't miss" (they very much do, especially in places with lots of cover, like cities) but they are more of supplemental (a great way to make use of hardpoints) firepower these days than a primary weapon system. Frankly, for the tonnage I think they are perfect right now.


EDIT: also; SSRMs were nerfed, here is what a pair of them used to be able to do:
https://www.youtube....3yR1yItxE#t=224

Edited by zztophat, 29 December 2013 - 06:02 PM.


#5 NautilusCommand

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Posted 29 December 2013 - 05:47 PM

View PostVarik Ronain, on 29 December 2013 - 05:31 PM, said:

You are kidding me right? The light mech pilot screaming about streaks is almost as touching as the missle boat screaming about lights. Streaks are fine as they are, if you dont want to get hit by them in your fragile fast mech use your radar and that handy r button.... you can tell what weapons they carry.

Streaks go directly at what you fire at... any hill, cover or terrain between you and the mech you are trying to hit will screw it up. You guys are screaming about a weapon that IF both missiles hit does 5 damage....

You're missing the point. The weapon is flawed, why would a weapon that is same as a SRM with more damage then it PLUS lock-on guidance. Not considering AMS that's 5 damage (guaranteed). The funny thing is because of it's short range there is little to none chance wise on the Missiles to hit a wall. With a Light hunter going 110KPH the 150KPH that my light mech is going seems to be not a big difference because by the time they are onto of you they rip you apart.
This isn't about over extending, not about me running in without thinking. Plus your point on look at all the 'mechs before going in is impossible. If a light hunter hides behind other 'mechs, nor you are engaged else where they'll run your *** down.

View Postzztophat, on 29 December 2013 - 05:43 PM, said:

That "guaranteed hit" is the only thing they have going for them. I've watched 6 SSRM cats pound on targets for minutes without getting a kill, one time I saw one of those cats get in to a fight with a 'phract that had no armor left and the cat was taken from full CT armor to cored before the phract even had dark red internals. I watched salvo after salvo after salvo pummel that phract to little effect.

I myself use streaks on 2 of my 'shawk variants and I can tell you that even against lights, hitting with 4 streak launchers I am doing more damage with my cannons and lasers. More than once, against a light I have hit them with multiple salvos (3-4) and only been rewarded with some red rear armor, which is actually nice because I generally pepper them with streaks until they start to retreat and then do more serious damage with my lasers and cannons (retreating lights tend to stop circling and move in a straight line away, and that's when it's easiest to land the money shot).

Streaks are nice to have, they are light and very ammo efficient and "don't miss" (they very much do, especially in places with lots of cover, like cities) but they are more of supplemental (a great way to make use of hardpoints) firepower these days than a primary weapon system. Frankly, for the tonnage I think they are perfect right now.

The problem doesn't scale well, it's a problem for lights. Oh and it'll be a problem with Clans and their SSRM6's that is for sure.

Edited by NautilusCommand, 30 December 2013 - 11:21 AM.


#6 Alistair Winter

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Posted 29 December 2013 - 05:48 PM

Medium mechs with 4 SSRMs and some sort of large energy / ballistic weapon regularly end up doing top damage on their team. My own Griffins included.

It's ridiculous.

#7 FupDup

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Posted 29 December 2013 - 05:49 PM

View PostAlistair Winter, on 29 December 2013 - 05:48 PM, said:

Medium mechs with 4 SSRMs and some sort of large energy / ballistic weapon regularly end up doing top damage on their team. My own Griffins included.

It's ridiculous.

True dat.

#8 Turist0AT

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Posted 29 December 2013 - 05:56 PM

Oxide needs a nerf not ssrms. Streaks werent an issue until Oxide showed up and everyone starts screaming nerf streaks. What about mechs that cant pack 6 of them?!

#9 NautilusCommand

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Posted 29 December 2013 - 05:57 PM

View PostFupDup, on 29 December 2013 - 05:49 PM, said:


It goes to my streak raven too.
Posted Image
The classic 3xML 2xSSRM, this game was a {scraping} joke, a light without Streaks Vs. one with 'em is a short lived engagement with the one with 'em 90% on top.

#10 Alistair Winter

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Posted 29 December 2013 - 05:59 PM

View PostFupDup, on 29 December 2013 - 05:49 PM, said:


I run the same build, with ER LLs, XL280 and more heat sinks. I played this game so long while refusing to use streaks, but I've given up on that. If PGI doesn't give me a reason to play mediums, I'll slap 4 SSRMs on them and watch the world burn.

#11 NRP

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Posted 29 December 2013 - 06:01 PM

Streaks already got nerfed.

Quit whining.

#12 Mcgral18

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Posted 29 December 2013 - 06:08 PM

View PostNRP, on 29 December 2013 - 06:01 PM, said:

Streaks already got nerfed.

Quit whining.


A nerf other than the bone structure targetting?

They are still doing more damage than dumb fire SRMs, have the same ammo and have guidance on top of that. Make SRMs 2.5 and SSRMs 2.0, or at least cut the ammo in half. More payload plus guidance takes quite a bit of weight.

#13 NautilusCommand

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Posted 29 December 2013 - 06:25 PM

View PostMcgral18, on 29 December 2013 - 06:08 PM, said:


A nerf other than the bone structure targetting?

They are still doing more damage than dumb fire SRMs, have the same ammo and have guidance on top of that. Make SRMs 2.5 and SSRMs 2.0, or at least cut the ammo in half. More payload plus guidance takes quite a bit of weight.

This also a point I was trying to get at.

#14 zztophat

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Posted 29 December 2013 - 06:29 PM

View PostMcgral18, on 29 December 2013 - 06:08 PM, said:


A nerf other than the bone structure targetting?

They are still doing more damage than dumb fire SRMs, have the same ammo and have guidance on top of that. Make SRMs 2.5 and SSRMs 2.0, or at least cut the ammo in half. More payload plus guidance takes quite a bit of weight.


That bone structure nerf was huge, a single SSRM doing 2.5 damage to a leg and 2.5 to a right torso is pathetic, especially compared to the potential 4 the SRM 2 can deal to one component.

Focused damage is what is currently winning fights, heck entire matches, the SSRM having a shotgun like effect means that extra damage it deals over a normal SRM is small compensation. Especially considering that the softest part of the squishiest mech, the locust's arm (12 armor) needs to take half a dozen hits just to lose armor when using an SSRM and most of those shots will not directly hit the arm anyway.



...but like I said, at least they will hit something (for the most part) and they are not too heavy, so they are still good to bring along.

#15 NautilusCommand

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Posted 29 December 2013 - 06:34 PM

View Postzztophat, on 29 December 2013 - 06:29 PM, said:


That bone structure nerf was huge


Wat.
This wasn't a nerf, it was a glitch/bug fix.

#16 Dock Steward

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Posted 29 December 2013 - 06:42 PM

I don't agree that SSRM's should be nerfed, mostly for the reasons already stated.

#17 Bhael Fire

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Posted 29 December 2013 - 06:42 PM

NO. SSRMs do NOT need to be nerfed.

However they do need to be revised so that they aren't so useless against anything other than lights.

The weapon should be less "fire-n-forget" and allow for more player skill to direct the missiles to their target.

I suggest a locking mechanism that becomes more accurate the longer you maintain lock before firing. No automatic hits....just guided missiles that follow the target's center torso, but the longer the lock is held, the tighter the pattern becomes and the more aggressively it follows the target.

Thus, if you fire the missiles after only locking momentarily, the guidance and tracking of the missiles will be weak and will most likely miss the target if they use evasive maneuvers...and if they do hit, the missiles will be in a very loose pattern that hits various random locations.

But the longer the lock is held before firing, the tighter the missile grouping will be and the stronger the guidance will be...allowing for multiple missile strikes that are closer to the center torso.

Edited by Bhael Fire, 29 December 2013 - 06:50 PM.


#18 Dock Steward

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Posted 29 December 2013 - 06:49 PM

View PostBhael Fire, on 29 December 2013 - 06:42 PM, said:

NO. SSRMs do NOT need to be nerfed.

However they do need to be revised so that they aren't so useless against anything other than lights.

The weapon should be less "fire-n-forget" and allow for more player skill to direct the missiles to their target.

I suggest a locking mechanism that becomes more accurate the longer you maintain lock before firing. No automatic hits....just guided missiles that follow the target's center torso, but the longer the lock is held, the tighter the pattern becomes and the more aggressively it follows the target.

Thus, if you fire the missiles after only locking momentarily, the guidance and tracking of the missiles will be weak and will most likely miss the target if they use evasive maneuvers...and if they do hit, the missiles will be in a very loose pattern that hits various random locations.

But the longer the lock is held before firing, the tighter the missile grouping will be and the stronger the guidance will be...allowing for missile strikes that are closer to the center torso.


So you want to buff them?

#19 DeadlyFred

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Posted 29 December 2013 - 06:51 PM

Yes. please nerf ANOTHER weapon into uselessness. :eyeroll:

#20 Bhael Fire

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Posted 29 December 2013 - 06:54 PM

View PostDock Steward, on 29 December 2013 - 06:49 PM, said:


So you want to buff them?


If by "buff" you mean make them more useful against mechs other than lights, then yes.

But more importantly, I want to remove the random nature of them and make them more skill-based to allow players with fire discipline and decent aiming skills to use them with effect....so that they aren't simply "fire-n-forget" once you gain lock on a target.

Ultimately, however, I'm cool with how they are now; i.e. as light mech killers...
...just would be kinda cool if they made them more versatile and skill-based.

Edited by Bhael Fire, 29 December 2013 - 06:58 PM.






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