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Ssrm's Need Nerfed


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#61 Lostdragon

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Posted 30 December 2013 - 11:26 PM

View Posthercules1981, on 30 December 2013 - 07:19 PM, said:

I link the first statement and have herd the same, so comparison actually can't even take place right now as for your 2nd statement about flamers lbx 10 and pulse lasers I hope u mean buffs not nerfs.


Yes, those weapons I mentioned need some sort of buff(s) to make them competitive with other weapons. They made some big changes to pulse lasers a few months ago that nerfed the LPL hard, but they said they were going to do another balancing pass soon. That never happened and pulse lasers are basically ignored by everyone. Occasionally I see a MPL but the SPL and LPL are virtually extinct because the only advantages they have (reduced burn time, slightly more damage) are not nearly enough to compensate for the drawbacks compared to normal lasers (heavier, hotter, shorter range). I'm pretty sure the flamer heats up the user's mech more than the target and the LBX10 is outshined by the ACs that can do pinpoint damage, even with the tightened spread it got a while back.

Edited by Lostdragon, 30 December 2013 - 11:27 PM.


#62 Praehotec8

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Posted 31 December 2013 - 01:40 AM

I think SRMs should be increased to 2.5 also, but that does not mean I think streaks need nerfed. Rather, I think streaks right now are fine and SRMs need a buff.

Honestly, except against lights, I would much rather have SRM-2s than a streak, since I can control where they hit, they don't require my to maintain lock to fire, and they weigh less.

#63 ShinVector

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Posted 31 December 2013 - 01:52 AM

View PostNautilusCommand, on 29 December 2013 - 06:34 PM, said:


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


No... To PGI it a NERF... They actually thought SSRM auto CT targeting was 'NORMAL' and working as intended.
I think I still have the support email to prove it somewhere.
There isn't much point to it.. They got nerfed eventually..

Essentially here is the thing... You take SSRMs on your mech but you will lose out in direct fire hitting power.
Not finding SSRM to big a problem in matches nowdays...

Lame assault super LRM boats are a bigger annoyance currently. Tend to see more and more of them on the battle field again.

If they ever fix HSR... SSRM will be even less of a problem.

Edited by ShinVector, 31 December 2013 - 01:54 AM.


#64 Dr Slap

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Posted 31 December 2013 - 02:14 AM

There is a secret cheat against Ssrms that reduces damage by about 25%. You can enable it in the mechlab, it is called AMS!

#65 Damia Savon

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Posted 31 December 2013 - 06:48 AM

View PostNautilusCommand, on 29 December 2013 - 05:20 PM, said:

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.


NO NO NO NO NO.

1) SSRMS were OP when they all hit one location, usually the CT of a mech. Then a couple volleys would easily core a mech, Now they are like an LBX-10 and have a shotgun like effect. Are you saying the LBX-10 is OP? I do not think so. I have watched a volleys of streaks hit every place but the CT. 5 damage even to a light's leg is nothing. 5 damage to an Atlas' arm is laughable. If you can get in a lot of volleys then you can do damage but that is not as easy as you act like it is.

2) Lights are very well armored and can easily take a lot of hits before squishing. They are far tougher than they ever were on the table top. They are extremely fast and maneuverable. Speed is supposed to be the light's primary defense not tons of armor. Right now lights have the best of all worlds which is why in 90% of the games it is the lights that are left.

Lights also carry a powerful load out of weapons, easily the equal of heavier mechs. Heat management is much easier because you can run away and cool down then return to a fight quickly. Try running away from a fight in a heavy mech or Goddess forbid an assault. Its not gonna happen. If you run cool shot then it is even easier.

Ever seen how easily a pack of lights can tear through heavier mechs? I have. It does not take for 2 or 3 lights long to tear apart my LRM boats. Even 1 light can do it pretty fast if there is no easy cover to get to.

3) SSRMS are not a automatic hit. Dodge around cover fast enough and they hit intervening terrain and structures. Run around another enemy mech and laugh as the salvo smashes into them instead. If they are fired at near their maximum range and AMS will shoot some down.

Need I mention ECM? ECM screws SSRMs to heck and back, though not as bad as LRMS. Even with BAP it can take ungodly long to get a lock for SSRMS on large targets let along a very fast mech that can get out of the target scope quickly. Multiple ECM mechs pretty much prevent SSRMs from locking at all.

Requiring the firing mech to keep a fast turning light in the cross hairs is stupid. They do not need one of the LRM limits when they have most of them already.

It is getting sickening that people want every single weapon system automatically nerfed just because it kills them.

A) LRMS - there are so many counters to LRMS then unless you can flood a target with them or have mutliple LRM boats they are a joke. Lights can rip even the heaviest boats apart rather easily, streaks or not.

:) PPCS - travel slower than some ballistic weapons even though they are mostly energy weapons plus a minimum range.

C) ERPPCS - ungodly hot. You can pound away with AC10s for ages before worrying about heat but three or four ERPPC shots will overheat most mechs without a bat of an eye.

PPCs are good for sniping while AC10s can still be used up close because they cycle way faster than PPC weapons. PPC weapons cycle as fast as an AC20 and do half the damage with 50% to over 100% more heat. There is a reason why people hate 2 AC20 Jagers but do not fear 2 PPC or ERPPC mechs up close.

D) Laser weapons - spend a minute looking over this forum and you will see thread after thread as to why energy weapons suck compared to ballistic weapons. Compared to the TT game, autocannons got a huge frigging boost. LArge ammo capacity, huge range increases, pinpoint damage and rapid fire with low heat build up is why any mech that can mount a ballistic weapon does so. Unlike energy weapons it is easy as heck to build a tough, almost heat neutral mech. The only way you can manage that with energy weapons is to take incredibly weak and short range weapons.

We are talking about basic lasers. Pulse lasers are even in worse shape.

E) SRMs suffer from hit registration. Once that is fixed then SRMS will be a friggin killer. My shadowhawk with 4 SRMs 4 can be killer even with the problems SRMs have now. Imagine how that will be when their damage hits correctly? People will be screaming about any mech that can mount 2 or more SRM launchers being OP.

It is sickening that MWO is basically Mechwarrior Whine Online anymore. There are *real* issues that need fixed and are not being fixed. We really do not need PGI wasting time screwing up more weapons because someone whines because they get killed by it. Whining has led to the horrible ghost heat mechanic and other dumb changes.

Maybe all weapons in the game should be removed and every mech be armed with small lasers? Oh wait, people will just scream about small laser boating.

#66 Damia Savon

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Posted 31 December 2013 - 07:57 AM

View Posthercules1981, on 30 December 2013 - 07:14 PM, said:

People actually bought that mech,my entire merc group stayed away from that


Yes people bought that mech and if you are good then you can use it effectively. I have seen pilots regularly do 400-500 or more damage with it in a match.

It is like the Jester and other mechs. If you learn how to use it then it can be fun and effective. Too many people just take a glance at it and go "oh it lacks this.. and lacks that.. whine whine... it sucks".

#67 stevemac

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Posted 31 December 2013 - 08:08 AM

I would just like to point out that constantly saying this is OP please nerf is what brought in our all time favs. such as ghost heat Guase timer..just putting this out there

#68 DONTOR

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Posted 31 December 2013 - 08:08 AM

Its not a guaranteed hit, my hit % is around 75% and I use them alot in commandos. They miss because of AMS, freindly mechs moving in the way, enemy mechs moving in the way, and uneven terrain. They are only slightly viable to bring in an assult, if they were any worse and you would have to go for SRMs.

#69 Damia Savon

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Posted 31 December 2013 - 08:36 AM

View PostShinVector, on 31 December 2013 - 01:52 AM, said:


Lame assault super LRM boats are a bigger annoyance currently. Tend to see more and more of them on the battle field again.

If they ever fix HSR... SSRM will be even less of a problem.


You see assault LRM boats because LRMs have been nerfed to hell due to the incessant whining about them. There was a time like a year ago where they were an issue and that was fixed. Yet people still screamed over them so what do you have?

1) Frigging slow speed of the missiles so if you are smart enough to look up and watch them come in then you can easily dodge.

2) Maps with tons of cover that mechs can hide behind to dodge them.

3) ECM that *totally* shuts down the weapon system. One or two 1.5 ton modules makes LRMs utterly useless. I carry arty strikes to at least hit ECM mechs and ECM balls because LRMS are spitballs. Yea you get some points now if a friendly ECM mech turns on "counter"mode. Try getting a strange ECM mech to give up a major defense to help you get a kill they want themselves. Good luck with that.

4) Tag- yea.. direct LOS at the cost of a valuable energy slot that reduces your self defense. Tell a Catapult C4 pilot how OP it is to carry a single ML or Pulse ML. Better yet, tell an A1 pilot how great TAG is when they cannot even mount it. In a premade you can get people to give up a slot on their mech for TAG but in a PUG? Good luck with that.


5) BAP - don't even start on that. LRM boats carry it because it can help sensor range so you know where the enemy is at least. It does not help with actually hitting your targets because the mechs that are detected are always out of effective missile ranges. Don't be moronic and mention how it counters ECM. It works only as far as 150m and LRMS have a minimum range of 180. By the time BAP counters ECM the lights and DDC is blasting you to pieces.

6) Missile warning - the moment LRMs are fired at you there is a warning screaming and flashing that you have a weapon coming in. What other weapon system gives you a warning that you are targeted? Nothing tells you when an enemy locks on to shoot an autocannon or laser weapon on you when the radar pulse should easily be detected. Instead you can pound away without any warning.

7) AMS - AMS systems are very effective at reducing incoming LRM fire. If you are within 90m of a mech with AMS it will help cover you. A small group of AMS mechs seriously degrade LRMs.

8) Minimum 180 m range - it is not difficult at all to get withing 180 and render LRMS beyond worthless.

9) Hard maximum of 1000 m - they automatically explode with no chance of any degraded damage at that distance. People think that if they detect a mech at 900 m then they can hit someone. That is because those people do not consider the arc of the missiles that add distance to the flight. You can easily move out of range and watching as they explode harmlessly in front of them.

10) Ghost heat - fire more than two LRM systems at the same time and you get ghost heat. That is why you see any mechs that mount more than two LRM launchers chain fire them. Otherwise the heat will shut you down fast.

Want me to continue? LRMS are supposedly *LONG* range but any good LRM boat pilot will tell you that 400-600 meters is where LRMs really work best. There is nothing *LONG* about that. I've watched people laugh in game chat at LRM pilots waste their missiles firing at too long a range.

You see assault LRM boats now because flooding a target with LRMS is the only way to actually ensure a kill or help your team get one. Quantity is the traditional solution to superior technology. Oh wait, ECM will make that huge boat useless. Darn that overpowered system.

#70 BSK

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Posted 31 December 2013 - 09:02 AM

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.


people who says this never played the TT BattleTech and have no idea what they are saying ..

#71 Mcgral18

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Posted 31 December 2013 - 09:06 AM

View PostBSK, on 31 December 2013 - 09:02 AM, said:


people who says this never played the TT BattleTech and have no idea what they are saying ..


Please elaborate.

#72 NautilusCommand

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Posted 31 December 2013 - 09:20 AM

View PostMcgral18, on 31 December 2013 - 09:06 AM, said:


Please elaborate.

In TT all SRM's have guidance on them. SRM's are semi-guided missiles the way they should work is like they way LRM's work they lock on but can be shot without lock. SSRM's only shoot if they lock on.
I've never play TT but from my understanding when rolling to hit with SSRM's you either hit or you don't shoot them. With SRM's you roll to hit, then roll to see how many hit.
Again note I've never played TT I just have friends who told me about it.

#73 ShinVector

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Posted 31 December 2013 - 12:41 PM

View PostDamia Savon, on 31 December 2013 - 08:36 AM, said:


You see assault LRM boats because LRMs have been nerfed to hell due to the incessant whining about them. There was a time like a year ago where they were an issue and that was fixed. Yet people still screamed over them so what do you have?

You see assault LRM boats now because flooding a target with LRMS is the only way to actually ensure a kill or help your team get one. Quantity is the traditional solution to superior technology. Oh wait, ECM will make that huge boat useless. Darn that overpowered system.


Kinda off topic.

Too bad that not every mech can carry ECM or some people just don't want to use ECM.

What you just spouted was pretty much BS. People just want the cheese win with little to no effort spamming people with guided missiles well away from the front lines. People can go ahead and bring their LRMer boats but it doesn't mean I have to like it.

It is a no brainer that having nothing but LRMers in a mech is a bad idea but many still do it.
(I am just guessing cheese boats just simply do not want to bother learning the art of ppc-poptarting because that also takes a little bit of skill and marksmanship to be effective.)

I have to admit ppc-poptarting cheese is very effective against people who do not know how to deal with it.
Why do LRMer boats not understand beauty of blowing a parts of enemy mechs exactly as you want it.

Atlases being turned into 100 tons of useless by precise aiming.
Again 2 Super LRM boats proving how useless they are once their team mates are dead.


#74 hercules1981

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Posted 01 January 2014 - 06:46 PM

View PostDamia Savon, on 31 December 2013 - 07:57 AM, said:


Yes people bought that mech and if you are good then you can use it effectively. I have seen pilots regularly do 400-500 or more damage with it in a match.

It is like the Jester and other mechs. If you learn how to use it then it can be fun and effective. Too many people just take a glance at it and go "oh it lacks this.. and lacks that.. whine whine... it sucks".

Na people say its a Jenner without jump jets it sucks. Quad ssrms with BAP actually seems cool on a light but without jj no thanks.
And to have to pay real money for it is even more laughable. BTW ssrms r great no change needed.





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