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Buff Srms Asap


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#21 Mr Blonde

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Posted 14 January 2014 - 03:04 AM

I refer back to the TT game, which is the basis for all this. If you fire 6 SRMs, you should reasonably expect 3 to hit on the average. The damage will scatter over various areas. They really should be used more like MG's or LBX's as a crit finder. That's how they are used in TT, and they work well in that capacity on MWO. I have a mech with 3 ML, and 3 SRM 6. The ML's do a fine job of punching a hole in armor after a volley or three (depends on enemy's size) I start wailing away with the SRM's point blank and the section blows out quick.

Edited by Mr Blonde, 14 January 2014 - 03:04 AM.


#22 Artgathan

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Posted 14 January 2014 - 06:15 AM

View PostMr Blonde, on 14 January 2014 - 03:04 AM, said:

I refer back to the TT game, which is the basis for all this. If you fire 6 SRMs, you should reasonably expect 3 to hit on the average. The damage will scatter over various areas. They really should be used more like MG's or LBX's as a crit finder. That's how they are used in TT, and they work well in that capacity on MWO. I have a mech with 3 ML, and 3 SRM 6. The ML's do a fine job of punching a hole in armor after a volley or three (depends on enemy's size) I start wailing away with the SRM's point blank and the section blows out quick.


That's quite a rubbish weapon no? 3 tons (plus ammo) for 6 damage?

#23 Mekwarrior

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Posted 14 January 2014 - 06:37 AM

I think SRM's would have to also do heavy damage (not just make them like MG) because how can you have LRM and SSRM doing heavy primary damage but then make SRM which should have much more room for warheads (without needing space for guidance systems) do less damage and be like a MG?

But I agree they should destroy criticals more AND do more primary main damage also.

Recently every player really just wants to snipe or LRM (no wonder due to these being more effective) and battles are getting rare and late in the game.

I want to see more powerful short range missiles and short range lasers and pulse lasers also.

Lets bring some maneuvering battles back to Mechwarrior. Thesedays it's more Mechsniper and Mechbarrager.




They have nerfed SRMs too much, I wonder if I should upgrade my launchers to this for more power.
Does the module slot have a usb socket?
Posted Image

Edited by Mekwarrior, 14 January 2014 - 06:47 AM.


#24 Varent

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Posted 14 January 2014 - 08:20 AM

View PostLordBraxton, on 13 January 2014 - 04:17 PM, said:

Please hear me out.

I know we have all seen this thread before in some form, but there hasn't been one for a while and I'd rather not necro an old one.

SRMs have been underpowered for so long now that people have dumped them in the same category as flamers and machine guns in the sense that...

---We all know that SRMs are underpowered, and we honestly don't expect PGI to fix it so we gave up talking about it.

2.5 damage would be a start.

Even if hit detection is ever fixed, I doubt SRMs will ever be the center of the meta again.

I hope they DO become part of the meta in some form again, but right now they are an afterthought.

Finally, please do not try to show me your builds that work really well and include SRMs in some form. I have builds as well.

Ive seen 6mg jagers do really well.

Ive seen a Death's Knell get top damage.

That doesn't mean they are competitive.

So lets all stay objective and keep our epeens tucked down a pants leg.


They arent underpowered at all. Hit detection just makes them wonky. They are actually quite good.

#25 Joseph Mallan

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Posted 14 January 2014 - 08:21 AM

View PostMekwarrior, on 14 January 2014 - 06:37 AM, said:

I think SRM's would have to also do heavy damage (not just make them like MG) because how can you have LRM and SSRM doing heavy primary damage but then make SRM which should have much more room for warheads (without needing space for guidance systems) do less damage and be like a MG?

But I agree they should destroy criticals more AND do more primary main damage also.

Recently every player really just wants to snipe or LRM (no wonder due to these being more effective) and battles are getting rare and late in the game.

I want to see more powerful short range missiles and short range lasers and pulse lasers also.

Lets bring some maneuvering battles back to Mechwarrior. Thesedays it's more Mechsniper and Mechbarrager.




They have nerfed SRMs too much, I wonder if I should upgrade my launchers to this for more power.
Does the module slot have a usb socket?
Posted Image

;)
I
Want
One! :(

#26 Varent

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Posted 14 January 2014 - 08:24 AM

View PostJoseph Mallan, on 14 January 2014 - 08:21 AM, said:

;)
I
Want
One! :(


I have one. You can control it froma little plugin screen on your desktop, make it rotate left and right and then fire.

It also makes sound effects.

#27 Joseph Mallan

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Posted 14 January 2014 - 08:25 AM

View PostVarent, on 14 January 2014 - 08:24 AM, said:


I have one. You can control it froma little plugin screen on your desktop, make it rotate left and right and then fire.

It also makes sound effects.

I would be the terror all bosses hate!!! E-Bay and Amazon here I come!!! Take MI Muny beaches!!!

#28 Varent

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Posted 14 January 2014 - 08:32 AM

View PostJoseph Mallan, on 14 January 2014 - 08:25 AM, said:

I would be the terror all bosses hate!!! E-Bay and Amazon here I come!!! Take MI Muny beaches!!!


I work in a jail sometimes *as my job entails* I used to plug it into my lap top and shoot rockets at inmates passing by. My sergeant took it away from me.

;)

#29 Necromantion

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Posted 14 January 2014 - 08:37 AM

View PostJman5, on 13 January 2014 - 05:13 PM, said:

I have always found PGI's balance method to be slightly annoying. Instead of doing simple, straight forward changes, they always come in from the side and change something odd that kinda helps in a very narrow way, but doesn't quite fix their larger problems.


I call that the blizzard problem solving method. Quick fixes rather than decisions made with foresight.

#30 Necromantion

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Posted 14 January 2014 - 08:40 AM

View PostMekwarrior, on 14 January 2014 - 06:37 AM, said:

Recently every player really just wants to snipe or LRM (no wonder due to these being more effective) and battles are getting rare and late in the game.

I want to see more powerful short range missiles and short range lasers and pulse lasers also.

Lets bring some maneuvering battles back to Mechwarrior. Thesedays it's more Mechsniper and Mechbarrager.




Most players cannot maneuver at the start of a match without running into one of their 3 lance mates, never mind run around in combat with 10 people in a brawl scenario without seeing a huge game of bumper cars.

I wasnt too worried about collisions till they brought in 12 man drops now you always have {Surat} on your team or the other who cannot pilot without running into other people repeatedly. I wish there was more of a penalty for doing that so that people would be forced to learn to pilot or just keep dying repeatedly.

Edited by Necromantion, 14 January 2014 - 09:15 AM.


#31 Praehotec8

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Posted 14 January 2014 - 08:52 AM

I agree, damage needs an increase, regardless of hit-registration. Even when they hit, SRMs are far from overpowered compared to the multi-AC mechs running around. Another thing I wish for is the return to the spiral pattern they used to have. It just looked awesome.

#32 Flying Judgement

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Posted 14 January 2014 - 09:41 AM

i agrre
the spiral pattern was awesome it hit one section it but i was fine with it ok the old splat cats were crazy op if i sneaked behind enemy line but other it was relativly easy to spotand counter them. and it made things realy scary and exiting.
my dragon were a lot better.

a buff is most welcome so its easyer to go against poptarts and other close-mid range "Snipers"

#33 East Indy

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Posted 14 January 2014 - 10:45 AM

View PostJman5, on 13 January 2014 - 05:13 PM, said:

I have always found PGI's balance method to be slightly annoying. Instead of doing simple, straight forward changes, they always come in from the side and change something odd that kinda helps in a very narrow way, but doesn't quite fix their larger problems.

Many developers balance like this. Blizzard's famous for appending and appending instead of rewriting rules at their core.

It'd be an interesting question for the Vlog if asked earnestly, e.g., Why don't game developer solutions often look like what players think is the obvious solution?





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