Hauser, on 14 February 2014 - 02:03 PM, said:
The mechanics in MWO are different from tabletop and as they are right now SRMs have low skill cap. Once you become good enough other weapons are simply better. For MWO, the game as is, that is a bad thing.
The irony for SRMs in MWO is that they are relatively difficult to use, but have a low skill cap. Lasers are easy to hit with but require a very high skill cap to focus damage on moving targets, heavier ballistics are harder to aim but very simple to focus damage with, light ballistics are somewhere between lasers and heavier autocannons in performance, PPCs are fast projectiles that concentrate damage easily but make heat management a challenge, LRMs and SSRMs can't be aimed for focused effect but have a lock-on mechanism that makes them newbie-friendly, Gauss Rifles have fast projectiles and concentrate damage well but have a charge mechanic which takes time to master. Meanwhile, SRMs have no lock ability, extremely slow projectile speed, and never concentrate damage. Their only asset was very high damage output, but that's still nerfed - not as bad as it was, but they aren't great. The best thing for them is either to up their damage output a bit or just make them easier to use and score basic hits with.
Hauser, on 14 February 2014 - 02:03 PM, said:
Please don't place your argument outside of that. Its a bit silly. I can understand if you'd like to see a game that doesn't include pinpoint damage at all but that isn't an argument against increasing the skill cap on SRM's in a game that does revolve around pin-point damage.
Does it occur to you
at all that a pair of SRM racks that do pinpoint damage become a five-ton AC/20? A 35-ton Oxide could become a BoomJager that's twice as fast and generates half as much heat. A CPLT-A1 or a Kintaro could double that damage per salvo for 60-72
pinpoint damage, enough to instantly destroy most medium and heavy chassis in one hit. There's a reason SRMs have always been designed for damage spread - it's because they have such a high damage potential for their weight and their heat output. Changing them to a pinpint-damage weapon would throw off the balance of every other weapon system in the game.