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How To (Partly) Fix Srms 101


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#81 East Indy

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Posted 26 February 2014 - 11:14 AM

View PostBagheera, on 26 February 2014 - 11:04 AM, said:

Either you took our difference of opinion on what makes for a fun weapon (highly subjective, streaks are boring imo) WAY to personally or you need more practice at reading comprehension.

Nah, in fact, the first part of your sentence is what I've tried to convey in floating the idea. I don't even like to use the Artemis bug for Streaks because it's like an MMO auto-attack. But if the two choices are players eschewing/being frustrated by SRMs for the length of this game because it's something PGI might never solve, or something that works, I'd seriously consider the latter.

Edited by East Indy, 26 February 2014 - 11:19 AM.


#82 Bagheera

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Posted 26 February 2014 - 11:14 AM

View PostDeathlike, on 26 February 2014 - 11:07 AM, said:


I'm pretty sure the forums will burn down with 4. Try 2.5 first, then increase as needed. :P



98kph hunchbacks with 68pt alpha strikes, std engines, and 0 ghost heat? What could possibly go wrong? :D

@East - I don't think they'll never fix it, I think it will just take time. I'm fine with that and would rather wait than get a (imo) dumbed down version of something we already have. +1 for not using the Artemis bug, I can respect that.

It's fine if we differ on the subjective, but don't mistake disagreement with a lack of understanding of the topic. ;)

Edited by Bagheera, 26 February 2014 - 11:19 AM.


#83 Deathlike

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Posted 26 February 2014 - 11:15 AM

View PostArtgathan, on 26 February 2014 - 11:06 AM, said:

I suggest two buffs to SRMs:
  • Increase their ammo to 144/ton (divisible by 2/4/6) to match other weapons (SRMs are actually most hurt by current mechanics + doubled armor - autocannons are not)


Personally, I'd start with 120, before increasing it dramatically. I think it's the only actual ammo system that has not gotten a buff.

Quote

  • Increase their RoF. Currently SRMs have impressive DPS for their tonnage (SRM6 has 3 DPS), but this is not effective DPS - it's scattered over the armor of the target.


I'm not sure it needs an ROF increase... it may need a greater heat decrease for the smaller launchers (particularly the SRM4)... the only notable adjustment as of late was for cooldowns for the small volleys (it was silly to go with smaller SRM sizes in the first place, since it was insignificant a difference of like .5 seconds). It could/should be tweaked further...

#84 Dymlos2003

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Posted 26 February 2014 - 11:15 AM

View PostMister Blastman, on 26 February 2014 - 11:13 AM, said:

lol

Okay bud. I suck with SRMs. You got me! I'm a terribad.

I'm one of these!!!!!!!!
Posted Image

Any other tidbits you'd like to suggest?

:-|



So you don't know how to use them? Cause the way you are avoiding the question make it seem like you don't.

#85 Nothing Whatsoever

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Posted 26 February 2014 - 11:17 AM

View PostJaeger Gonzo, on 26 February 2014 - 10:54 AM, said:

Total rework should be better. Now we have some sort of MRM. Make srm an srm. That means something more close to lrm and streaks. With longer locking time, lower speed and ability to fire without lock.


Maybe by using Artemis? I'm fine with something like this, but not a longer lock time, it should be like other missile systems.

So, the difference being the Streaks stay as is only fire after lock, and A-SRMs can fire as fast as they load, but can also achieve a lock like LRMs with Artemis.

They are supposed to be missiles after all, and swapping what Artemis does can remove the bug of Artemis decreasing Streak lock time if such a change is made.

#86 Mister Blastman

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Posted 26 February 2014 - 11:18 AM

View PostJosef Nader, on 26 February 2014 - 11:14 AM, said:

PGI learned early on not to balance around it's community, but to balance around statistics, and the game has been getting better with every balance patch.


I disagree wholeheartedly.

What I believe has happened is you are a victim of Spring of '13 PPC-fest.

PGI injected a great deal of congitive-dissonance into this game when they first made it supremely bad (PPC-fest) and then slowly tried to dig it out of the hole with convoluted, senseless kludges like ghost-heat, machine-gun nerfs, AC 20 buff (then nerf) and more.

So, in a way, you are right, the game has been getting better. But it has only been getting better from the all-time low of PPC-fest. It has yet to even reach the level of goodness that it was before PPC-fest.

#87 Deathlike

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Posted 26 February 2014 - 11:19 AM

View PostBagheera, on 26 February 2014 - 11:14 AM, said:

98kph hunchbacks with 68pt alpha strikes, std engines, and 0 ghost heat? What could possibly go wrong?


The Hunchpocalypse of 2014? I would like to serve our new overlords (Jman has to "disappear" though).

#88 Reptilizer

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Posted 26 February 2014 - 11:19 AM

View PostJosef Nader, on 26 February 2014 - 11:14 AM, said:

PGI learned early on not to balance around it's community, but to balance around statistics, and the game has been getting better with every balance patch.


I would like to disagree!

Usual setup is:
  • Change a feature by some large margin.
  • Listen to the players howl
  • Put on a bandaid with a hotfix a week later
  • Keep the bandaid as new game feature for the next year
I am aware i am exaggerating here, but what you describe must be another game entirely...

#89 Mister Blastman

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Posted 26 February 2014 - 11:20 AM

View PostDymlos2003, on 26 February 2014 - 11:15 AM, said:


So you don't know how to use them? Cause the way you are avoiding the question make it seem like you don't.


I know how to use them exceptionally well. I have a track-record to prove it. Winning and placing in tournaments using builds that relied on SRMs only helps bolster this claim.

#90 Mcgral18

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Posted 26 February 2014 - 11:20 AM

View PostDymlos2003, on 26 February 2014 - 11:15 AM, said:


So you don't know how to use them? Cause the way you are avoiding the question make it seem like you don't.


You mean spreading damage all over the torsi of your target? For 11 tons plus ammo, it's fun but you could never call it effective. Pretty much on par with pulse lasers.

#91 Mister Blastman

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Posted 26 February 2014 - 11:21 AM

View PostDeathlike, on 26 February 2014 - 11:19 AM, said:


The Hunchpocalypse of 2014? I would like to serve our new overlords (Jman has to "disappear" though).


I tip my hat to Jman way more than he probably realizes. I have major respect for him and his continued running of the Hunchback.

#92 Dymlos2003

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Posted 26 February 2014 - 11:21 AM

View PostMcgral18, on 26 February 2014 - 11:20 AM, said:

You mean spreading damage all over the torsi of your target? For 11 tons plus ammo, it's fun but you could never call it effective. Pretty much on par with pulse lasers.


*Facepalm*... you guys just don't know how to use these weapons...

#93 Deathlike

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Posted 26 February 2014 - 11:23 AM

View PostReptilizer, on 26 February 2014 - 11:19 AM, said:

  • Change a feature by some large margin.


Airstrikes+Arty are buffed 4x stronger than they were before.

Quote

  • Listen to the players howl


Plenty of those threads exist.

Quote

  • Put on a bandaid with a hotfix a week later


We have not reached that point yet, outside of it being mandatory in 12-mans.

Quote

  • Keep the bandaid as new game feature for the next year.


Working as intended? Indeed.

#94 Bagheera

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Posted 26 February 2014 - 11:23 AM

View PostDeathlike, on 26 February 2014 - 11:19 AM, said:


The Hunchpocalypse of 2014? I would like to serve our new overlords (Jman has to "disappear" though).


You're such a dirty tease! ;)

I miss fastback swarms. :P

#95 Artgathan

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Posted 26 February 2014 - 11:24 AM

View PostDeathlike, on 26 February 2014 - 11:15 AM, said:


Personally, I'd start with 120, before increasing it dramatically. I think it's the only actual ammo system that has not gotten a buff.

I'm not sure it needs an ROF increase... it may need a greater heat decrease for the smaller launchers (particularly the SRM4)... the only notable adjustment as of late was for cooldowns for the small volleys (it was silly to go with smaller SRM sizes in the first place, since it was insignificant a difference of like .5 seconds). It could/should be tweaked further...


I suggest 144 because that puts it in the 50% buff range that all other weapons received. You are correct in thinking that it was the only weapon system not to get buffed.

I'm not convinced that a heat decrease would help (well, it would help, but not in an appreciable way IMO). Currently the problem with SRMs is that they don't help you kill a target fast enough compared to other weapons (due in part to their lack of effective damage [damage hitting where you need it]).

#96 Deathlike

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Posted 26 February 2014 - 11:24 AM

View PostDymlos2003, on 26 February 2014 - 11:21 AM, said:

*Facepalm*... you guys just don't know how to use these weapons...


I'm sure that's why they are exclusively used in 12-mans...

Oh wait, they aren't.

#97 Mcgral18

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Posted 26 February 2014 - 11:24 AM

View PostDymlos2003, on 26 February 2014 - 11:21 AM, said:


*Facepalm*... you guys just don't know how to use these weapons...


Or rather you don't know how to play effectively?

#98 Reptilizer

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Posted 26 February 2014 - 11:25 AM

View PostDymlos2003, on 26 February 2014 - 11:21 AM, said:


*Facepalm*... you guys just don't know how to use these weapons...



I know how to use these weapons!
Come, follow me!
Yeah, just a little down the road into the industrial district.
You know, i run a scrapmetal yard and you just HAVE to listen to my suggestion.
Deal of a lifetime, promise!

#99 Josef Nader

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Posted 26 February 2014 - 11:25 AM

View PostMister Blastman, on 26 February 2014 - 11:18 AM, said:


I disagree wholeheartedly.

What I believe has happened is you are a victim of Spring of '13 PPC-fest.

PGI injected a great deal of congitive-dissonance into this game when they first made it supremely bad (PPC-fest) and then slowly tried to dig it out of the hole with convoluted, senseless kludges like ghost-heat, machine-gun nerfs, AC 20 buff (then nerf) and more.

So, in a way, you are right, the game has been getting better. But it has only been getting better from the all-time low of PPC-fest. It has yet to even reach the level of goodness that it was before PPC-fest.


Boy, your rose colored nostalgia glasses must have lenses the size of trash can lids. Outside of the occasional monumental screw up that made the game temporarily unplayable (LRMpocalypse, the Atlas' quantum hitbox that caused server crashes), the game has been nothing but better since closed beta.

Maybe we played a different game back then, but I remember back when the gauss was the only useful weapon in the game and everything else was completely handicapping yourself. I remember when the only way to hit a light mech was to have it plow into you and then wait 5 seconds while the server resolved where it landed, and then and only then would you have a split second to shoot it before it entered back into the Speedforce and became unhittable (I'm looking at you, Trollmando). I remember when Dragons could kung-fu kick Atlai over and keep going because of bugged collisions. I cut my teeth on the 120 kph SLunchback. The game has done nothing but improve since I started playing.

#100 Dymlos2003

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Posted 26 February 2014 - 11:27 AM

View PostDeathlike, on 26 February 2014 - 11:24 AM, said:


I'm sure that's why they are exclusively used in 12-mans...

Oh wait, they aren't.


12 mans are boring.

View PostMcgral18, on 26 February 2014 - 11:24 AM, said:

Or rather you don't know how to play effectively?



I'm pretty effective in my builds. All you guys still haven't asked how you're supposed to use these weapons. Don't you know what they were used for?





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