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How To (Partly) Fix Srms 101


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#21 Mister Blastman

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Posted 26 February 2014 - 10:09 AM

View PostDeathlike, on 26 February 2014 - 10:06 AM, said:

This issue can be summed up in three words:


BRING BACK BRAWLING


Like X 11entybillion !!!1111111(one)

#22 C E Dwyer

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Posted 26 February 2014 - 10:09 AM

Was up there with you right until you said turn off HSR and add splash damage.

But you lost me at that point.

Guess you got a nice low ping or you wouldn't be suggesting it.

Your idea is based around I don't care if the Australians Chinese Japanese New zealanders Half of Europe, basically anyone with a ping of more than 120 can't hit F all with SRM's as long as you have fun..

Not a sound business model.

I haven't stopped using SRM's (ping usually registers around 99-105) and I can say that today was the first time I made a shot and it didn't register when I was expecting it to, for weeks.


I brawl, I like to brawl and if I'm getting what I'm getting with a primary brawl weapon as broken as a lot keep complaining about I'm going to be laying down some murder in the arena's

When its 'fixed'

Edited by Cathy, 26 February 2014 - 10:19 AM.


#23 ackstorm

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Posted 26 February 2014 - 10:09 AM

View PostMister Blastman, on 26 February 2014 - 10:00 AM, said:



I believe I know how to play this game quite well. ;) Trust me when I say this: SRMs are nothing like they were 1.5 years ago. 1.5 years ago the game was on its way to being far more interesting to play (and already was).


I've been around since the second half of closed beta. I remember what SRMs were like and how much money and damage you could do with a splatcat (or streak cats for that matter). It was hella fun for the guy killing people in a few salvos, but it was no fun at all for the people who could do nothing to stop it. It's better now. Piloting skill actually matters now, where all you had to do before was FIRE FIRE FIRE FIRE.

#24 Bront

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Posted 26 February 2014 - 10:11 AM

Can we real the ePeen in a bit here fellas?

SRMs should be semi-guided. let them dumb fire, or lock and fire aimed more at the target and have slight course corrections (Say, slower than LRMs). You solve some of the hit issues, you match cannon well, and streaks still have some value for better homing.

I'm 99% sure you'd have issues making it not a simple matter of dropping the old code back in and having them not use HSR. It also could lead to some abuse and confusing situations.

#25 Varent

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Posted 26 February 2014 - 10:11 AM

If you want SRM to see life again. You really only need two things.

1) Hit reg fix.

2) Fix jump jets so they arent as dominant to alter the Jump Sniping meta.

#26 Krujiente

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Posted 26 February 2014 - 10:12 AM

View Postackstorm, on 26 February 2014 - 10:09 AM, said:

[size=4]

I've been around since the second half of closed beta. I remember what SRMs were like and how much money and damage you could do with a splatcat (or streak cats for that matter). It was hella fun for the guy killing people in a few salvos, but it was no fun at all for the people who could do nothing to stop it. It's better now. Piloting skill actually matters now, where all you had to do before was FIRE FIRE FIRE FIRE.

Yeah, the suggestions offered are too much, I don't want to break the game in my favor I want a fair shake. SRMs need a few small, small, small "bumps" and to hit reliably. I promise you a SRM-Heavy brawler with break your face with those small changes if the hit detection ever works, as it should.

#27 Mister Blastman

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Posted 26 February 2014 - 10:13 AM

View Postackstorm, on 26 February 2014 - 10:09 AM, said:

[size=4]

I've been around since the second half of closed beta. I remember what SRMs were like and how much money and damage you could do with a splatcat (or streak cats for that matter). It was hella fun for the guy killing people in a few salvos, but it was no fun at all for the people who could do nothing to stop it. It's better now. Piloting skill actually matters now, where all you had to do before was FIRE FIRE FIRE FIRE.


Piloting skill matters now?

HAHAHAHAAHAHA.

You lost me there. Yes, piloting skill does matter... but aiming from far away to pinpoint kill someone matters the most. Pick them off before they get close and win.

The game these days requires far less skill than it did in closed-beta. I have been playing this since June of 2012, btw. I never ran a Splat-Cat, either. I ran mostly Dragons and Hunchbacks back then. Not anymore.

#28 Bagheera

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Posted 26 February 2014 - 10:13 AM

Blastman, regardless of Russ' stated timeline, changing any balance mechanics before registration is on par for a 2014 video game is counter productive.

Your just asking for a knee jerk over nerf by going back to the old ways.

#29 Krujiente

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Posted 26 February 2014 - 10:13 AM

Yeah, the suggestions offered are too much, I don't want to break the game in my favor I want a fair shake. SRMs need a few small, small, small "bumps" and to hit reliably. I promise you a SRM-Heavy brawler in close range will break your face with those small changes if the hit detection ever works, as it should.

Edited by Krujiente, 26 February 2014 - 10:15 AM.


#30 Malcolm Vordermark

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Posted 26 February 2014 - 10:14 AM

I'm thinking all they need to do is up the speed of SRMs, We are able to land ballistics with the current HSR. I imagine it works the same for both weapons but ballistics are moving a lot faster. I have no idea what the correct value would be but given the short range of SRMs I dont think doubling their speed would create new issues.

I lack the ability to do this but I would love to see two videos, of the same game, of a player using SRMs. One from the player's perspective and another from a spectators perspective. It has been suggested before that we see what the HSR see when spectating so that my give us a better idea of what is going on.

#31 Mister Blastman

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Posted 26 February 2014 - 10:15 AM

View PostVarent, on 26 February 2014 - 10:11 AM, said:

If you want SRM to see life again. You really only need two things.

1) Hit reg fix.

2) Fix jump jets so they arent as dominant to alter the Jump Sniping meta.


Read my edit at top of first post. No hit reg fixes for nine to twelve more months per Russ.

The purpose of my suggestion was to give them something to shoehorn back in within a few days work rather than something that might take weeks or months to fix.

It is a band-aid. It isn't perfect. It isn't brilliant. It would make the game more serviceable in the meantime while we wait.

#32 Krujiente

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Posted 26 February 2014 - 10:16 AM

View PostRouken, on 26 February 2014 - 10:14 AM, said:

I'm thinking all they need to do is up the speed of SRMs, We are able to land ballistics with the current HSR. I imagine it works the same for both weapons but ballistics are moving a lot faster. I have no idea what the correct value would be but given the short range of SRMs I dont think doubling their speed would create new issues.

I lack the ability to do this but I would love to see two videos, of the same game, of a player using SRMs. One from the player's perspective and another from a spectators perspective. It has been suggested before that we see what the HSR see when spectating so that my give us a better idea of what is going on.

This, all of this, I think the flight speed is a big part of the issue for some reason, and since they explode at 270 ANYWAY its not like its gonna break the game if they go faster.

#33 Mister Blastman

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Posted 26 February 2014 - 10:17 AM

View PostBagheera, on 26 February 2014 - 10:13 AM, said:

Blastman, regardless of Russ' stated timeline, changing any balance mechanics before registration is on par for a 2014 video game is counter productive.

Your just asking for a knee jerk over nerf by going back to the old ways.



I don't see how it is counter-productive if it makes the game more fun for the time being. All these changes I suggested could easily be turned back off in minutes' time.

It won't kill sniping. It won't kill autocannons. It'll just add more variety.

#34 Dymlos2003

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Posted 26 February 2014 - 10:17 AM

So you want the broken death balls for srms again? I think people believe that srms are broken because they aren't doing the godly damage that it used to do.

You have to use srms like a lbx.

Edited by Dymlos2003, 26 February 2014 - 10:18 AM.


#35 Josef Nader

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Posted 26 February 2014 - 10:18 AM

View PostMister Blastman, on 26 February 2014 - 09:59 AM, said:


Oooooh. A Computer Science degree! I'm shaking.

Some of us don't need paper to do things in life. ;) I'm pretty confident in that as I have a track-record to prove it (though I do have a 4-year degree in something stupid like Business which I admit was a waste of time... well, partly. If I didn't have a Business degree I'd of had a harder time getting into investing than I did).

A broken mechanic is better than a broken gameplay system. The gameplay we have at the moment is broken and stale. I believe a broken mechanic would add "fun" back into the mix and to me, that's worth it.

So what if two SRM 6s make a spider explode in one shot. That's better than 4 SRM 6s not doing any damage at all to them. Not that killing spiders is an issue for me... they aren't. I'm just using them as an example.


Again, I have no interest in a baseless penis comparing contest. You and your 4 years of web programming telling the professionals at PGI who are working with a AAA 3D rendering engine and complex server infrastructure how to do their job is akin to you lecturing a professional architect on how to build a high rise because you remodeled your own home. If you can't grasp the difference between programming physics simulation and programming a physics simulation that has to run dynamically on a home computer in real time over a network split between hundreds of physical miles, there really is nothing further to say.

Even ignoring that, pretending like its better for the game to spend development time reintegrating a broken mechanic then it is to spend time fixing the final implementation is ludicrous.

#36 Varent

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Posted 26 February 2014 - 10:18 AM

View PostMister Blastman, on 26 February 2014 - 10:15 AM, said:

Read my edit at top of first post. No hit reg fixes for nine to twelve more months per Russ.

The purpose of my suggestion was to give them something to shoehorn back in within a few days work rather than something that might take weeks or months to fix.

It is a band-aid. It isn't perfect. It isn't brilliant. It would make the game more serviceable in the meantime while we wait.


Eh... i dunno. TBH Im worried about band ****... band **** and quick fixes tend to ruin other things.

I would rather just be patient myself. But then I sorta accepted this game is still beta months ago.

#37 Deathlike

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Posted 26 February 2014 - 10:19 AM

Too bad the answer to SRMs at the moment is chain fire. As far as I'm told, it works better... even for the lag impaired.

It's a solution, but not the solution. When you have to chain fire into the target instead of one big alpha dump, you are committing the same issues that lasers have over PPCs... having to show your face longer than you should. That's why this needs to be fixed ASAP.

#38 Mister Blastman

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Posted 26 February 2014 - 10:20 AM

View PostJosef Nader, on 26 February 2014 - 10:18 AM, said:

Even ignoring that, pretending like its better for the game to spend development time reintegrating a broken mechanic then it is to spend time fixing the final implementation is ludicrous.


It isn't ludicrous if band-aid takes a couple of days, final fix takes months.

The final fix obviously does take a lot of time and effort, otherwise Russ wouldn't of said we have basically nine to twelve months to wait before they do it.

That's a lot of time to wait. Why not enjoy the game in the meantime with more variety?

#39 Bagheera

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Posted 26 February 2014 - 10:21 AM

View PostMister Blastman, on 26 February 2014 - 10:17 AM, said:



I don't see how it is counter-productive if it makes the game more fun for the time being. All these changes I suggested could easily be turned back off in minutes' time.

It won't kill sniping. It won't kill autocannons. It'll just add more variety.


Simple really. If they tune SRMs to be subjectively effective with unreliable hit reg, then when hit reg is fixed there will be a brief period of "SRMageddon" followed by a tragic over nerf hot fix and we'll be back to lackluster SRMs for another year or more.

We're better served trying to get the priority on hsr fixes raised than we are asking for work that will inevitably need to be undone.

#40 Mister Blastman

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Posted 26 February 2014 - 10:22 AM

View PostDymlos2003, on 26 February 2014 - 10:17 AM, said:

So you want the broken death balls for srms again? I think people believe that srms are broken because they aren't doing the godly damage that it used to do.

You have to use srms like a lbx.


LBX vs. 2x PPCs and 2x AC5 (or 1 AC20) = ;)

LBX will die. Horribly. You'll give him papercuts while he blows a hole right through you.





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