#41
Posted 17 April 2014 - 10:06 AM
#42
Posted 17 April 2014 - 10:14 AM
Hmmm 10 for AC.20 + 4 for 4 tons of ammo = 14 crit slots
2 SRM 6s = 4 slots + 4 tons of ammo = 8 crit slots....
SRM hit registration does need fixed I agree but to say it needs to do more pin point damage... oh yeah I also forgot, the smaller size of the SRMs means they can't be popped off your mech as easily where as you get sneezed on your open side torso with a small laser its bye bye AC/20.
Heck if you're that butt-hurt about a tank shell doing more on the spot damage than 4 rpgs maybe we really should get them to remove ACs from the game then you'd be arguing that PPCs do better pinpoint damage than SRMs instead... oh wait you already did
#43
Posted 17 April 2014 - 10:16 AM
Mcgral18, on 17 April 2014 - 10:00 AM, said:
Please, a close range weapon that dedicates 16+ tons shouldn't be effective? Or even viable? Why not competitive?
It's hard capped at 270M, AC20 does over 10 damage at 500M. In fact, it does front loaded damage, considerably better than the spread SRM damage. So yes, SRMs should do more damage. Rather, they should DO damage which they simply fail to do 40% of the time.
Again, you want everything to be AC20 damage dealing at 90m ffs. SRM's are 2pts each and they cannot all occupy the same space at once. As in TT. ML is 5 same as TT, why complain about one and not the other? because the ML is the best weapon based on damage per ton and yet for some that is not good enough because other weapons can do that damage from farther away. Not for the same weight to damage potential they can't.
You if you want to harp on SRM's and hit detection, fine. We hope they will resolve that. There are very few weapons in MWO that do not conform to the TT damage chart. Heat, Range, Speed and Ammo are "allowable tweaks" in 99% of the cases.
No complete system is fool proof, nor can anyone convince me any system will please everyone, so use what you find best and just leave the rest of us to what we like as well. Is that to much to ask? Nerf your own shit and leave the rest to others...
Edited by Almond Brown, 17 April 2014 - 10:22 AM.
#44
Posted 17 April 2014 - 10:18 AM
Graugger, on 17 April 2014 - 10:14 AM, said:
Hmmm 10 for AC.20 + 4 for 4 tons of ammo = 14 crit slots
2 SRM 6s = 4 slots + 4 tons of ammo = 8 crit slots....
SRM hit registration does need fixed I agree but to say it needs to do more pin point damage... oh yeah I also forgot, the smaller size of the SRMs means they can't be popped off your mech as easily where as you get sneezed on your open side torso with a small laser its bye bye AC/20.
Heck if you're that butt-hurt about a tank shell doing more on the spot damage than 4 rpgs maybe we really should get them to remove ACs from the game then you'd be arguing that PPCs do better pinpoint damage than SRMs instead... oh wait you already did
...So, you don't want a weapon system to be viable?
FLD is a big advantage SRMs will never eliminate.
3x SRM6=9 tons+SRM4=11 tons +7 tons of ammo=18 tons.
I certainly expect that to compare to an AC20, but it doesn't even come close.
Almond Brown, on 17 April 2014 - 10:16 AM, said:
Again, you want everything to be AC20 damage dealing at 90m ffs. SRM's are 2pts each and they cannot all occupy the same space at once. As in TT. ML is 5 same as TT, why complain about one and not the other? because the ML is the best weapon based on damage per ton and yet for some that is not good enough because other weapons can do that damage from farther away. Not for the same weight to damage potential they can't.
I expect them not to be useless. They fail at that.
#45
Posted 17 April 2014 - 10:19 AM
Joseph Mallan, on 17 April 2014 - 10:06 AM, said:
Thanks. It is the one thing that just gets my goat. If it doesn't have the potential to kill everything is 4 volleys, it must suck. What kind of mentality is that to base Balance on... lol
#46
Posted 17 April 2014 - 10:23 AM
Mcgral18, on 17 April 2014 - 10:18 AM, said:
...So, you don't want a weapon system to be viable?
FLD is a big advantage SRMs will never eliminate.
3x SRM6=9 tons+SRM4=11 tons +7 tons of ammo=18 tons.
I certainly expect that to compare to an AC20, but it doesn't even come close.
I expect them not to be useless. They fail at that.
So you want the SRM6 to fire one 12pt. damage FLD shell? Would that make you happy? Otherwise, that is not there intended use at all, despite how you want them to be.
Edited by Almond Brown, 17 April 2014 - 10:25 AM.
#47
Posted 17 April 2014 - 10:27 AM
Almond Brown, on 17 April 2014 - 10:23 AM, said:
So you want the SRM6 to fire one 12pt. damage FLD shell? Would that make you happy? Otherwise, that is not there intended use at all, despite how you want them to be.
Nope, 2.5 damage, predictable spread (stream or the old corkscrew) and working hit detection. That should make them viable.
#48
Posted 17 April 2014 - 10:29 AM
SRMs are a good option against faster mechs when you don't want risk wasting large AC rounds. SRMs aren't useless I use them.
#49
Posted 17 April 2014 - 10:30 AM
Quote
SRMs and AC20s also had the same 270m cutoff. The AC20 was buffed with better range. So SRMs need to be buffed too.
#50
Posted 17 April 2014 - 10:32 AM
Mcgral18, on 17 April 2014 - 09:03 AM, said:
Then have PGI fix the problem instead of demanding AC20-level results. Gee.
Edited by Mystere, 17 April 2014 - 10:38 AM.
#51
Posted 17 April 2014 - 10:32 AM
#52
Posted 17 April 2014 - 10:42 AM
Graugger, on 17 April 2014 - 10:32 AM, said:
Yep, that's what the "stream" is. MWLL did it well. And yes, it would help with hit detection. The errors tend to come from multiple simultaneous hits, which is what SRMs do.
Mystere, on 17 April 2014 - 10:32 AM, said:
Then have PGI fix the problem instead of demanding AC20-level results. Gee.
So, having a hardcapped 270M range weapon shouldn't ever be effective? They used to be 2.5 damage before splash, and worked decently. Then people started getting very scared after splash, and they nerfed them to 1.5 damage! They should be brought back up to 2,5 damage, and SSRMs down to 2,0. That relation just doesn't make sense. Heavier rounds with guidance, they also have more payload!
Graugger, on 17 April 2014 - 10:29 AM, said:
SRMs are a good option against faster mechs when you don't want risk wasting large AC rounds. SRMs aren't useless I use them.
Yep, my 22 tube SHD is a complete waste. Streakboat works alright. Dakkahawk is still my favourite, and best performer.
With a 20 ping, I noticed no improvement in the most recent patch. We'll see with the 29th.
#53
Posted 17 April 2014 - 10:47 AM
Xmith, on 16 April 2014 - 10:41 PM, said:
New players come onto the forums looking for solutions to the problems they encounter. What they need to see are answers to their question on how they should do this and that.
So what the new players end up reading are ways to nerf the problems they run up against. It's like watching all those commercials from drug companies. Eventually people will say, yeah, I got those symptoms.
Anyway, basically same thing here. Yeah, those PPCs, ACs and LRMs are tearing me up. I can't move in any direction. PGI should do something about this. YEAH, NERF IT! So, they end up joining the chorus without really trying to get a handle on their problems first.
Sadly, we have to deal with this forever. There will always be new players and there will be players that will always need help from PGI so they can have fun without the hard knocks.
It is what it is.
I agree. 90 % of the complaints is directly derived out of frustration mostly connected to utterly disorganized random groups.
MWO features quite a few tiny maps e.g. forest colony or frozen city. A light mech crosses the entire map in 20 - 30 seconds. Without cover (physical as well as electronical) the biggest mech dies in a matter of a few seconds.
I can't remember how often I have seen an assault pilot die half a minute into the game to then write "Lrm op..." or something along the lines.
MWO is more punishing in terms of mistakes and much more rewarding if played as a team that understands the map and how to use ECM effectively.
A lot of fast paced competitive online games let the players spawn right away after comitting to a futile attack or rush (e.g. cod or battlefield series). If you die there are no consequences.
In a game like MWO if you die that particular game is over for you and you have to wait unless you immediately start with a different mech. But even then you have to exit the game. Choose another mech and load a game which will take between 1 - 3 mins. Mistakes mean your game is over for the next few minutes. As most modern games try to constantly reward and never frustrate or punish the player for mistakes ppl do not have any kind of incentive to improve much. Why would you consciously and critically think about the way you play if you can play no matter what you do right or wrong hehe.
I see 90 % of the frustration not as a direct result of any kind of weapons imbalance but of the unforgiving nature of a game that partially moves away from mainstream arcade games to focus a little bit more on simulation.
That's why those small pop up messages (in the loading screen when the game starts) shouldn't be limited to how to power your mech up and down, etc. but give general advice concerning strategy and tactics e.g.: Remain with your group except for scouting (or let's say base defense in assault). Provide ecm cover for your team. Find a good position. Avoid or exploit chokepoints. Get to higher ground and dont let the other team surround you in a canyon.
And so on.
If those messages popp up every single game ppl will internalize those gems of wisdom and ultimately enjoy the game more. The phrase "Teamplay vastly improves your chances". Or however it was formulated goes in that direction but is too vague. Ppl dont understand what "teamplay" means. To most ppl simply dropping with random ppl means theyr playing as a team haha.
Give new players help in form of pop ups that explicitly tell them what to avoid at all costs and what will truely improve their odds. If you read those things 100 times you will start to scratch your head and actually attempt to play accordingly.
#54
Posted 17 April 2014 - 10:48 AM
Is PGI part of EA or Redstorm Entertainment by any chance?
...I checked smurfy's the SRMs do do 2 damage per missile and the streaks do 2.5... You just lied to us about SRMs doing 1.5. I am finished arguing with you.
Edited by Graugger, 17 April 2014 - 10:50 AM.
#55
Posted 17 April 2014 - 10:52 AM
Mcgral18, on 17 April 2014 - 10:42 AM, said:
It's ineffective because hit detection is broken.
Or are you one of those:
Ineffective < AC20
types?
#56
Posted 17 April 2014 - 10:54 AM
#57
Posted 17 April 2014 - 10:56 AM
Graugger, on 17 April 2014 - 10:48 AM, said:
Is PGI part of EA or Redstorm Entertainment by any chance?
...I checked smurfy's the SRMs do do 2 damage per missile and the streaks do 2.5... You just lied to us about SRMs doing 1.5. I am finished arguing with you.
The nerf was when they took splash damage out. Then they put a forum poll to "temporarily" raise SRM damage to 2.0 until they fixed SRMs. You can see how well that went.
Mystere, on 17 April 2014 - 10:52 AM, said:
It's ineffective because hit detection is broken.
Or are you one of those:
Ineffective < AC20
types?
I'm willing to bet they'll still be poor when they are working. Especially if PGI keeps their word and brings them back to 1.5 after they are fixed.
#58
Posted 17 April 2014 - 11:04 AM
#59
Posted 17 April 2014 - 11:11 AM
Graugger, on 17 April 2014 - 11:04 AM, said:
Well, that thinking is flawed as well. TT numbers are over a 10 second turn. So, an AC20 does 20 damage over 10 seconds. Either 1 shot and a 10 second cooldown, or a 5 damage shot with a 2.5 damage cooldown. Cut the heat, adjust the ammo and you properly take the TT damage to a real time game.
PGI failed with that, and as such with 3x damage we get 2x armor. With 3x heat, we actually get nerfed dissipation with external DHS being 1.4. It's a sad state of affairs.
But I don't imagine PGI will drop the SRM damage. SRMs are so lackluster, they really can't.
#60
Posted 17 April 2014 - 11:15 AM
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