Edited by Egomane, 24 April 2014 - 11:56 PM.
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#1
Posted 24 April 2014 - 08:55 PM
#2
Posted 24 April 2014 - 09:09 PM
#3
Posted 24 April 2014 - 09:12 PM
Shatterpoint, on 24 April 2014 - 09:09 PM, said:
So...competing against FLD?
Or is FLD still the master damage race?
My patcher keeps getting corrupted...
#4
Posted 24 April 2014 - 09:13 PM
Attacking a Battlemaster in my Wolverine. Three volleys of ASRM12 fail to register so I leave in search of other prey (no way am I going to take out a BLR with three MLas).
Later come across a Hunchie, every single volley registers. Go figure.
Edited by Lunatech, 24 April 2014 - 09:14 PM.
#5
Posted 24 April 2014 - 09:16 PM
#6
Posted 24 April 2014 - 09:57 PM
Mcgral18, on 24 April 2014 - 09:12 PM, said:
Or is FLD still the master damage race?
My patcher keeps getting corrupted...
It works, but it doesn't seem to be any better than the current patch. I'm having a blast SRM brawling, but I don't think that'll help you.
What would've helped is using the MWO Repair Tool that I posted in the test server thread. You needed THAT version so you could repair the MWO PTS data as needed. It also works just fine for the non-PTS stuff.
Lunatech, on 24 April 2014 - 09:13 PM, said:
Attacking a Battlemaster in my Wolverine. Three volleys of ASRM12 fail to register so I leave in search of other prey (no way am I going to take out a BLR with three MLas).
Later come across a Hunchie, every single volley registers. Go figure.
I had some issues trying to shoot a slow moving Stalker with 3 ASRM4s... and it didn't register damage. So, it's still iffy at times (probably has more to do with the target's connection).
#7
Posted 24 April 2014 - 10:50 PM
Give AC40 jager pilots something else to pilot.
Lord knows i'll take a splatcat over a AC40 mech any day. Easier to disarm and does not have a 800m range.
#8
Posted 24 April 2014 - 11:09 PM
#9
Posted 24 April 2014 - 11:12 PM
#10
Posted 24 April 2014 - 11:25 PM
XX Sulla XX, on 24 April 2014 - 11:12 PM, said:
They said the second part of the SRM changes were going to be in the 29th patch.
https://twitter.com/...849947791745024
#11
Posted 25 April 2014 - 04:47 AM
The SRM explosion still has a tiny 0.05m radius ( 5 centimeters), whereas in the days of a Splatcat, it was 4.5 meters.
#12
Posted 25 April 2014 - 04:50 AM
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#13
Posted 25 April 2014 - 05:01 AM
I made contact with a Orion - and my three volleys of 18 SRMs (fired only 3times before i did shut down - thanks to ghost heat) two of them hit the rear - and this Orion was deep red.
They are the best friend of mediums that can't afford a AC 20 or of heavys or Assault that need something to keep those guys out of their PPC min range.
But only if they register.....if they will register with 100% i think they are to powerful - specially on fast high mobile platforms as Wolverine and Griffin (don't fear the splashcat - fear those 55ton Mechs - faster and much more mobile
Although i fear about those medium Mechs....when they are able to run at a target overjump it and place a deadly volley into the rear section of an enemy - i fear that is nothing Paul would call skill - so they will nerf the JJs for Griffin and Wolverine
Edited by Karl Streiger, 25 April 2014 - 05:03 AM.
#14
Posted 25 April 2014 - 05:05 AM
Karl Streiger, on 25 April 2014 - 05:01 AM, said:
Hell, I'll welcome the overpowered SRM mediums with open arms. It has been too long since the poptarts dominated the scene.
Edited by El Bandito, 25 April 2014 - 05:06 AM.
#15
Posted 25 April 2014 - 05:45 AM
#16
Posted 25 April 2014 - 05:48 AM
Kmieciu, on 25 April 2014 - 05:45 AM, said:
SRM hits your Mech and explodes
AC drives a shaped Piercer though armor... A bit different physics.
#17
Posted 25 April 2014 - 05:51 AM
Joseph Mallan, on 25 April 2014 - 05:48 AM, said:
AC drives a shaped Piercer though armor... A bit different physics.
I'm not talking about physics. I talk about in-game stats. Impulse stat determines the force of screenshake when the mech is being hit. LRM5 is still the best in that regard (impulse 0.35), but SRM2/6 are close.
Edited by Kmieciu, 25 April 2014 - 05:52 AM.
#18
Posted 25 April 2014 - 05:51 AM
I played the splatcat 4 games...damage was 330 (died early), 407, 470 and 500-something...solid 'meh' games with a smattering of kills and assists each game. Nothing epic.
Had one game where an undamaged Highlander ignored me entirely. I got in behind him and fired 4 alphas (24 srm) into his back 4 times in a row. At point blank range. He died on the 4th salvo.
Hit detection was...meh. It seemed a little better. I noticed it was better, especially, on unarmored lights legs. I killed 3 lights by taking out a yellow leg with SRM's. Unarmored side torsos also popped pretty quick.
Armored sections...often failed to flash. I think the internals have better hit detection.
Edited by Ghost Badger, 25 April 2014 - 05:52 AM.
#19
Posted 25 April 2014 - 05:52 AM
Karl Streiger, on 25 April 2014 - 05:01 AM, said:
I don't think you were hit with ghost heat (no SRM ghost heat until 4 launchers) though SRM base heat isn't as low as ballistic (sans AC2). The heat to damage ratio on the SRM 6 is 0.33 - worse than any ballistics sans AC2 - and even with HSR working perfectly - it inherently spreads damage.
#20
Posted 25 April 2014 - 05:54 AM
Kmieciu, on 25 April 2014 - 05:51 AM, said:
Seems backwards to me. The more explosions the greater the impulse should be.
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