Just ran a couple of matches in my Founder Cat, 2 ASRM6s, got my headshot achievement on a HUnchback midjump over his head, lol, 500~ damage and an average of 2kills each. I like where SRMs are at.


Srms Or Op
Started by Dawnstealer, May 22 2014 06:58 AM
26 replies to this topic
#21
Posted 23 May 2014 - 02:04 AM
#22
Posted 23 May 2014 - 08:04 AM
Jun Watarase, on 23 May 2014 - 12:07 AM, said:
I guess the solution is to boat ac20s.
Something tells me it will be the KitFox D. 2 SSRM6+2 SSRM4 an active probe plus 5 tons of ammo. Of course you could use something heavier, or a pair of JJs from the S. Remove a ton of ammo for max armor?
Or just use the WubShee. The WubShee is the answer to all lights harassing you.*
*Does not include ERLL sniping.
#23
Posted 23 May 2014 - 08:08 AM
SRMs are just as crappy today as they were a week ago, yesterday.
#24
Posted 23 May 2014 - 08:17 AM
All I know is, there is a Splatcat just waiting to leave the mechbay. Hopefully we will get a good SRM hit detection improvement soon.
#25
Posted 23 May 2014 - 08:22 AM
Mcgral18, on 23 May 2014 - 08:04 AM, said:
Something tells me it will be the KitFox D. 2 SSRM6+2 SSRM4 an active probe plus 5 tons of ammo. Of course you could use something heavier, or a pair of JJs from the S. Remove a ton of ammo for max armor?
Or just use the WubShee. The WubShee is the answer to all lights harassing you.*
*Does not include ERLL sniping.
I'm not entirely sure the OP was referring to the streaks. They've been good for a while...if a little random. They adhere to that whole D6 hit location like all weapons do on tabletop.
The problem has always been HSR with the SRMs. I'm glad they fixed it a bit...not as good as the Autocannon fix, but close. NOW they need to get the HSR fixed for energy weapons. Man...they're seriously borked.
#26
Posted 23 May 2014 - 08:25 AM
Willard Phule, on 23 May 2014 - 08:22 AM, said:
I'm not entirely sure the OP was referring to the streaks. They've been good for a while...if a little random. They adhere to that whole D6 hit location like all weapons do on tabletop.
The problem has always been HSR with the SRMs. I'm glad they fixed it a bit...not as good as the Autocannon fix, but close. NOW they need to get the HSR fixed for energy weapons. Man...they're seriously borked.
Well...you could do an SRM24 30 ton mech. With backup lasers. But heatsinks would be a better investment... Only 1.5 tons per cSRM6. A single crit slot as well.
#27
Posted 23 May 2014 - 09:33 AM
Not to put too fine a point on it....but, SRMs (much like everything else) are "hit or miss" as far as HSR is concerned. Now, they're on par with everything else in regard to hit registration as opposed to how they were before....guaranteed not to register more than a fraction of their potential damage.
I'll tell you one thing, you don't want to be on the wrong end of a 2SRM6/2SRM4 volley at 100m when that guy is on the good end of it. It'll core you fast. And the "good end" happens WAY more often than it did....about as often as ACs do now. Or try to run a skinny legged light through it's field of fire and watch it walk them in front of you chainfired. They're useful now.
I don't know what the deal is but, since everything on MW:O is server side, I have to assume it's one of those ping/lag/hitbox things. I've been seeing the red boxes preceding the mechs again recently, so if that's any indication.....
I just wish they'd fix the damn HSR for the energy weapons now. They're the MOST USED weapons throughout the BT universe. PGI has done everything they can possibly think of to nerf them down to the point where people use other things. Ghost Heat being the first in a long list that now ends with "screw the HSR so bad that FOUR medium lasers (20 potential damage) does between 5 to 10 points of damage with each volley."
All this in a roundabout effort to nerf the current poptart meta. As opposed to simply tweaking the basics...speed, accuracy or damage potential. Just...wow.
I'll tell you one thing, you don't want to be on the wrong end of a 2SRM6/2SRM4 volley at 100m when that guy is on the good end of it. It'll core you fast. And the "good end" happens WAY more often than it did....about as often as ACs do now. Or try to run a skinny legged light through it's field of fire and watch it walk them in front of you chainfired. They're useful now.
I don't know what the deal is but, since everything on MW:O is server side, I have to assume it's one of those ping/lag/hitbox things. I've been seeing the red boxes preceding the mechs again recently, so if that's any indication.....
I just wish they'd fix the damn HSR for the energy weapons now. They're the MOST USED weapons throughout the BT universe. PGI has done everything they can possibly think of to nerf them down to the point where people use other things. Ghost Heat being the first in a long list that now ends with "screw the HSR so bad that FOUR medium lasers (20 potential damage) does between 5 to 10 points of damage with each volley."
All this in a roundabout effort to nerf the current poptart meta. As opposed to simply tweaking the basics...speed, accuracy or damage potential. Just...wow.
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