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Srms Are Underpowered, And Here's The Math To Back It Up


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#61 maniacos

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Posted 28 May 2014 - 12:01 PM

View PostPeekaboo I C JU, on 27 May 2014 - 11:50 PM, said:

At the moment SRMS are largely useless. Even when they do hit the damage spreads out all over the place and is negligible to begin with. 3 per missile would help the damage but the real problem is hit detection IMO


I found, they spread less, when you chainfire them. Of course its harder because you have to keep the target longer.

Edited by Jherek C, 28 May 2014 - 12:01 PM.


#62 YueFei

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Posted 28 May 2014 - 11:23 PM

View PostMurzao, on 28 May 2014 - 11:38 AM, said:

SRMs should be 2.5/missile period. You should be rewarded for getting in under 100m at their optimal range. At 270m they are inferior to every other weapon and especially so at 280m. Their short range was the balancing into itself.

Splattcats were easy kills for the truly deadly 3ASRM6 Cent lol stay at 200m and rip his face off while he gently sandpapers you.


Yep, Mediums were in a sweet spot of speed where they could maneuver effectively to defend against SRMs to mitigate their damage, while SRMs used against slower Heavies and Assaults were still effective. So a Medium mech could maintain that sweet spot in the range band where he's just barely out of reach for the enemy SRMs to be effective, but close enough for his own SRMs to focus damage. Now that the SRM spread is so wide, SRMs are inefficient against everything, even something as big and wide as a stationary Awesome staring directly at you.

Paul recently posted about weapon balance, and in particular the changes to SRMs. I like that it's a small incremental change. It doesn't go as far as I proposed, but I like this approach of making smaller changes gradually and then testing them.

SRM6 spread is reduced by 5%, damage increased by 7.5%. Overall it's a buff of about 12.8% for SRM6s.

Edited by YueFei, 28 May 2014 - 11:30 PM.






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