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#21 Elkfire

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Posted 03 June 2014 - 08:42 PM

As someone who primarily pilots Mediums, I would very much like my working SRMS back.

Edited by Elkfire, 03 June 2014 - 09:23 PM.


#22 Gigastrike

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Posted 03 June 2014 - 09:35 PM

I've been using SRMs all night, and they work fine now for me. Got plenty of kills against both heavies and slow lights.

#23 Jun Watarase

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Posted 03 June 2014 - 09:35 PM

Keep in mind that reports of SRMs being broken were coming in months ago but PGI only agreed to look at them recently.

What do you think that means?

#24 Dymlos2003

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Posted 03 June 2014 - 09:40 PM

View PostJun Watarase, on 03 June 2014 - 09:35 PM, said:

Keep in mind that reports of SRMs being broken were coming in months ago but PGI only agreed to look at them recently.

What do you think that means?


There was a lot on their plate?

#25 YueFei

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Posted 03 June 2014 - 10:44 PM

I just tested the new SRMs. No real difference. It still takes 7 salvos of 2xASRM6 to bring down an Awesome at 90 meters in Testing Grounds.

Not surprising since the spread was tightened by only 5%, and damage increased by 7.5%.

In theory that should be in improvement in effectiveness of about 13%. I suspect that the spread tightening was not enough to make much difference, and that it did not cross the necessary threshold to get an appreciably greater number of missiles into the desired hitbox.

Even with perfect hit detection, these weapons are still under performing.

Needs to be 2.5 damage per missile.

And tighten spread so that 80% of a missile volley hits the desired hitbox at 90 meters. Right now it's more like 65% of a missile volley hitting the CT. That would be an improvement of 23%. Increasing damage-per-missile to 2.5 would be an increase of 16.2% over current values. That's a total improvement of ~43%.

That would give ASRM6s a TTK that's 76% faster than the same tonnage of AC5s.

Set it at that value and let it ride for a couple weeks to see how that goes.

#26 A banana in the tailpipe

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Posted 03 June 2014 - 10:49 PM

View PostBlackDrakon, on 03 June 2014 - 06:02 PM, said:

so u bump them to 2.15 but didnt fix the hit reg on them?

Dude...cmon....give me a break!


It's things like this why I'm passing on the clan pack unless there's a major overhaul, and will just purchase them with bills down the road. They need to release fixes when they're actually fixed instead of "testing" them in live environments. Now if if they come back with a quick hotfix, that's not so bad.

Edited by lockwoodx, 03 June 2014 - 10:50 PM.


#27 Cyborne Elemental

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Posted 03 June 2014 - 11:26 PM

hitreg is the same as its always been, a crapshoot.
Its just a slightly more powerful crapshoot now ^^

#28 zagibu

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Posted 03 June 2014 - 11:44 PM

SRMs clearly OP now, because damage buffed by 7.5%. That's right, not 2.5% or 5%, a WHOPPING 7.5%. A single missile now does so much damage that if the enemy team is in a tightly packed group, it will core out 5-7 and outright kill the rest in one blast.

Seriously, though, why do a change at all if it's such infinitesimally small? Also, the damage is not the main problem of the SRM weapon system. Buffing it to 9001 damage wouldn't help much when your whole salvo just sails right through your opponent.

#29 Kmieciu

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Posted 04 June 2014 - 12:16 AM

Some say that Pulse lasers are underpowered, but I was able to kill a Splatcat (6xSRM6) yesterday only using 2xLPL on my Thunderbolt. He did not even breach my armor.

#30 Eddrick

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Posted 04 June 2014 - 06:15 AM

View PostYueFei, on 03 June 2014 - 10:44 PM, said:

I just tested the new SRMs. No real difference. It still takes 7 salvos of 2xASRM6 to bring down an Awesome at 90 meters in Testing Grounds.

Not surprising since the spread was tightened by only 5%, and damage increased by 7.5%.

In theory that should be in improvement in effectiveness of about 13%. I suspect that the spread tightening was not enough to make much difference, and that it did not cross the necessary threshold to get an appreciably greater number of missiles into the desired hitbox.

Even with perfect hit detection, these weapons are still under performing.

Needs to be 2.5 damage per missile.

And tighten spread so that 80% of a missile volley hits the desired hitbox at 90 meters. Right now it's more like 65% of a missile volley hitting the CT. That would be an improvement of 23%. Increasing damage-per-missile to 2.5 would be an increase of 16.2% over current values. That's a total improvement of ~43%.

That would give ASRM6s a TTK that's 76% faster than the same tonnage of AC5s.

Set it at that value and let it ride for a couple weeks to see how that goes.


6 SRM6 at 2.5 damage a Missile = 90 total damage. 90 Damage evenly spread across 3 sections = 30 damage. If 65% of 90 damage hits a single section = About 50 damage. At 80 % of 90 damage hitting a single section = about 75 damage.

Edited by Eddrick, 04 June 2014 - 06:27 AM.


#31 Mcgral18

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Posted 04 June 2014 - 07:22 AM

View PostEddrick, on 04 June 2014 - 06:15 AM, said:

6 SRM6 at 2.5 damage a Missile = 90 total damage. 90 Damage evenly spread across 3 sections = 30 damage. If 65% of 90 damage hits a single section = About 50 damage. At 80 % of 90 damage hitting a single section = about 75 damage.


With a 270 meter max range, very high heat, very slow travel speed and large ears that can remove 50% of this firepower.

High risk, high reward. If they let him close, he should make an impact.

#32 Eddrick

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Posted 04 June 2014 - 08:01 AM

View PostMcgral18, on 04 June 2014 - 07:22 AM, said:


With a 270 meter max range, very high heat, very slow travel speed and large ears that can remove 50% of this firepower.

High risk, high reward. If they let him close, he should make an impact.


That's how I see it. People do seem to forget that to put SRMs into perspective. You have to take the Splatcat into consideration.

#33 Scratx

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Posted 04 June 2014 - 08:06 AM

View PostBlackDrakon, on 03 June 2014 - 06:55 PM, said:



Then put them back up to 2.5! 2.15 doesnt cut it!!! you know that canon wise, they should be at 3.0 per missile??

We dont have splash damage!! there are no more splat cats! wtf dont they just raise the damage up instead of tweaking crap step by step? why nerf AC/PPC and not fix SRMS???


Umm, SRMs are 2 damage per missile in tabletop. Are you perhaps thinking of the High-Explosive Advanced Tactical Missiles instead?

#34 Mcgral18

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Posted 04 June 2014 - 08:14 AM

View PostEddrick, on 04 June 2014 - 08:01 AM, said:

That's how I see it. People do seem to forget that to put SRMs into perspective. You have to take the Splatcat into consideration.


Well, how many times can it remove the armor from a SHD front CT, assuming all actually hit the CT, in a row?

You're at 29.4 heat, or 5.4 extra ghost heat per Hexa SRM6 salvo. They build in question would possibly be this:

http://mwo.smurfy-ne...2c389681ec48df8

With 12 HS, which you could increase for ammo, or engine, you get the elited capacity of just under 64. You'll be able to fire exactly twice without waiting for dissipation.

So, similar damage to my WubShee, but even more spread damage.


SRM6s have the same recycle as PPCs and AC20s. I would hope they deal similar worthwhile damage for similar tonnage. That might not even be the case with working hitreg.

But if we get the Buckton fix, I might have to change my mind about these buffs, but as it stands they need big ones.

View PostScratx, on 04 June 2014 - 08:06 AM, said:


Umm, SRMs are 2 damage per missile in tabletop. Are you perhaps thinking of the High-Explosive Advanced Tactical Missiles instead?


PGI removed the guidance from the missiles, making them Dead-Fire:
http://www.sarna.net...d-Fire_Missiles

That means they get +1 damage, up to 3 damage.

Edited by Mcgral18, 04 June 2014 - 08:13 AM.


#35 Dawnstealer

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Posted 04 June 2014 - 08:14 AM

That's why I use SSRMs instead: they don't do the straight brawling damage of even an SRM 4, but they also don't miss and they always register.

#36 YueFei

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Posted 04 June 2014 - 08:20 AM

View PostEddrick, on 04 June 2014 - 08:01 AM, said:

That's how I see it. People do seem to forget that to put SRMs into perspective. You have to take the Splatcat into consideration.


That very threat is what is needed to force snipers to retreat to buy time, to maintain range. And in doing so, potentially giving up a very strong position or being flushed out of cover.

Defending against a massive SRM barrage is the same as trying to not die against PPC+AC: move laterally and twist to shield. Force the Splatcat to lead the shot and aim into thin air... with his wide-set ears his convergence will be looser, spreading the damage.

Everyone has had to make split-second reactions in order to defend themselves from PPC+AC. I don't see why a PPC+AC sniper shouldn't also have to make split-second reactions against an SRM barrage, or die.

People should remember that, if you let someone with SRMs get close, you already made a mistake and/or your opponent made a good move, and you may have already lost before the first SRM salvo is even fired. It's the same way if you cross open ground in front of a bunch of snipers... you have made a potentially fatal mistake and your fate may be sealed even before the first salvo of PPC+AC fire comes your way.

There's nothing wrong with having SRMs brutally kill people fast.

#37 Eddrick

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Posted 04 June 2014 - 08:37 AM

Screw Ghost Heat. It shouldn't exist, anyway. But, since SRM6s spread. You don't lose much, fireing them in sets of 3, with a short delay between.

#38 BlackDrakon

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Posted 04 June 2014 - 10:56 AM

Your math is so wrong it makes me sad, 6 missiles x 2.5 damage each = 15 x 3SRM6 launchers = 45 damage. NOT 90!

Edit: NM, I read ur talking about a splatcat....

Edited by BlackDrakon, 04 June 2014 - 11:02 AM.


#39 BlackDrakon

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Posted 04 June 2014 - 11:04 AM

Poptarts need a counter, best counter for poptarts SRM mediums.

Poptarts right now LOL at mediums when they close into them with SRMs and ML.

Want to fix your damn game PGI? FIX SRMS!

#40 Eddrick

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Posted 04 June 2014 - 12:15 PM

View PostBlackDrakon, on 04 June 2014 - 11:04 AM, said:

Poptarts need a counter, best counter for poptarts SRM mediums.

Poptarts right now LOL at mediums when they close into them with SRMs and ML.

Want to fix your damn game PGI? FIX SRMS!


Lasers could use a Buff, too. Otherwise, all I can see is the counter to Poptarts being a Splatcat. Anything, that effects SRMs has a bigger effect on it then with Mediums. An SRM Medium can go around 100kph, with a Firpower of around 53. A Splatcat can go around 80kph and has a Firpower of 77. That Splatcat can deliver its damage, without triggering Ghost Heat, in the same anount of time as a Medium with SRMs and Lasers.





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