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Srm Update - Feedback


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#161 xengk

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Posted 10 June 2014 - 01:24 AM

Hit Detection fix and return of SRM finally?

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#162 Bilbo

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Posted 10 June 2014 - 06:24 AM

View PostMcgral18, on 09 June 2014 - 04:10 PM, said:



Out of curiosity, how would you feel about a more predictable SRM spread? I'm a fan of the ripple fire that all hit a similar location, similar to how MWLL does it.

Although the old in and out spread would be welcome as well.

I'm not a fan of ripple fire for srms as you are more likely to localize damage without it. The old in and out spread forces you to maintain a certain distance in order to localize damage, so not really a fan of that either. It did look good though.

#163 Solis Obscuri

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Posted 10 June 2014 - 10:31 AM

Good SRMs make me happy. I'm looking forward to this patch!

#164 Karl Marlow

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Posted 10 June 2014 - 10:34 AM

Will this fix also change the way LRMS and Streaks behave?

#165 knight-of-ni

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Posted 12 June 2014 - 10:07 AM

This must be a dream.
Someone pinch me.

#166 Pjwned

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Posted 14 June 2014 - 06:03 PM

Excellent, looking forward to it.

#167 Wonderdog

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Posted 15 June 2014 - 03:05 PM

The SRM fix is live in the Clan PTS - and its freaking excellent - makes SRM's genuinely useful again. Formerly redundant SRM armed IS Lights/Mediums (Huggin, 4SP, Kintaro, etc) actually have half a chance in a brawl vs clan mechs, and actually earn thier dropweight for a change.

I'm usually scathing with the praise for PGI's team, but kudos to the foilks who discovered and subsequently fixed this long running issue. More of this kind of work please.

#168 BlackDrakon

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Posted 18 July 2014 - 09:43 AM

I still fill that SRMS need a little more punch, 2.5 damage is the sweet spot where they should be.

#169 N a p e s

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Posted 18 July 2014 - 09:47 AM

View PostBlackDrakon, on 18 July 2014 - 09:43 AM, said:

I still fill that SRMS need a little more punch, 2.5 damage is the sweet spot where they should be.


2.5 dmg/missile for IS and 2dmg/missile for Clans (for balance)?





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