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Srm Update - Feedback


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#61 Cerlin

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Posted 06 June 2014 - 10:27 PM

Very happy to see this as a medium pilot and a pilot who misses SRMS from the old days. Keep up the good work.

#62 Felbombling

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Posted 06 June 2014 - 11:13 PM

Make sure you adjust the damage value accordingly, because you buffed it in the interim. Would hate for the dreaded SRarmageddon to manifest on Clan release day.

#63 Mister Dubis

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Posted 06 June 2014 - 11:21 PM

View PostNikolai Lubkiewicz, on 06 June 2014 - 05:30 PM, said:


GREAT GOOGLY MOOGLY....fixed.


someone watched evolution...

edit... forgot to say... cool beans cant wait until the 17th.

Edited by Mister Dubis, 06 June 2014 - 11:24 PM.


#64 SirSlaughter

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Posted 06 June 2014 - 11:33 PM

Really? Lots of good news indeed

#65 MisterPlanetarian

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Posted 06 June 2014 - 11:49 PM

IT BEGINS

#66 thatrobotguy

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Posted 06 June 2014 - 11:57 PM

View PostCybersniper Vickers, on 06 June 2014 - 06:49 PM, said:

And in 1, 2, 3..........SRMs are OP !!

Nerf them, nerf them NOW ! ROFL


I have a sneaking feeling we'll be too busy worrying about clan mechs/weapons/etc. (and how OP or DOA they are) to notice how OP this may or may not make SRMS ^_^ gonna be a very very interesting patch on the 17th

#67 MisterPlanetarian

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Posted 07 June 2014 - 12:38 AM

Clan SRM6 is 1.5 tons.

My Kitfox will fit 4 of these babies just because of this patch.

#68 THE ERASER

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Posted 07 June 2014 - 12:49 AM

I want to thank the whole team for your hard work at everything so we can enjoy more, better Battlemech Action in battletech! ^_^

#69 Sennin

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Posted 07 June 2014 - 01:30 AM

View PostManDaisy, on 06 June 2014 - 06:00 PM, said:

Honestly, without self splash damage (less then 90m), its going to get a little out of hand with the face hugging. Expect big numbers and lots of complaints from those who can't adjust..

I think damage should be kept at 2.0 as in battletech lore, but damage to self needs to be added under 90m. An Srm will true be an SRM then.


I agree with the damage remaining at 2.0 but 90 meters is way to large of a range for splash damage. I dont think you are taking into account other close range weaponry that function in this range or the amount of SRMs players will be using with this fix. This trend happens every patch. A large amount of the community will explode into the game armed to the teeth with whatever system was tweaked for the first one to two weeks and then it will begin to taper off into the month's end until people make their final assessment. You will see tons of threads pop up ranging in praise and rage. PGI just "fixed" this. Let's take a wait and see approach and reserve judgment for when the smoke clears.

#70 ReXspec

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Posted 07 June 2014 - 01:54 AM

ABOUT [redacted] TIME. >:C

Edited by Marvyn Dodgers, 07 June 2014 - 02:23 AM.
Language


#71 Marvyn Dodgers

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Posted 07 June 2014 - 02:18 AM

View PostHelmer, on 06 June 2014 - 06:30 PM, said:



I heard they are working on some silly looking new Clam 'mechs or something.



Cheers.

I am looking forward to the Quahog 5-S ^_^

#72 ShinVector

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Posted 07 June 2014 - 02:43 AM

good news indeed.

#73 Logi

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Posted 07 June 2014 - 03:04 AM

great, now i can bring my brawl mechs back ^_^

#74 Son of the Flood

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Posted 07 June 2014 - 03:28 AM

Fantastic work Brian and Neema on slaying these complicated srm issues! I hope this great work reflects well on your mid year reviews and in addition to the corner office you have been eyeing you'll be rewarded appropriately (years supply of Moosehead beer or pimped out segways perhaps?). ^_^

My HBK 4sp thanks you guys!

Also the below is the funniest thing I've read all day.

View PostBlackBeltJones, on 06 June 2014 - 06:19 PM, said:

This is the exact opposite of walking in on your wife sleeping with Jar-Jar Binks.


#75 Appogee

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Posted 07 June 2014 - 04:19 AM

Good job, thanks.

Please remember to take the damage back down to pre-compensation level. No point in creating a SRMageddon.

#76 Pariah Devalis

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Posted 07 June 2014 - 04:21 AM

View PostAppogee, on 07 June 2014 - 04:19 AM, said:

Good job, thanks.

Please remember to take the damage back down to pre-compensation level. No point in creating a SRMageddon.


You mean when it was 2.5 damage per missile and had splash damage that did 2-3x the intended damage, with no ghost heat?

They have you beat already, mate. ^_^

#77 Appogee

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Posted 07 June 2014 - 04:26 AM

View PostPariah Devalis, on 07 June 2014 - 04:21 AM, said:

You mean when it was 2.5 damage per missile and had splash damage that did 2-3x the intended damage, with no ghost heat?

Didn't they just buff them to 2.1 or 2.2 or something, to compensate for the lack of hits? I'm just suggesting they cut them back a little given they're all going to hit now.

#78 N a p e s

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Posted 07 June 2014 - 04:28 AM

View PostAppogee, on 07 June 2014 - 04:26 AM, said:

Didn't they just buff them to 2.1 or 2.2 or something, to compensate for the lack of hits? I'm just suggesting they cut them back a little given they're all going to hit now.


Ya they were buffed to 2.15.

I hardly think that will make for SRMgeddon, but who knows...

#79 AdamBaines

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Posted 07 June 2014 - 04:33 AM

Time to dust off my SplatCat and see how it works again...

#80 Squidy

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Posted 07 June 2014 - 04:41 AM

Awesome!

Just make sure that the damage is dialed down to normal values before launch





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