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Srm Update - Feedback


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#141 Bilbo

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Posted 09 June 2014 - 07:53 AM

View PostMcgral18, on 09 June 2014 - 07:42 AM, said:



You mean 3 damage right?

Otherwise, SRMs need some guidance.

TT aside, I don't recall them ever being 3 damage in MWO and, as I've said before, if they register correctly they'll never be 3 damage in MWO for very long. They'll be entirely too strong at that point.

#142 Mcgral18

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Posted 09 June 2014 - 07:58 AM

View PostBilbo, on 09 June 2014 - 07:53 AM, said:

TT aside, I don't recall them ever being 3 damage in MWO and, as I've said before, if they register correctly they'll never be 3 damage in MWO for very long. They'll be entirely too strong at that point.


Better than being entirely too weak.

At what range will they all hit the same component? On an awesome? With and without artemis?

http://www.sarna.net...d-Fire_Missiles
3 damage, you can fit more payload when you remove guidance.

#143 Bilbo

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Posted 09 June 2014 - 08:10 AM

View PostMcgral18, on 09 June 2014 - 07:58 AM, said:



Better than being entirely too weak.

At what range will they all hit the same component? On an awesome? With and without artemis?

http://www.sarna.net...d-Fire_Missiles
3 damage, you can fit more payload when you remove guidance.

In a mixed loadout, they don't all need to hit the same component. At 150, I don't have much trouble getting most of them where I need them to go with or without artemis.

Edited by Bilbo, 09 June 2014 - 08:10 AM.


#144 PhoenixFire55

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Posted 09 June 2014 - 08:14 AM

View PostMcgral18, on 09 June 2014 - 07:42 AM, said:

You mean 3 damage right?

Otherwise, SRMs need some guidance.


Hahaha. Very original. Denied.

View PostMcgral18, on 09 June 2014 - 07:58 AM, said:

Better than being entirely too weak.


2 damage with reliable hit reg they'll be where they should be. End of story.

View PostMcgral18, on 09 June 2014 - 07:58 AM, said:

At what range will they all hit the same component? On an awesome? With and without artemis?


Depending on a mech you use you can have 3-4 packs of SRM6s hit a single component even on a light. Without Artemis.

View PostMcgral18, on 09 June 2014 - 07:58 AM, said:

http://www.sarna.net...d-Fire_Missiles
3 damage, you can fit more payload when you remove guidance.


WTH does this have to do with SRMs?

#145 ShinVector

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Posted 09 June 2014 - 08:20 AM

View PostPhoenixFire55, on 09 June 2014 - 06:19 AM, said:


Just as I said, yes. Question is, how is SRMs different from ACs-PPCs, if spread allows to do damage into single component given one is close enough?


The previous spread doesn't allow that. The spread is wide from the start unlike the cone fire from CB days.
Mr. P specifically doesn't want SRM to do damage to single components no matter how close you are..

I have haven't really tested with the last spread modification though.

#146 Mcgral18

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Posted 09 June 2014 - 08:20 AM

View PostBilbo, on 09 June 2014 - 08:10 AM, said:

In a mixed loadout, they don't all need to hit the same component. At 150, I don't have much trouble getting most of them where I need them to go with or without artemis.


Well, at 20M I was still hitting arms and STs without artemis...20M on an awesome.

Well that's disappointing.

View PostPhoenixFire55, on 09 June 2014 - 08:14 AM, said:


Hahaha. Very original. Denied.



2 damage with reliable hit reg they'll be where they should be. End of story.



Depending on a mech you use you can have 3-4 packs of SRM6s hit a single component even on a light. Without Artemis.



WTH does this have to do with SRMs?


You mean the link that says that SRMs without guidance get +1 damage? Yeah, what the hell does that have to do with SRMs. Read a little, why don't you.

Obviously you're lying about hitting a light on every component, since you can't even do that on the barn door Awesome at 20 meters.

20 Meters! And you want less than 2.5 damage?! Why do you want a useless weapon system.

#147 Scratx

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Posted 09 June 2014 - 08:30 AM

You know, how about we see how SRMs play out with the HSR fixes before we call buff or nerf them?


(edit : though technically it wasn't an HSR issue, but an explosion/damage application issue, apparently, but you know what I mean :( )

Edited by Scratx, 09 June 2014 - 08:36 AM.


#148 Bilbo

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Posted 09 June 2014 - 08:34 AM

View PostMcgral18, on 09 June 2014 - 08:20 AM, said:


Well, at 20M I was still hitting arms and STs without artemis...20M on an awesome.

Well that's disappointing.
......

I'm not even sure how that is possible at 20m. Never seen the behavior myself. What are you piloting to make that happen. If it's a cat, tou need to get further away so the missiles have a chance to converge on center before hitting.

#149 Mcgral18

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Posted 09 June 2014 - 08:36 AM

View PostBilbo, on 09 June 2014 - 08:34 AM, said:

I'm not even sure how that is possible at 20m. Never seen the behavior myself. What are you piloting to make that happen. If it's a cat, tou need to get further away so the missiles have a chance to converge on center before hitting.


A SHD, so right torso. The +A even had some hit side torso's at 20M, but fewer.

But even at 5M, the spread begins.

#150 PhoenixFire55

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Posted 09 June 2014 - 08:39 AM

View PostMcgral18, on 09 June 2014 - 08:20 AM, said:

You mean the link that says that SRMs without guidance get +1 damage? Yeah, what the hell does that have to do with SRMs. Read a little, why don't you.


I did ...

Quote

Dead Fire Missiles were replaced by Medium Range Missile launchers and are no longer valid in game play.


View PostMcgral18, on 09 June 2014 - 08:20 AM, said:

Obviously you're lying about hitting a light on every component, since you can't even do that on the barn door Awesome at 20 meters.


You can't. And thats the problem of your ping and your hit reg. My Cent with 3xASRM6s send the entire alpha into CT of Cataphracts and alike from 200m.

#151 Mcgral18

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Posted 09 June 2014 - 08:42 AM

View PostPhoenixFire55, on 09 June 2014 - 08:39 AM, said:


I did ...



You can't. And thats the problem of your ping and your hit reg. My Cent with 3xASRM6s send the entire alpha into CT of Cataphracts and alike from 200m.


Testing grounds, there is no ping or movement. Which means SRMs are even worse in the live servers.

Now try reading a LITTLE harder.

Quote

Any standard LRM or SRM launcher could be loaded with Dead Fire Missiles. These missiles would inflict one extra point of damage (2 points per LRM, 3 per SRM) but when using the cluster hits table, the controlling player rolled 3D6 and used the two worst rolls to determine the number of missiles that hit.



#152 PhoenixFire55

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Posted 09 June 2014 - 08:47 AM

View PostShinVector, on 09 June 2014 - 08:20 AM, said:

The previous spread doesn't allow that. The spread is wide from the start unlike the cone fire from CB days.
Mr. P specifically doesn't want SRM to do damage to single components no matter how close you are..

I have haven't really tested with the last spread modification though.


On smth like a Cent A all launchers are very close to each other, the spread isn't the issue at all, even at 200-250m distances.

#153 Bilbo

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Posted 09 June 2014 - 08:57 AM

View PostMcgral18, on 09 June 2014 - 08:42 AM, said:



Testing grounds, there is no ping or movement. Which means SRMs are even worse in the live servers.

Now try reading a LITTLE harder.




I've honestly never payed much attention to anything that happens in testing grounds. My experience in game is that inside 150 my SRM's don't spread far enough to hit both ST's and arms on anything bigger than a Spider.

#154 Mcgral18

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Posted 09 June 2014 - 09:03 AM

View PostBilbo, on 09 June 2014 - 08:57 AM, said:

I've honestly never payed much attention to anything that happens in testing grounds. My experience in game is that inside 150 my SRM's don't spread far enough to hit both ST's and arms on anything bigger than a Spider.


It's the same spread code, so it shouldn't make a difference. In fact, testing grounds should be superior since you can make optimal situations, which just don't appear in live servers.

#155 Bilbo

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Posted 09 June 2014 - 09:08 AM

View PostMcgral18, on 09 June 2014 - 09:03 AM, said:



It's the same spread code, so it shouldn't make a difference. In fact, testing grounds should be superior since you can make optimal situations, which just don't appear in live servers.

I don't know if it is. Many times behavior in the testing grounds and in game are different. This is why I don't base any of my conclusions on anything except my experience on the live servers.

#156 Falcore

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Posted 09 June 2014 - 09:51 AM

I welcome seeing more Cents and brawling on the field again.

#157 Reza Malin

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Posted 09 June 2014 - 10:55 AM

SRM's are actually a viable choice now, thankyou PGI for finally fixing the buggers, nice job.

#158 Mcgral18

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Posted 09 June 2014 - 04:10 PM

View PostBilbo, on 09 June 2014 - 09:08 AM, said:

I don't know if it is. Many times behavior in the testing grounds and in game are different. This is why I don't base any of my conclusions on anything except my experience on the live servers.


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.

#159 Bagheera

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Posted 09 June 2014 - 07:01 PM

View PostBlackDrakon, on 07 June 2014 - 08:52 PM, said:

Damage is fine at 2.5 stop saying dumb things! The splash damage is fix, so its ok with 2.5 per missile!


Damage is currently 2.15 for standard SRMs. Streaks are 2.5. How streaks manage to get more payload and guidance/FC systems into the same ammo/ton as standard SRMs is beyond me, but there it is.

View Postfocuspark, on 08 June 2014 - 09:24 AM, said:

Did I miss something where SRM damage was boosted to 2.5 / missile? Last I checked it was only 2.15 / missile.


See above.

#160 Firelizard

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Posted 09 June 2014 - 07:57 PM

The Timberwolf-S is going to be one naughty, naughty puppy with these changes. And that's in stock loadout!





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