Hit Detection fix and return of SRM finally?
12
Srm Update - Feedback
Started by Kyle Polulak, Jun 06 2014 01:41 PM
168 replies to this topic
#161
Posted 10 June 2014 - 01:24 AM
#162
Posted 10 June 2014 - 06:24 AM
Mcgral18, 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
Posted 10 June 2014 - 10:31 AM
Good SRMs make me happy. I'm looking forward to this patch!
#164
Posted 10 June 2014 - 10:34 AM
Will this fix also change the way LRMS and Streaks behave?
#165
Posted 12 June 2014 - 10:07 AM
This must be a dream.
Someone pinch me.
Someone pinch me.
#166
Posted 14 June 2014 - 06:03 PM
Excellent, looking forward to it.
#167
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.
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
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.
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