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Srm And Ssrm Are Too Slow!


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#41 Foxwalker

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Posted 25 August 2014 - 04:48 AM

View PostTraining Instructor, on 25 August 2014 - 01:02 AM, said:

Seems like Khobai wants IS streaks to be more powerful than clan streaks...which is a really silly idea.


Not really, as many weapons have been modified (damage, speed and range) to adjust for game balance. Canon and Original rules are just a guild for this game.

#42 Budor

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Posted 25 August 2014 - 04:51 AM

I may be on an island here but i think SRMs are still to weak damage wise for the tonnage/heat. I dont use them rather take lasers/ac's and heatsinks.

#43 mogs01gt

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Posted 25 August 2014 - 05:26 AM

Maybe its because my FPS sucks but I hate the delay between when I fire the SRMs to when they actually leave the tubes. Also they spread damage way too much!

#44 Foxwalker

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Posted 25 August 2014 - 05:47 AM

With only a few exceptions IS Light and Medium Mechs do not do well with high heat weapons like ERPPCs or Ballistics - can't carry enough ammo or heat sinks to effectively mount them. (Yes a few can do them well). But for the most part, Medium lasers SSRMs and SRMs are the staple. SRMs have had some great buffs lately, and seem to work pretty well relative to how they used to work. They still need some work. IS Streaks are essentially no longer worth bringing to the table.

The Jenner D, the Raven 3L and the Commando all suffer due to the change. Very few 3L drivers use the 3 medium 2 streak build - the 2 ER or Large Laser build is the standard. Forget using the Commando as a little hunter killer now, it does really well with a Narc a Tag and UAV, or as an ECM escort.

Due to the change I have changed all my IS mediums from Streaks to SRMs to keep them marginally competitive, but you are no longer chasing lights with them.

#45 Fire and Salt

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Posted 25 August 2014 - 05:47 AM

mogs - does your mech have missile bay doors? Try opening them with the . key.
(Note that this reduces durability)


I wish I saw more brawling, and would love a SRM buff.
I'm not sure that an increase in damage would be a good idea.... They are pretty good already if you manage to get behind someone at point blank range...

I think that a slight travel speed boost would make them less situational. I would also drop the heat. Lasers seem more heat efficient, when you consider how many SRMs actually hit the desired panel... Even if you aim great, you hit 3 panels due to spread, unless you are almost touching the enemy.

Edited by Fire and Salt, 25 August 2014 - 05:51 AM.


#46 Mcgral18

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Posted 25 August 2014 - 06:48 AM

View PostFire and Salt, on 25 August 2014 - 05:47 AM, said:

mogs - does your mech have missile bay doors? Try opening them with the . key.
(Note that this reduces durability)


Perhaps saying reduces durability isn't the right term. The Doors give a flat 10% damage reduction to the component (like the Awesome CT) and when you open them, it just becomes like every other mech. 0.5 second delay affects things quite a bit. Leave them closed until you need them is my thought on them.

A Kintaro has a missile CT bay door.

#47 RuneOfDeath

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Posted 26 August 2014 - 02:11 AM

In my opinion, SRMs are fine how they are in the game, they could use a small buff though ;) The problem, in my opinion, is, that firing SRMs doesnt feel like firing missiles but like throwing some stones at your enemy, they just feel too slow for missiles.

#48 Deathlike

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Posted 26 August 2014 - 10:31 AM

Streaks are fine... really. The simple fact that people are requesting a buff for something that is far less skilled than LRMs and is only good for killing Lights... says a lot.

SRMs could certainly use a damage buff (well, moreso IS than Clan, due to the tonnage consumed gap) and a speed buff as they still aren't quite the threat they need to be. Eventually we'll have to make room for MRMs (maybe) so buffing the missile speed to leave to slower speeds to our future MRM overlords would be ideal.

#49 BlackDrakon

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Posted 26 August 2014 - 10:37 AM

SRMs are still lacking of punch, they should be at least 2.5 damage per missile, besides that, hit registration is still awful, I don't know why, but sometimes you hit and paperdoll just go yellow, and sometimes you hit and the paperdoll gets cored...

To many things still wrong with them, and I do think they need a buff. Maybe not on speed, but on damage and registration....

#50 InspectorG

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Posted 26 August 2014 - 11:20 AM

View PostTimePeriod, on 24 August 2014 - 11:01 AM, said:


You just ruled out 45% of the playerbase. How's that a good idea?


Easymode one button mash, faster you mash, more you kill. Everyone goes home happy.

Why PGI no know this? :blink:

#51 mogs01gt

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Posted 26 August 2014 - 11:24 AM

View PostFire and Salt, on 25 August 2014 - 05:47 AM, said:

mogs - does your mech have missile bay doors? Try opening them with the . key.
(Note that this reduces durability)

no doors. I hit the button and have like a 1/4 second wait time.

#52 InspectorG

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Posted 26 August 2014 - 11:25 AM

I think they 'feel' fine.

I will be the greedy ******** and want a tighter spread up through half the range. Second half of the range they can fan out more. I like to use them up close and personal, like on that first date where you tryhard to make a good impression.

Bumps in speed/damage would be welcome though.

QQ about OP SRM would be a change from the usual QQ about their longer brother.

#53 Zyllos

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Posted 26 August 2014 - 11:31 AM

Really, SSRMs need to target in pairs of 2 SRMs each.

So that SSRM/2 will aim a single pair of SRMs at a single bone. A CSSRM/6 will aim three pairs of SRMs at three random bone locations (could be the same).

That will make them do more consistent damage.

Regular SRMs, honestly, need to fire in a stream (think CLRMs) with a bit less spread than now.

#54 cSand

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Posted 26 August 2014 - 11:39 AM

Nooo don't buff them SRM. It's very powerful already if used right.

Why not, you ask?

Cause millions of voices will cry out "SRMageddon!!!"

Then they'll listen to this massive disturbance, and nerf the crap outta them

SO NO

LEAVE WELL ENOUGH ALONE


Streaks though.... I do wish they'd bring the IS streaks back up to 2.5 damage. The extra .5 tons is not worth carrying them just for some locks. If you can aim, that's another ton of ammo you can carry! Or another 2 tubes!

View PostZyllos, on 26 August 2014 - 11:31 AM, said:


Regular SRMs, honestly, need to fire in a stream (think CLRMs) with a bit less spread than now.


That sir is a horrible idea... since torso twisting and snapshots (less burn time) are one of the IS mechs great defensive strengths, making your brawlers have to wait until all 12-24 SRMS have filed out 1 at a time is bad news bears. BAD. NEWS. BEARS.

Edited by cSand, 26 August 2014 - 11:43 AM.


#55 Angel of Annihilation

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Posted 26 August 2014 - 11:40 AM

View PostTimePeriod, on 24 August 2014 - 11:01 AM, said:


You just ruled out 45% of the playerbase. How's that a good idea?


I like the part about ruling out 45% of the playerbase, but it sure isn't a good idea to make them even better for the 55% who actually can use them to devastating effect.

#56 Zyllos

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Posted 26 August 2014 - 11:44 AM

View PostcSand, on 26 August 2014 - 11:39 AM, said:

That sir is a horrible idea


Maybe for the players who want to try to keep as much damage onto a single location as possible while being able to utilize peeking, shooting, then hiding gameplay because of how punishing the FLD gameplay is.

#57 FDJustin

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Posted 26 August 2014 - 11:51 AM

They're fast enough. If it's a problem, get closer. If they aren't performing well enough, other things could be tweaked to bring them in line.

#58 cSand

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Posted 26 August 2014 - 12:01 PM

View PostZyllos, on 26 August 2014 - 11:44 AM, said:


Maybe for the players who want to try to keep as much damage onto a single location as possible while being able to utilize peeking, shooting, then hiding gameplay because of how punishing the FLD gameplay is.


Hang on, back the wagon up:

keep as much damage on one spot?
and peek/shoot/hide?

We're talking SRMs here man

You clearly do not brawl

#59 Zyllos

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Posted 26 August 2014 - 12:29 PM

View PostcSand, on 26 August 2014 - 12:01 PM, said:


Hang on, back the wagon up:

keep as much damage on one spot?
and peek/shoot/hide?

We're talking SRMs here man

You clearly do not brawl


Then why even mention that a stream of SRMs would affect you at all then if that is the case?

It is because you have to face your target while circling around him, exposing your facing to the target for that amount of time, which is no different than current meta gameplay for exposing as little in time as possible while getting out as much damage as possible in that small time frame.

Edited by Zyllos, 26 August 2014 - 12:29 PM.


#60 3rdworld

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Posted 26 August 2014 - 12:33 PM

View PostZyllos, on 26 August 2014 - 11:44 AM, said:


Maybe for the players who want to try to keep as much damage onto a single location as possible while being able to utilize peeking, shooting, then hiding gameplay because of how punishing the FLD gameplay is.



Shooting and hiding is just being smart. The Meta is lasers right now BTW. Lots and lots of lasers.

FLD mechs are really a thing of the past, and have moved on to pasture. If they buff PPCs, we may see them again, I am not holding my breath though.





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