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Srm And Ssrm Are Too Slow!


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#1 ACH75

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Posted 24 August 2014 - 09:52 AM

SRMs are powerfull but at 300m/s speed it's very difficult hitting targets above 170m, it's not the case we may try a 450/500m/s speed ?!?!

Streak SRMs have more range (360m) but even slower speed (180m/s) plus the lock time,
in practical use against light mechs that goes at 150kph about half of the volley is wasted over ground!!! It's not the case to try 250/300m/s for Streaks ?!?!


We may Adjust a bit also te ranges, let's say 300m for SRM and 350 for Streaks...

#2 Scratx

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Posted 24 August 2014 - 10:16 AM

Clan SSRMs have more range, not IS SSRMs. And Streaks have issues against ECM and have, for the bigger launchers, ridiculous reload times, so it's not a free meal.

Now, that said, SRMs are plenty fast already. They fly to max range in under a second. If you can't predict where someone will be in under a second, that's not a problem with the weapon system. It's a problem with you.

They really don't need that buff since they're already devastating when properly employed.

Edited by Scratx, 24 August 2014 - 10:16 AM.


#3 Wolfways

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Posted 24 August 2014 - 10:26 AM

Just be happy PGI didn't make up some rubbish like 160ms and a minimum range :D

#4 MadTulip

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Posted 24 August 2014 - 10:53 AM

"i have 6 little friends and all of them run faster then you do" :D

#5 TimePeriod

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Posted 24 August 2014 - 11:01 AM

View PostScratx, on 24 August 2014 - 10:16 AM, said:

They really don't need that buff since they're already devastating when properly employed.


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

#6 Mad Strike

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Posted 24 August 2014 - 11:06 AM

I see them very deadly and balanced.

#7 MechWarrior849305

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Posted 24 August 2014 - 11:35 AM

As for SRMs... I kinda feel, that CSRMs are slower than IS SRMs... Maybe my imagination :D
I tried them both on K-Foxes and S-Hawks respectively. And they do better (I mean hit more frequently) on the last ones

Edited by DuoAngel, 24 August 2014 - 11:38 AM.


#8 kapusta11

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Posted 24 August 2014 - 03:49 PM

TOTALLY agree, they are like firing PPCs at 700m post nerf :'(

#9 KrazedOmega

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Posted 24 August 2014 - 04:52 PM

I think they should be bumped up to 450 m/s.

I tend to think of them as an AGM-114 Hellfire which has top speed of 450.

#10 Scratx

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Posted 24 August 2014 - 05:23 PM

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


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


How is it the fault of the remaining 55% of the player base? If you can't aim with autocannons or lasers, is it my fault I can?

SRMs are fine. They're extremely dangerous for the tonnage and heat they produce under 270 meters. Which other system lets you do 12 damage for the cost of 3 tons, 2 slots and 4 heat?

Increasing range and especially missile speed will make them too much better and invite the Nerfinator. We don't want the Nerfinator, do we?


Edit : Correction, IS SRM6 is 12.9 damage. And clan SRM6 is half tonnage so best not mentioned, it only makes it look better.

Edited by Scratx, 24 August 2014 - 05:24 PM.


#11 Foxfire

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Posted 24 August 2014 - 05:26 PM

Not really.

IMO they need to unnerf the overall damage of SRM's. I am OK with them being slow because it is easy to predict and estimate shots at those ranges.

#12 A banana in the tailpipe

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Posted 24 August 2014 - 05:28 PM

IS/CLAN SRMS are fine. IS SSRMS need a damage boost. Clan SSRMs need the cooldown reduced.

#13 El Bandito

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Posted 24 August 2014 - 05:31 PM

I should probably sell my IS SSRM2s. They are now completely useless thanks to forum whines. Once 3058 comes calling I'll think of buying slightly less useless SSRM4/SSRM6.

Edited by El Bandito, 24 August 2014 - 05:31 PM.


#14 Mcgral18

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Posted 24 August 2014 - 05:35 PM

Give the IS the Dead-Fire missiles they deserve, and they can stay at this speed.

They removed their guidance, but gave nothing to return that tonnage. Extra payload or accelerant to fill that tonnage would be a nice thing.

You could even keep cSRMs where they are now to make up for half tonnage.

#15 Scratx

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Posted 24 August 2014 - 05:41 PM

View PostMcgral18, on 24 August 2014 - 05:35 PM, said:

Give the IS the Dead-Fire missiles they deserve, and they can stay at this speed.

They removed their guidance, but gave nothing to return that tonnage. Extra payload or accelerant to fill that tonnage would be a nice thing.

You could even keep cSRMs where they are now to make up for half tonnage.


I wouldn't mind IS SRMs to get a boost in damage, no. There's really no drawbacks to cSRMs, aside from a minor 0.15 damage difference per missile.

Just have to be a little careful about not making IS SRMs too good. Balance isn't just isSRM vs cSRM, it's also vis a vis all the other weapons. SRMs at 3 damage may do more than it's healthy.

... I wouldn't mind trying it out, though. *eyes Hunchback 4SP*

#16 Mcgral18

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Posted 24 August 2014 - 05:47 PM

View PostScratx, on 24 August 2014 - 05:41 PM, said:


I wouldn't mind IS SRMs to get a boost in damage, no. There's really no drawbacks to cSRMs, aside from a minor 0.15 damage difference per missile.

Just have to be a little careful about not making IS SRMs too good. Balance isn't just isSRM vs cSRM, it's also vis a vis all the other weapons. SRMs at 3 damage may do more than it's healthy.

... I wouldn't mind trying it out, though. *eyes Hunchback 4SP*


I would try 3, 2.8 and 2.5.

Enough to make a difference, with wiggle room. It's a slow travelling weapon with a 270M hard capped range. There needs to be a reason to get to 270M.

#17 Khobai

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Posted 24 August 2014 - 05:49 PM

IS SSRM2 damage needs to be increased to 2.5 (leave clan streaks at 2.0 damage though)

Commandos cant do any damage now that streak damage was nerfed from 2.5 to 2 for NO REASON.

#18 Foxfire

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Posted 24 August 2014 - 05:51 PM

View PostKhobai, on 24 August 2014 - 05:49 PM, said:

IS SSRM2 damage needs to be increased to 2.5 (leave clan streaks at 2.0 damage though)

Commandos cant do any damage now that streak damage was nerfed from 2.5 to 2 for NO REASON.


While I haven;t played around with streaks much.. you can do a good bit of damage with standard SRM's now.. particularly if you upgrade tot he Artimis SRM's

#19 Khobai

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Posted 24 August 2014 - 05:52 PM

Quote

While I haven;t played around with streaks much.. you can do a good bit of damage with standard SRM's now.. particularly if you upgrade tot he Artimis SRM's


on a Commando? dont have the tonnage for it.

#20 Carrie Harder

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Posted 24 August 2014 - 05:53 PM

View PostKhobai, on 24 August 2014 - 05:49 PM, said:

IS SSRM2 damage needs to be increased to 2.5 (leave clan streaks at 2.0 damage though)

Commandos cant do any damage now that streak damage was nerfed from 2.5 to 2 for NO REASON.

Or, if Piggy had more ambition, they could just reform SSRMs from the ground up to home in on the body part you aimed at when you fired rather than being an aimbot crutch. Improves their combat effectiveness against all targets (especially larger ones) and greatly increases both the skill floor and skill ceiling of the weapons.

But, that probably won't happen, because Piggy.





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