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The Clans Were Overnerfed. Some Stats.


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#81 Crunk Prime

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Posted 21 September 2014 - 04:17 AM

I love seeing all the clan babbies crying about the possibiltiy of clan mechs getting nerfs. [redacted]

Clan weapons and some clan mechs themselves need some straight up nerfs. I have a direwulf, and I can safely say the thing is an over powered beast. I can rig up builds that down Atlases through the front CT in about 4 seconds.

Vulture/Mad Dog hopefully has some built in already in the form of quirks. Otherwise have fun seeing SRM6x6 vultures become the new splat cat, only now they'll have clan ER mediums and heatsinks to spare.

Edited by Marvyn Dodgers, 21 September 2014 - 10:37 AM.
Minor language


#82 IraqiWalker

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Posted 21 September 2014 - 06:55 AM

View PostSatan n stuff, on 21 September 2014 - 04:14 AM, said:

FYI it's not CASE II, it's Clan CASE. CASE II is developed after the clan invasion. It has to be mounted the same way as IS CASE but it can be mounted anywhere, it prevents an ammo explosion from destroying the torso section the ammo is mounted in. It causes an ammo explosion to deal only one point of damage to internals, the rest is applied to the ( rear ) armor of that section.


I stand corrected.

View PostThat Dawg, on 21 September 2014 - 04:15 AM, said:


You mean.........................like the Stalker that was beat into submission with nerfs a year ago?

direwolf isn't a big threat, stay out from in front of it.
leave the nerf bat off of it, I dont, nor wont have one too


yest the STK-3F is still a very competitive mech.

View PostCrunk Prime, on 21 September 2014 - 04:17 AM, said:

I love seeing all the clan babbies crying about the possibiltiy of clan mechs getting nerfs. [redacted].

Clan weapons and some clan mechs themselves need some straight up nerfs. I have a direwulf, and I can safely say the thing is an over powered beast. I can rig up builds that down Atlases through the front CT in about 4 seconds.

Vulture/Mad Dog hopefully has some built in already in the form of quirks. Otherwise have fun seeing SRM6x6 vultures become the new splat cat, only now they'll have clan ER mediums and heatsinks to spare.


Pit that direwolf of yours against a stock hunchie, and unless you get at least a good 500 meters + of range on it. You're going to lose every time. Sure, it brings firepower, but unless you're facing idiots who like staring at the sun too long, you're not placing that anywhere worth while for long.

I've ran every DWF build possible by now, even tried to run one as an LRM boat. My DWF-B runs 9 ERPPCs, for giggles. I know that mech inside out, and as a pilot that will be fighting for the IS during CW, I can tell you that mech doesn't need a nerf. As long as you move sideways you're dodging half if not all of it's firepower. Plus, with so much ammo in the side torsos, it's very easy to rip one side open, and stay in it's shadow, preventing that mech from landing a single hit on you.

Honestly it's almost as binary as LRMs are. When it works, it annihilates everything, and when it doesn't, it just fails miserably.

Edited by Marvyn Dodgers, 21 September 2014 - 10:37 AM.
Language in quote


#83 Sorbic

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Posted 21 September 2014 - 07:19 AM

View Postlartfor, on 20 September 2014 - 11:07 AM, said:


Clan team elo was on average higher than IS team elo. This was directly stated by Russ however I don't think an exact figure was given.

A player posted some very detailed stats showcasing some 1500+ games a couple weeks back. When looking at these more specifically... A good IS team with good IS mechs vs a good clan team with good clan mechs showed less than a 4% difference in overall effectiveness.


Except that the only methods available to him left that 4% taking out the worst of the IS and not the worst of the clan so it was still a little off. But overall most clan mechs are close enough to balanced for me. I like the idea of them being at least a lil superior. And some, like the KF are definitely not op.

#84 Jonny Taco

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Posted 21 September 2014 - 07:29 AM

View PostSorbic, on 21 September 2014 - 07:19 AM, said:

Except that the only methods available to him left that 4% taking out the worst of the IS and not the worst of the clan so it was still a little off.


No doubt. It should also be noted that a large portion of the game results used for his stats were pre clan laser nerf as well. It would be interesting to see how good clan mechs vs good is mechs compare with game results gathered specifically after the most recent round of laser nerfs.

#85 SaltBeef

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Posted 21 September 2014 - 08:20 AM

Save the Drama 4 your Momma! B)

#86 IraqiWalker

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Posted 21 September 2014 - 09:47 AM

View PostWrenchfarm, on 21 September 2014 - 08:11 AM, said:

All kinda valid points with some glaring mistakes here and there


I've already crunched the numbers. If the IS pilots are stupid, they will try to mimic the clan builds, instead of relying on the fact that their mechs are more customizable. If you make identical set ups, clans end up having more slots, but similar if not less weight.

The argument that IS pilots are less skilled is actually supported by the stats. It's not that pilots for the Inner Sphere are bad pilots, it's just that for every test the overwhelming majority of new players are on the IS side. In fact, for the first 4 or so tests, they were ONLY on the IS side. Having even ONE (C) mech on your team dropped that player's impact on the match by as much as 60% if not more.

Clan tech is OP for the public queue. That is true. However, that is not the tech's fault, it's actually quite balanced against IS tech. No, the problem is with the players. The tactic used by almost 99% of all players in the PuG, almost exclusively, is to start with long range poking, and then move into a brawl later on. The problem is that long range poking is what the clans excel at. Leading to the clans winning the early game, and then rolling the IS teams once they are 3-4 mechs ahead. Which is almost impossible to counter. The test matches that my teams won (I was playing IS for a few of them), were ones where we knew what was going on, didn't have anyone suicide because they were a whiny failure, and we used cover to close in on the clans and engage them at short range. Where the IS holds the upper hand.


So yes, clan tech is OP, and P2W against staring-at-the-sun-can't-breathe-without-a-reminder-window-licking-players. I absolutely agree. It's taken months for most of us to get enough of our IS players (the ones not on the forums) to understand that IS wins at close range and hit and run, and that they should stop being delusional about beating a clan mech at range. We still have a MASSIVE chunk of the IS player base that still doesn't comprehend that.

Clan tech isn't OP. Clan tech seems OP because the tactic used in the PuG queue lends itself wholly to it. The tactics prevalent in the PuG queue make clan tech seem OP. That's not the tech's fault, that's the players' fault.

Before you go on another rant accusing me of being a test tube baby, don't. I'm an IS player, and will be an IS player during CW.

As for the engines. Clan engines should stay as is. What needs to happen is adding the penalties when a clan mech loses a side torso, since the engine suffers near-critical damage. Those penalties being: Increased heat, and reduced heat threshold, reduced movement speed, and reduced torso and arm movement speed.

Your example of the Nova build is inherently flawed since you didn't factor in burn times, heat, or cycle times.
Yes those 19 DHS on the Nova, aren't cooling it better than the 18 on the Hunchie. The 5 JJs are almost wasted tonnage right now with how JJs work (not helpful with heat either btw).

Shredhead made most of these arguments (much better in many cases) a while ago. Here's an excerpt of our back and forth if you want this to become a debate, should help move this along faster, since we'll all be on the same page:

Spoiler

Edited by IraqiWalker, 21 September 2014 - 09:49 AM.


#87 Mcgral18

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Posted 21 September 2014 - 09:56 AM

Clans will have 4 good mechs after the next wave, and 6 bad ones. They currently have 2 good ones.

They have 2 weapon boats, and 1 which may end up alright, or bad, depending on additional omnipods.



Here's a novel idea: Rather than gimp those 6 bad ones even further, target the issues directly.

These nerfs have killed my WubFox, yet have barely affected the problem builds. It's ridiculous what some people think.

Edited by Mcgral18, 21 September 2014 - 09:57 AM.


#88 IraqiWalker

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Posted 21 September 2014 - 10:07 AM

View PostMcgral18, on 21 September 2014 - 09:56 AM, said:

Clans will have 4 good mechs after the next wave, and 6 bad ones. They currently have 2 good ones.

They have 2 weapon boats, and 1 which may end up alright, or bad, depending on additional omnipods.



Here's a novel idea: Rather than gimp those 6 bad ones even further, target the issues directly.

These nerfs have killed my WubFox, yet have barely affected the problem builds. It's ridiculous what some people think.


Because people only care about what's killing them.

As the old example goes :

Quote

Dear devs, scissors is OP. Rock is balanced.

Sincerely, Paper


No one is talking about the fact that FF only mechs are borderline useless. No one is talking about the mother of all the problems: Instant pinpoint convergence. If we had scaling convergence, then things would be a lot better. No one is talking about the fact that we don't have all the clan systems up and running, and are already whining about them, and nerfing them, before we get the whole package to see how things stand out.

People bring up the stats of how the clans won that many matches, without thinking about how many of those matches had entire lances suicide.

No one talks about how nerfing the clan lasers was the wrong move, and how buffing the IS lasers (more like, putting them back at where they used to/should be, or un-nerfing, so to speak.) is what should have been done.

No, all they care about is that something killed them, and so it must be evil, and bad, and it couldn't possibly be balanced/their fault.

#89 Urza Mechwalker

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Posted 21 September 2014 - 10:16 AM

I think what needs to be done is buffign several IS mechs. Even is by adding more slots. For example. How bad woudl be to add an extra Energy slot on the arm of the dragons so It can use 1 more medium laser?


OTher thigns coudl be done like increase IS heat threshold before shutdown.

Improving IS missile arc of flight and nerfing clans arc of flight ( in the lore clans despised indirect fire so would be ok)

#90 IraqiWalker

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Posted 21 September 2014 - 10:20 AM

View PostUrza Mechwalker, on 21 September 2014 - 10:16 AM, said:

I think what needs to be done is buffign several IS mechs. Even is by adding more slots. For example. How bad woudl be to add an extra Energy slot on the arm of the dragons so It can use 1 more medium laser?


OTher thigns coudl be done like increase IS heat threshold before shutdown.

Improving IS missile arc of flight and nerfing clans arc of flight ( in the lore clans despised indirect fire so would be ok)


I'm waiting for the quirk pass. However, THAT is truly what needs to be done. A lot of IS mechs, and tech were nerfed way back when, and it needs to be brought back up. The solution isn't NERF EVERYTHING!. No, it's un-nerf the under-performers. They have no real reason to remain nerfed anymore.

#91 Adiuvo

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Posted 21 September 2014 - 10:25 AM

View PostIraqiWalker, on 21 September 2014 - 09:47 AM, said:

So yes, clan tech is OP, and P2W against staring-at-the-sun-can't-breathe-without-a-reminder-window-licking-players. I absolutely agree. It's taken months for most of us to get enough of our IS players (the ones not on the forums) to understand that IS wins at close range and hit and run, and that they should stop being delusional about beating a clan mech at range. We still have a MASSIVE chunk of the IS player base that still doesn't comprehend that.

Close range: http://mwo.smurfy-ne...92fd0b142ae9348

Or I could link the SRM Stormcrows. Or the autocannon Daishis. Or the ERSL Nova.

Hit and run? When all of clan mechs except for the lights are faster than their IS counterparts while mounting weapons that are longer range?

#92 FupDup

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Posted 21 September 2014 - 10:27 AM

View PostAdiuvo, on 21 September 2014 - 10:25 AM, said:

--
Hit and run? When all of clan mechs except for the lights are faster than their IS counterparts --

*And the Dire Wolf (do any serious players run below STD325-350 on their Atlai?). Nova is about average speed for a medium. Maybe a small nudge under average.

#93 Mechwarrior Buddah

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Posted 21 September 2014 - 10:27 AM

View Poststjobe, on 20 September 2014 - 10:49 AM, said:

So how do you explain the latest round of IS vs Clan testing then? You know, the one in which Clans still won 73% of matches?


Yah, pilot skill and loosened matchmaker has nothing to do with that

oh yeah and that was the pug que.

Will CW be group based or pug? Cause if its group those tests dont mean ****

#94 Grrzoot

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Posted 21 September 2014 - 10:28 AM

ummm no.

#95 Adiuvo

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Posted 21 September 2014 - 10:29 AM

View PostFupDup, on 21 September 2014 - 10:27 AM, said:

*And the Dire Wolf (do any serious players run below STD325-350 on their Atlai?). Nova is about average speed for a medium. Maybe a small nudge under average.

When the Daishi mounts as many weapons as it does and can steamroll through people, dealing with hit and run shouldn't be a problem.

It also shouldn't be in a position where it could even be harassed like that.

#96 Wrenchfarm

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Posted 21 September 2014 - 10:29 AM

View PostIraqiWalker, on 21 September 2014 - 09:47 AM, said:

Snip

Thanks for having a better composed response than most clan players, but I still disagree on several points.

Mainly, I don't think IS mechs truly have an advantage in a brawl. Clans dominate at range, then largely match IS mechs in a brawl. Yes their weapons are hotter and the lasers have more burn time, but that ignores all the clan weapons that work just fine in a brawl. LBXs, SRMs, point blank Goose and PPCs, etc. Even their lurms by virtue of their flight pattern are easier to use in the 200-300m range and have the added bonus of screenshaking the other guy to pieces. They have crazy high alphas, can tank comparatively more damage with torso twisting, and generally have speeds rivaling or excelling IS equivalents in their weight class (with the exception of Clan lights).

So what you have are Clan mechs that get to pick apart the IS at range, and when they eventually close, get to match them in a brawl but will win since the IS are already half dead due to ranged fire. You want to take about hit and run and stuff, but Clan mechs are just as mobile or more than their IS counterparts and just as good at dumping FL PPD with a few exceptions (Nova). They can employ the exact same tactics to just as good (better) results.

My comparison between the Nova and HBK-4P is apt. Saying the Clan lasers have longer burn times is true, but also ignores the extra damage. If your clan ERMLAS stays on target for 1 second (the entire IS burn time) of it's 1.25 second fire duration, it does better damage than the IS version. If the target twists or you shake your aim and the last .25 seconds of burn time go off target, it's just added bonus aggravated damage to other components. If you're good enough to make use of the full 1 second burn time of IS MLAS, you will always do better with ERMLAS. Not to mention the higher effective range since brawling occurs anywhere from 0-400m. While the IS MLAS lose damage, the ERMLAS keeps right on trucking.

I don't think Clantech is superior in just the PuG ghetto. I think if you got two comp teams together and had them play Clan Vs IS (say 10 games total, 5 games as each side), the Clan teams would win HANDILY. Clans simply have every advantage and it's ridiculous to say otherwise.

Again, if the game had active CW and Clans and IS were fighting with asymmetrical teams, only IS had access to support arty, etc, it would all be a different story. But I live in the real world where MWO is just a random arena shooter where the team that happens to draw more Clan mechs tends to win.

#97 IraqiWalker

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Posted 21 September 2014 - 11:04 AM

View PostAdiuvo, on 21 September 2014 - 10:25 AM, said:

Close range: http://mwo.smurfy-ne...92fd0b142ae9348

Or I could link the SRM Stormcrows. Or the autocannon Daishis. Or the ERSL Nova.

Hit and run? When all of clan mechs except for the lights are faster than their IS counterparts while mounting weapons that are longer range?


Hit and run relies on cover, so you are engaging within your comfort zone. I'm talking about popping out within 300-400 meters, firing, and then, diving behind cover again. Either the same brick you were behind, or another one.

As for the close range builds, yes, clan mechs have close range builds, no one said they didn't. It's not their strongest suit. That Timberwolf build is actually a good example of that. It's got +10% heat damage, +10% increased missile cool down.

That means it fires less often, and when it over heats, it damages itself more. Couple that with the heat on the ERMLs, alone, and pressuring one into firing more than it can handle is very easy.

As for the DWF. Everyone knows that all you need to do is just side step around them. Almost all DWFs have no lateral arm movement, can't torso twist to save it's life, and can be out-maneuvered by every other mech on the field, short of ones running insanely low engines (like 100-125 engine ratings low).

Yes, it shouldn't get into a position where it can get harassed like that, but it happens, a lot. Not to mention that every now and then, you don't have a tunnel to funnel your kills towards you, and they circle you, or your team blunders. It happens.

As stated above, it's a very binary mech. When it works, it eats everything, and when it doesn't, it barely puts a dent in the enemy team.

View PostWrenchfarm, on 21 September 2014 - 10:29 AM, said:

Thanks for having a better composed response than most clan players, but I still disagree on several points.

Maybe because I'm an IS player :P (JK, no offense to my test tube friends)


I'm gonna go through your post in sections, if you don't mind. Makes things easier to relate and understand for me.

View PostWrenchfarm, on 21 September 2014 - 10:29 AM, said:

Mainly, I don't think IS mechs truly have an advantage in a brawl. Clans dominate at range, then largely match IS mechs in a brawl. Yes their weapons are hotter and the lasers have more burn time, but that ignores all the clan weapons that work just fine in a brawl. LBXs, SRMs, point blank Goose and PPCs, etc. Even their lurms by virtue of their flight pattern are easier to use in the 200-300m range and have the added bonus of screenshaking the other guy to pieces. They have crazy high alphas, can tank comparatively more damage with torso twisting, and generally have speeds rivaling or excelling IS equivalents in their weight class (with the exception of Clan lights).

1-LRMs have reduced guidance at close range, meaning that at under 200 meters, they have a very solid chance of completely missing their target. However, they do cause screen shake when they do hit. Which is actually more damaging than the minuscule damage they do.

2- Gauss for clans works the same as Gauss for IS. It's 3 tons lighter though, and the only weapon that is just objectively better than it's IS counterpart. (Clan LBX-10 comes close, but it has shorter range than the IS LBX-10, Gauss has same damage, same range, but less cost)

3- Clan SRMs are a debate-able point, I think they're fine. Maybe their CDs could be increased by 0.2-0.3 seconds.

4- If clan mechs are equipping ammo using weapons at all, their construction will force ammo to be placed in the side torsos, meaning that a single crit could remove all the HP on that torso and instead of wasting 30+ points of damage to take it out, you only needed 5 to cook off the ammo in there, and remove it.

5- If you are going to count point blank gauss for them, along with PPCs (they only have ERs, and trust me, many want regular ones), you should count those for IS as well.


View PostWrenchfarm, on 21 September 2014 - 10:29 AM, said:

So what you have are Clan mechs that get to pick apart the IS at range, and when they eventually close, get to match them in a brawl but will win since the IS are already half dead due to ranged fire. You want to take about hit and run and stuff, but Clan mechs are just as mobile or more than their IS counterparts and just as good at dumping FL PPD with a few exceptions (Nova). They can employ the exact same tactics to just as good (better) results.

PP FLD is landing your damage with one shot in one location. The clans only have Gauss, and ERPPCs to do that. While the IS has Gauss, PPCs, ERPPCs, and all their ballistics as well.

What you are describing, is how clan pilots should operate, and IS pilots should be trying to rob them of that tempo. Instead of engaging in futile long range engagements that are already forfeit. IS pilots should be closing in on clan mechs. Yes, most clan mechs are fast, however, other than the T-Wolf, most of them move at comparable speeds to their IS counterparts. When engaging in hit and run, hit and fade, whatever you want to name it. What matters is the exposure time. Unless they are waiting for you, and know you are popping out of there right then and there, you will be able to deliver a salvo and hide with little to no return fire. They start chasing you, lead them into a trap. If it's one v one, then make them fire on you as often as possible, and spread that damage. You can deliver a full alpha and twist to spread damage before they can.

View PostWrenchfarm, on 21 September 2014 - 10:29 AM, said:

My comparison between the Nova and HBK-4P is apt. Saying the Clan lasers have longer burn times is true, but also ignores the extra damage. If your clan ERMLAS stays on target for 1 second (the entire IS burn time) of it's 1.25 second fire duration, it does better damage than the IS version. If the target twists or you shake your aim and the last .25 seconds of burn time go off target, it's just added bonus aggravated damage to other components. If you're good enough to make use of the full 1 second burn time of IS MLAS, you will always do better with ERMLAS. Not to mention the higher effective range since brawling occurs anywhere from 0-400m. While the IS MLAS lose damage, the ERMLAS keeps right on trucking.

That argument is still ignoring the heat and cycle times. I agree that ERMLs deal more damage in the same time, and the fix for that isn't by nerfing the ERML. It's by un-nerfing the IS ML, and putting it's heat back to 3. That way you have a proper trade in of damage for heat. Instead of this 7 damage 6 heat compared to 5 damage 4 heat nonsense.


View PostWrenchfarm, on 21 September 2014 - 10:29 AM, said:

I don't think Clantech is superior in just the PuG ghetto. I think if you got two comp teams together and had them play Clan Vs IS (say 10 games total, 5 games as each side), the Clan teams would win HANDILY. Clans simply have every advantage and it's ridiculous to say otherwise.

Again, if the game had active CW and Clans and IS were fighting with asymmetrical teams, only IS had access to support arty, etc, it would all be a different story. But I live in the real world where MWO is just a random arena shooter where the team that happens to draw more Clan mechs tends to win.


I honestly don't see the advantage being THAT big. Not really.

#98 Kin3ticX

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Posted 21 September 2014 - 11:22 AM

Clan Deck
  • 3 DWFs
  • 3 TBRs
  • 3 SCRs
  • 3 KFXs
IS deck
  • 3 AS7
  • 3 CTFs
  • 3 SHDs
  • 3 JR7s
hmmmmmmm

#99 Mcgral18

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Posted 21 September 2014 - 11:33 AM

View PostIraqiWalker, on 21 September 2014 - 11:04 AM, said:



3- Clan SRMs are a debate-able point, I think they're fine. Maybe their CDs could be increased by 0.2-0.3 seconds.



Leave cSRMs as they are, give isSRMs dead-fire warheads.

2.5-3 damage, twice the weight, 50% more damage is a fair trade off.

View PostKin3ticX, on 21 September 2014 - 11:22 AM, said:

Clan Deck
  • 3 DWFs
  • 3 TBRs
  • 3 SCRs
  • 3 KFXs
IS deck
  • 3 AS7
  • 3 CTFs
  • 3 SHDs
  • 3 JR7s
hmmmmmmm



Needs Moar Wub.

#100 IraqiWalker

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Posted 21 September 2014 - 11:40 AM

View PostMcgral18, on 21 September 2014 - 11:33 AM, said:


Leave cSRMs as they are, give isSRMs dead-fire warheads.

2.5-3 damage, twice the weight, 50% more damage is a fair trade off.


I like that idea a lot. If memory serves me, dead-fire warheads also have faster projectile speed?





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