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C-Ssrm6 X 5-6

Balance Gameplay Weapons

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#81 QuantumButler

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Posted 25 November 2014 - 03:20 PM

View PostGreenjulius, on 25 November 2014 - 07:48 AM, said:

I have similar experiences. Two volleys from a SSRM6 boat always results in either a dead light or a legged light, which is just a dead light that can shoot back for 5 more seconds.

Thank god it's not very good against anything bigger than a light, or it would be a real problem.

Also, what's all this hate on lights? Are some people really that bad that they can't take them out? I've never had a problem with them unless I played stupidly and got swarmed, or let them get behind me. Lights are hardly OP.


The thing is, one or two volleys from anything *should* wreck a light mech, people hate them because they have many factors in their favor that greatly exacerbate the poor hit registration in MWO, caused by a desync between hit prediction between player and server, extreme speed and jumpjetting both increase this desync by quite a bit, coupled with the small hitboxes of a light mech, this means shots that *should* have hit sometimes, well, don't, or only partially registering for lasers or missile clouds.

#82 Jetfire

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Posted 25 November 2014 - 03:37 PM

View PostEdustaja, on 25 November 2014 - 06:22 AM, said:



I don't think I've had one click kills ever using the 5 SSRM6 SCR. It's usually 2 salvos to cripple and 3 rd to kill. Anything else usually refuses to die even when cored out :D It's a specialist mech that works well against less than 1/4 th of the enemy force.

Running around a corner into a AC/20 jager or Gauss+erppc dire wolf is what really kills lights in one hit. In group play you just pile two ecm on the streakcrow and then blaze it away with lazors.


In the end a single salvo of 5-6x CSSRM6's is not unlikely to yield a legged mech in the first salvo, which honestly is game over in seconds. It is simply too hard a counter to lights as it stands, lights should definitely be scared of streaks, but not instantly obliterated. At least a dual gauss leg shot means someone actually had to pull off the shot.

#83 pwnface

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Posted 25 November 2014 - 03:42 PM

yeah... instant leg = sucky day for lights

#84 Macksheen

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Posted 25 November 2014 - 03:50 PM

View PostJetfire, on 25 November 2014 - 03:37 PM, said:


In the end a single salvo of 5-6x CSSRM6's is not unlikely to yield a legged mech in the first salvo, which honestly is game over in seconds. It is simply too hard a counter to lights as it stands, lights should definitely be scared of streaks, but not instantly obliterated. At least a dual gauss leg shot means someone actually had to pull off the shot.

If your leg was already hurt, maybe .. Or you are cheating leg armor on a light, which is kinda crazy. Otherwise, doubtful ... You can verify this on the testing grounds.

That said, streaks seem to have their target hit location determined at launch ... Torso, leg, etc. If you do something that blocks the target part with another part (like jumping really high), you may east more in the legs.

Edited by Macksheen, 25 November 2014 - 03:53 PM.


#85 Y E O N N E

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Posted 25 November 2014 - 04:00 PM

View PostKain Thul, on 25 November 2014 - 03:17 PM, said:


In my Stormcrow I run away from everything--it isn't fit for brawling. Long duration lasers and too hot.

Flank, backstab, reposition is the game I play.


Very few Mediums are good at brawling, though. Yeah, you've got your Centurions and maybe the Shadowhawks, but everything else is too squishy, too slow, or too under-armed. Ergo, most mediums are doing what you are doing in your Crow, but your Crow is vastly superior to any of them and your Crow is also much more versatile with that generous speed rating. It doesn't even matter that it cuts into payload because the available payload is just as if not more potent than what the Inner Sphere alternatives can mount.

I'm not calling the Turkey OP. It's not. It is, however, so utterly good that it more or less turns other mediums into novelties.

#86 Water Bear

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Posted 25 November 2014 - 04:17 PM

I will just say this: If you have to tell people your mech is not as strong as it seems, it's probably strong.

"Yea I know it can do 72 unavoidable damage...two or three times before it cools down...but you still have to use the WASD keys sometimes!"

#87 Slepnir

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Posted 25 November 2014 - 04:31 PM

this topic-The enemy has a weapon thats really effective at killing my lights QQ nerf it so I can be godly immune to damage-

Like all the other "QQ I got killed by weapon X so obviously it needs to be nerfed" topics

pure streak builds come with their own set of drawbacks just like every other weapon in the game, deal with it, since you can ready up and drop again play more whine less.

Edited by Slepnir, 25 November 2014 - 04:32 PM.


#88 pwnface

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Posted 25 November 2014 - 04:38 PM

The way I see it, CSSRM6s are great at wrecking lights but weak against almost everything else. As a light pilot, you should scout the enemy force before diving into the battle. If you see a CSSRM6 boat, just stay the **** away from them until your team handles it for you. If you didn't scout properly or accidentally run into one, tough luck, that is the life of a light pilot.

#89 Alistair Winter

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Posted 25 November 2014 - 04:44 PM

I made this over a year ago, and it's still relevant. Because some things never change in MWO :)

Posted Image

#90 Sug

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Posted 25 November 2014 - 05:10 PM

View PostEdustaja, on 25 November 2014 - 03:23 AM, said:

Godly against lights, kinda meh against mediums and absolutely sucks ass against heavies and assaults.


Weird. When I boat srms I specifically go looking for slow heavy/assault mechs.

#91 Y E O N N E

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Posted 25 November 2014 - 05:39 PM

SRMs are not the same as SSRMs. SRMs can be aimed at a single component, SSRMs target random components. While enough SSRMs can leg or kill a light effortlessly in a single volley, they are just going to irritate a larger target as he chews your CT into ragged bits of scrap.

#92 Lefty Lucy

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Posted 25 November 2014 - 05:54 PM

View PostYeonne Greene, on 25 November 2014 - 05:39 PM, said:

SRMs are not the same as SSRMs. SRMs can be aimed at a single component, SSRMs target random components. While enough SSRMs can leg or kill a light effortlessly in a single volley, they are just going to irritate a larger target as he chews your CT into ragged bits of scrap.


Yeah, that's the thing: SRMs can kill a light effortlessly in a single volley too, and be useful in a brawl against any other weight class.

#93 Redshift2k5

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Posted 25 November 2014 - 05:58 PM

Light mechs can easily get behind an Assault, STAY there, and core then.

There are counters to every specialized role.

#94 Foxwalker

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Posted 25 November 2014 - 06:15 PM

I have been on both ends of this argument. Lone lights can quickly take down a lone Dire Wolf or Atlas. It is a rock paper scissors thing.

Having run SSRM boats, and encountering a pair of ECM lights completely ruins your day. They circle and shoot you until you die. The SSRM boat is powerless - his ability to fire completely nullified.

The lesson in this game is always to work as a team. Running off on your own often nets running into the one thing you can't deal with.

#95 Ngamok

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Posted 25 November 2014 - 06:43 PM

View PostMeiSooHaityu, on 25 November 2014 - 03:53 AM, said:

Reminds me of that cheap pistol in Titanfall. Someone thought a pistol with autoaim was a good idea. One of the reasons I don't play Titanfall anymore.


You can't blame them, the akimbo glocks were insanely popular in MW2.

#96 FupDup

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Posted 25 November 2014 - 07:28 PM

View PostRedshift2k5, on 25 November 2014 - 05:58 PM, said:

Light mechs can easily get behind an Assault, STAY there, and core then.

There are counters to every specialized role.

Only bad assaults allow lights stay behind them for prolonged periods.

#97 Escef

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Posted 25 November 2014 - 07:40 PM

View PostWater Bear, on 25 November 2014 - 04:17 PM, said:

I will just say this: If you have to tell people your mech is not as strong as it seems, it's probably strong.

"Yea I know it can do 72 unavoidable damage...two or three times before it cools down...but you still have to use the WASD keys sometimes!"


Unavoidable? Have you ever used streaks? Or ever made any actual effort to dodge them? I've seen my streaks explode at the far end of their range chasing a fleeing opponent, get trained into the terrain, or (my personal misfavorite) trained into an ally. Furthermore, that 72 damage is randomly assigned over 8 hit locations, so it's very easy to do perhaps 10 damage or less to any given hit location. Even a Commando can tank that if fresh, Jenners and Firestarters will frequently tank 2 or 3 salvos with few problems (other than feeling naked afterwards).

#98 Kirkland Langue

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Posted 25 November 2014 - 07:58 PM

View PostDeathlike, on 25 November 2014 - 01:08 PM, said:

So.. you're using a build that's only effective against a class that's played like < 10% of the time.

I call this target practice.


Time for today's math lesson, boys and girls.
Just because only 10% of the queue might be lights does NOT mean that lights are only played 10% of the time.

Here is a quick test for you - I want you to go ahead and post a screenshot where there are no more than 2 light mechs in the battle. This should be an easy task, if lights are played only 10% of the time. I'm not talking 2 lights on your team - I'm talking 2 lights in the battle.

EDIT - actually because it's possible for you to cheat and create a custom battle. Instead I want you to go through the after action screenshots which have already been posted - and find a single one which shows less than 3 lights. There have been dozens of screenshots posted, so if lights truly are only played 10% of battles, then it should be simple to find such a screenshot. Heck you should be able to find a screenshot where there are zero lights in the battle.

Edited by Kirkland Langue, 25 November 2014 - 08:02 PM.


#99 FupDup

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Posted 25 November 2014 - 08:04 PM

View PostKirkland Langue, on 25 November 2014 - 07:58 PM, said:


Time for today's math lesson, boys and girls.
Just because only 10% of the queue might be lights does NOT mean that lights are only played 10% of the time.

Here is a quick test for you - I want you to go ahead and post a screenshot where there are no more than 2 light mechs in the battle. This should be an easy task, if lights are played only 10% of the time. I'm not talking 2 lights on your team - I'm talking 2 lights in the battle.

The queue numbers might not be exact counters of mech classes, but they give an overall (albeit indirect) "trend."


The numbers indicate the proportion of people waiting for each weight class. A higher number means more people are waiting and a lower number means fewer people are waiting. This game doesn't grab mechs randomly, and attempts to loosely adhere to a 3/3/3/3 class breakdown (with relief valves used when necessary).

Because of this, a low queue number implies that fewer people are actually playing that class, because they get sucked into matches much faster than the classes that more people are waiting on (since they don't have to wait long, their % is lower). Conversely, the classes with a higher queue number actually are being played more, as evidenced by the fact that there's such a long waiting line in the first place (if there wasn't very many of them, they would get into matches faster and thus their queue % wouldn't be as high).

#100 Kirkland Langue

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Posted 25 November 2014 - 08:09 PM

View PostFupDup, on 25 November 2014 - 08:04 PM, said:

The queue numbers might not be exact counters of mech classes, but they give an overall (albeit indirect) "trend."


The numbers indicate the proportion of people waiting for each weight class. A higher number means more people are waiting and a lower number means fewer people are waiting. This game doesn't grab mechs randomly, and attempts to loosely adhere to a 3/3/3/3 class breakdown (with relief valves used when necessary).

Because of this, a low queue number implies that fewer people are actually playing that class, because they get sucked into matches much faster than the classes that more people are waiting on (since they don't have to wait long, their % is lower). Conversely, the classes with a higher queue number actually are being played more, as evidenced by the fact that there's such a long waiting line in the first place (if there wasn't very many of them, they would get into matches faster and thus their queue % wouldn't be as high).



I'm sure... well I would suspect... well, I would HOPE that PGI is collected data on actual games played per weight class. While it might sound good to say that long lines mean more people are using it - as you pointed out: short lines just means you wait less time. A light pilot might play 6 games an hour where a Heavy might only get 4 games, and have to wait 5 minutes between each match.

Sure, In totality - lights probably are seeing play somewhat less than heavies - but it's probably closer to 30% heavies, 20% lights. Putting aside the last few weeks, mediums have probably seen less playtime than lights.





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