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Clan Lrm And Srm Weight


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#1 ACH75

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Posted 08 January 2015 - 07:14 AM

I've just noticed that Clan LRM and SRM launchers weights 50% less of IS counterparts, don't you think it's an exaggeration ?

#2 Pika

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Posted 08 January 2015 - 07:19 AM

View PostACH75, on 08 January 2015 - 07:14 AM, said:

I've just noticed that Clan LRM and SRM launchers weights 50% less of IS counterparts, don't you think it's an exaggeration ?


Not with the loss of the slots, no. You don't get that much to play with on Clan 'Mechs, ironically perhaps... The SRMs are lighter because they have a lot less space AND hard points to play with.

#3 Joseph Mallan

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Posted 08 January 2015 - 07:20 AM

Clan Launchers were always 1/2 the mass.

#4 El Bandito

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Posted 08 January 2015 - 07:42 AM

Woulda been better if the IS SRMs had slightly better damage (like 2.2) or spread. IS LRMs are bunched up so that kinda balances out twice more tonnage than the Clan version.

Edited by El Bandito, 08 January 2015 - 07:57 AM.


#5 Vassago Rain

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Posted 08 January 2015 - 07:48 AM

View PostPika, on 08 January 2015 - 07:19 AM, said:


Not with the loss of the slots, no. You don't get that much to play with on Clan 'Mechs, ironically perhaps... The SRMs are lighter because they have a lot less space AND hard points to play with.


Haha, what!?

You get FF and endo for 14 slots. Every IS mech used outside the deepest depths of the underhive spends 14 slots on endo ALONE. Also, your dubs take up 2 slots, while ours consume 3.

#6 Asyres

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Posted 08 January 2015 - 08:06 AM

View PostACH75, on 08 January 2015 - 07:14 AM, said:

I've just noticed that Clan LRM and SRM launchers weights 50% less of IS counterparts, don't you think it's an exaggeration ?


It's verifiably true, and therefore, by definition, not an exaggeration.

#7 ACH75

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Posted 08 January 2015 - 08:18 AM

View PostAsyres, on 08 January 2015 - 08:06 AM, said:

It's verifiably true, and therefore, by definition, not an exaggeration.


True by Lore ? Fine... then let's SRMs work "different" to IS ones like PGI always said, maybe spread damage 1,5+0,5,
maybe some little boost in speed... any better idea ?

#8 Vanguard836

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Posted 08 January 2015 - 08:21 AM

View PostACH75, on 08 January 2015 - 08:18 AM, said:


True by Lore ? Fine... then let's SRMs work "different" to IS ones like PGI always said, maybe spread damage 1,5+0,5,
maybe some little boost in speed... any better idea ?


Why do you beleive they need to work differently ?
Also, spreading damage across location does make it a little bit less efficient to torso twist out of the damage, not a lot but still a factor.

#9 Asyres

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Posted 08 January 2015 - 08:27 AM

View PostACH75, on 08 January 2015 - 08:18 AM, said:

True by Lore ?


Yep, it's true in lore. But it still wouldn't be an exaggeration if it was unique to MWO.

#10 ACH75

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Posted 08 January 2015 - 08:29 AM

View PostVanguard836, on 08 January 2015 - 08:21 AM, said:

Why do you beleive they need to work differently ?
Also, spreading damage across location does make it a little bit less efficient to torso twist out of the damage, not a lot but still a factor.


'cause it's the only weapon system that does not work different compared to IS, and it's half weight make it a too strong
backup weapon for timbers and stormcrows

#11 Kodiak Jorgensson

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Posted 08 January 2015 - 08:32 AM

View PostACH75, on 08 January 2015 - 08:29 AM, said:


'cause it's the only weapon system that does not work different compared to IS, and it's half weight make it a too strong
backup weapon for timbers and stormcrows


aren't you forgetting something?

#12 EgoSlayer

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Posted 08 January 2015 - 08:33 AM

View PostACH75, on 08 January 2015 - 08:29 AM, said:


'cause it's the only weapon system that does not work different compared to IS, and it's half weight make it a too strong
backup weapon for timbers and stormcrows


Except they do work differently than the IS versions in MWO. LRMs stream launch instead of single salvos so they are easier to deal with by AMS, and LRMS, SRMs, and SSRMs all have longer cool downs than the IS versions. So, in fact, much different.

Did you even look at any other stats?


EDIT: Read Smurfy wrong on SRMs

Edited by EgoSlayer, 08 January 2015 - 08:48 AM.


#13 FupDup

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Posted 08 January 2015 - 08:37 AM

I've always thought that the mechanics of Clan Surms should be differentiated from IS Surms, mostly just for flavor (the Clans are inbred communist space furries, why do they have the same fighting style as the IS?).

Some spitballing ideas...


Clan SRMS

Nerf: Give them a stream-fire mechanic like Clan Lurms

Buff: Increase maximum range to 360 meters
Buff: Increase missile flight speed by at least +100-200 m/s (current value is 300 m/s)
Buff: Drastically reduce the spread on all launchers (even less than current Artemis missiles spread)

Adjustment: Artemis' new function for Clan Surms would be to drastically reduce the delay between each missile (by at least 50%), in other words reduce the "duration" of the volley (similar to how pulse lasers have a shorter duration than normal lasers)


Outcome: Clan SRMs would be better at mid-range "skirmishing" and pinpoint accuracy than IS SRMs. IS SRMs would emphasize in-your-face twitch brawling. Flavor! :lol:



View PostEgoSlayer, on 08 January 2015 - 08:33 AM, said:

Except they do work differently than the IS versions in MWO. LRMs stream launch instead of single salvos so they are easier to deal with by AMS, and LRMS, SRMs, and SSRMs all have longer cool downs than the IS versions. So, in fact, much different.

Did you even look at any other stats?

Actually, Clan SRMs share the same cooldowns as IS SRMs. For Streaks, the Clan SSRM2 has the same cooldown as the IS SSRM2.

Edited by FupDup, 08 January 2015 - 08:41 AM.


#14 Vanguard836

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Posted 08 January 2015 - 08:38 AM

View PostACH75, on 08 January 2015 - 08:29 AM, said:


'cause it's the only weapon system that does not work different compared to IS, and it's half weight make it a too strong
backup weapon for timbers and stormcrows


Oh for crying out loud, another nerf thread...

Ok, nerfing a weapon system over 2 chassis type hurts every other chassis that is not problematic, it would be a lot simpler to add a negative quirk to those chassis instead of hurting the whole bunch.

As for the weight, yes they weight half, don't have extra range or extra damage or reduced cooldown, while the weight is nice, several clan mechs have less spare tonnage to play with, or less options as to available weight saving\using options compared to IS chassis.

Clan laser work differently how ? They burn longer vs extra range and damage but the functionality is essentialy the same, just mentionning them because you mentionned that SRMs are the only systems that work the same thought I'm not sure on how much of a "function gap", if you will, you ment.

#15 Shredhead

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Posted 08 January 2015 - 08:44 AM

View PostPika, on 08 January 2015 - 07:19 AM, said:


Not with the loss of the slots, no. You don't get that much to play with on Clan 'Mechs, ironically perhaps... The SRMs are lighter because they have a lot less space AND hard points to play with.

Sorry, but that's bullshit.
I always said they need to tone down the amount of ammo for that stuff, so clammers have to make up for the better weight by having to bring more ammo to the fight.

#16 Kuritaclan

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Posted 08 January 2015 - 08:47 AM

View PostEl Bandito, on 08 January 2015 - 07:42 AM, said:

Woulda been better if the IS SRMs had slightly better damage (like 2.2) or spread. IS LRMs are bunched up so that kinda balances out twice more tonnage than the Clan version.

There is no need in upping the damage, since cooldown quirks compensate the the damage done over time. Dps Wise there are good to go IS Mechs which are with quirk cooldown do pretty likely the same DPS and reduce the "tonnage" indirectly - slots are also reduced indirectly.

Or in other words equiping 2 srm 6s and have a 50% cd reduce on the is mach - make it compareable to a 3srm6 clan build. The Alpha stays higher on the clan side for sure, but beside all or nothing srm builds this isn't so problematic. Since you have is mechs with enough m slots. And by the way IS SRMs have slightly more firepower if i see it correctly on smurfy.

Edited by Kuritaclan, 08 January 2015 - 08:50 AM.


#17 William Petersen

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Posted 08 January 2015 - 09:00 AM

I really wish they'd just let all the clan weapons be definitively superior like they should be, kept the non-CW matches Clan v. Clan and IS v. IS, and let Clan v. IS only happen in CW (and private games), and given the clans 10 players to IS's 16. Clans should kick ass 1v1 but in conquest, they should have to cut a harsh uphill battle against attrition, like they did.

They could have added some nice depth to CW with more than simple planetary ownership (and maybe they will, but I, for one, am not holding my breath).

I strongly believe that even without Tukayyid the clans would have soon been halted by the combined might of the Inner Sphere, perhaps giving rise to a new Star League, which maybe would have endured far longer than the half-assed "Second Star League" introduced in canon.

#18 ACH75

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Posted 08 January 2015 - 09:02 AM

View PostVanguard836, on 08 January 2015 - 08:38 AM, said:

Ok, nerfing a weapon system over 2 chassis type hurts every other chassis that is not problematic, it would be a lot simpler to add a negative quirk to those chassis instead of hurting the whole bunch.

As for the weight, yes they weight half, don't have extra range or extra damage or reduced cooldown, while the weight is nice, several clan mechs have less spare tonnage to play with, or less options as to available weight saving\using options compared to IS chassis.


Just add positive quirks on underperforming chassis to keep them in line...

#19 Voivode

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Posted 08 January 2015 - 09:03 AM

I think if you change the clan mechs SRMs to do less damage or have more spread you'll need to eliminate ghost heat on them. It wouldn't be cool to suffer ghost heat after 3 launchers if the launchers are worse.

#20 Widowmaker1981

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Posted 08 January 2015 - 09:10 AM

YES! Please nerf clan SRMs they are the most outlier weapon system, half the weight for nearly no drawback (i think the only difference is IS SRMs are 2.15 dmg per missile, clans are 2.0?)

In exchange please reduce some of the heat nerfs on clan energy weapons (like the heat on ERMLs?)

Im not biased at all, its just co-incidence that i hate using SRMs and therefore dont give a crap what stats they have. (the argument for them being the outlier OP clan weapon system is still valid though...)

>_>

Edited by Widowmaker1981, 08 January 2015 - 09:11 AM.






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