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What's Up With Srms?


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#1 sycocys

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Posted 09 October 2015 - 08:42 AM

Put over 200 on target from less than 50 meters shooting 1 srm4 at a time and totaled 126 damage.

No es bueno.

#2 Shae Starfyre

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Posted 09 October 2015 - 08:44 AM

I took them off my Atlas DDC as I have noticed they aren't doing much of anything lately.

After I took them off, running 2 LPL and an AC20; big standard and DHS, my score trippled. No joke.

Edited by Aphoticus, 09 October 2015 - 08:45 AM.


#3 Bilbo

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Posted 09 October 2015 - 08:44 AM

Hit reg....still.

#4 Shae Starfyre

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Posted 09 October 2015 - 08:48 AM

View PostBilbo, on 09 October 2015 - 08:44 AM, said:

Hit reg....still.


Weird thing is, no video proof, but I decided to take a hit one game and just concentrate on firing them, forgot all about the AC20 and ML on the typical DDC brawler load-out, and, I swear, it looked like they blew up against a shield around some mechs if they were not straight on their CT.

Instead of going through holes between ST and Arms or missing completely, they just stopped, little explosion, and no damage.

But, could be lag shield or provider, so who knows. Just very strange behavior, so they are gone now.

Edited by Aphoticus, 09 October 2015 - 08:51 AM.


#5 stealthraccoon

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Posted 09 October 2015 - 08:49 AM

Best way to be effective is to treat them like suppositories - they also are really good at hitting only friendly units in a melee.

#6 Bilbo

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Posted 09 October 2015 - 08:56 AM

View PostAphoticus, on 09 October 2015 - 08:48 AM, said:


Weird thing is, no video proof, but I decided to take a hit one game and just concentrate on firing them, forgot all about the AC20 and ML on the typical DDC brawler load-out, and, I swear, it looked like they blew up against a shield around some mechs if they were not straight on their CT.

Instead of going through holes between ST and Arms or missing completely, they just stopped, little explosion, and no damage.

But, could be lag shield or provider, so who knows. Just very strange behavior, so they are gone now.

They seem to work better than half the time so I haven't pulled them off my Atlas yet. It can be frustrating though when I hit things with them for no apparent effect, especially when that hit hit should have taken something out.

#7 sycocys

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Posted 09 October 2015 - 09:06 AM

What is extra weird is that streaks still hit correctly and they travel at the same speed - so why are normal srms so fky?

#8 Bilbo

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Posted 09 October 2015 - 09:10 AM

View Postsycocys, on 09 October 2015 - 09:06 AM, said:

What is extra weird is that streaks still hit correctly and they travel at the same speed - so why are normal srms so fky?

I never use streaks so I can't really say.

#9 sycocys

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Posted 09 October 2015 - 09:14 AM

View PostBilbo, on 09 October 2015 - 09:10 AM, said:

I never use streaks so I can't really say.

I never do either, but want to finish up the last few elites on this Oxide and when 1 in 4 srms actually counts....

#10 Thorqemada

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Posted 09 October 2015 - 09:14 AM

The SRM (a Dumbfire Rocket in MWO) is an unreliable Weapon with so many disadvantages (Hitreg, Range, Speed, Spread) that the advantages no longer outweight them...

Streaks/LRM fly around Hitreg (guided Missiles) and Clan-Streaks/LRM have their neat range and can be boated like crazy...
Streaks/LRM were the only reliable Weapon back in the no HSR days...

Edited by Thorqemada, 09 October 2015 - 09:17 AM.


#11 sycocys

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Posted 09 October 2015 - 09:21 AM

Normal SRMs were insanely reliable for me as of 2 patches ago (started leveling black knights). Would regularly pull 800+ damage matches with them on mechs not named Oxide because they all registered their damage. Been running srm builds since closed beta so I'm a pretty solid shot with them even with their spread and speed.

Now 1 in 4 actually reflects the damage they do. So whatever happened between then an now - I didn't see anything in the patch notes - fked them up.

#12 DAYLEET

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Posted 09 October 2015 - 09:21 AM

View Postsycocys, on 09 October 2015 - 08:42 AM, said:

Put over 200 on target from less than 50 meters shooting 1 srm4 at a time and totaled 126 damage.

No es bueno.


Sometimes lag+hitreg+fkups are out there to get you but just in case... SRM are like LRM, dont shoot them in chainfire and always have artemis.

#13 Mister Blastman

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Posted 09 October 2015 - 09:22 AM

SRMs are trash tier. You are better off taking small lasers.

Yell at Russ on twitter to fix them please!

#14 Bilbo

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Posted 09 October 2015 - 09:29 AM

View PostMister Blastman, on 09 October 2015 - 09:22 AM, said:

SRMs are trash tier. You are better off taking small lasers.

Yell at Russ on twitter to fix them please!

If I could put them in my missile slots I would.

#15 sycocys

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Posted 09 October 2015 - 09:30 AM

View PostMister Blastman, on 09 October 2015 - 09:22 AM, said:

SRMs are trash tier. You are better off taking small lasers.

Yell at Russ on twitter to fix them please!

Russ blocked me on twitter for persistently requesting he use his forums.

View PostDAYLEET, on 09 October 2015 - 09:21 AM, said:


Sometimes lag+hitreg+fkups are out there to get you but just in case... SRM are like LRM, dont shoot them in chainfire and always have artemis.

Testing in chain fire, 1 launcher at a time because firing 4 at a time was rendering the same exact results. Was the only way to attempt to take at least some of the HSR out of the equation.

Now I/we know that it isn't getting bugged up by having to process 16+(large stacks of) missiles, its just as fky when dealing with 4 at a time.

#16 Mister Blastman

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Posted 09 October 2015 - 09:33 AM

View PostBilbo, on 09 October 2015 - 09:29 AM, said:

If I could put them in my missile slots I would.


That says it all. :)

#17 TheCharlatan

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Posted 09 October 2015 - 09:35 AM

View Postsycocys, on 09 October 2015 - 08:42 AM, said:

Put over 200 on target from less than 50 meters shooting 1 srm4 at a time and totaled 126 damage.

No es bueno.


Srms in a nutshell. :(

#18 DAYLEET

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Posted 09 October 2015 - 09:36 AM

View Postsycocys, on 09 October 2015 - 09:30 AM, said:

Russ blocked me on twitter for persistently requesting he use his forums.
Testing in chain fire, 1 launcher at a time because firing 4 at a time was rendering the same exact results. Was the only way to attempt to take at least some of the HSR out of the equation.

Now I/we know that it isn't getting bugged up by having to process 16+(large stacks of) missiles, its just as fky when dealing with 4 at a time.

How do you test things? With a friend in private server?

Ive not used srm in a long time but people have always said they suck and i never really had any problem with them.

Edited by DAYLEET, 09 October 2015 - 09:37 AM.


#19 GrimRiver

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Posted 09 October 2015 - 09:40 AM

View PostAphoticus, on 09 October 2015 - 08:48 AM, said:


Weird thing is, no video proof, but I decided to take a hit one game and just concentrate on firing them, forgot all about the AC20 and ML on the typical DDC brawler load-out, and, I swear, it looked like they blew up against a shield around some mechs if they were not straight on their CT.

Instead of going through holes between ST and Arms or missing completely, they just stopped, little explosion, and no damage.

But, could be lag shield or provider, so who knows. Just very strange behavior, so they are gone now.

Try SRM2's they seem to do a little better at connecting to their targets then SRM4's and SRM6's.

#20 sycocys

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Posted 09 October 2015 - 09:42 AM

Live match, standing behind a dire or warhawk in these cases. F'n impossible to miss from that range shooting center torso.

I've put srm4s on everything with a missile hardpoint forever, and they've worked correctly up until I started working on the Black Knights. Ton for ton they at least were far more efficient than any ballistics.





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