They also had 2.5 damage per missile at that point, so even without the splash they were made dangerous. Artemis also affected their flight path more significantly, having optimal convergence paths at set distances. 90 and 250M?
Present Artemis just cuts down Spread by 34%. Very boring compared to previous iterations.
Even LRMs were a threat...largely because of the splash headshotting most mechs instantly (hotpatched quickly). 1.8 damage per LRM was big as well.
Then game the Giga-nerfs. 1.5 damage SRMs, and 0.7 damage for LRMs...we aren't in those dark days anymore, but not far off.
LRMs being largely rubbish because of their travel speed and the Jesus Box preventing LoS locks without paying the taxes, and SRMs because their 11M CoF spread prevents much damage application where you want it until you facehug at 10M.
Why not just use pinpoint weapons from 200-1200M instead? Which is ...exactly what happens.
Suggestions have been given since the days of the Giganerfs.
LRMs require more depth, due to the implications of Indirect fire and the Jesus Box, but SRMs can be done without other implications. They are short range (because of the travel time, one of the shortest effective ranges in the game) and direct fire only.
Current isSRMs are 2.15 damage per missile. A pitiful buff, not where they should be at 2.5. By Lore, they should actually be 3 damage, as they're Dead-Fire missiles.
Compared to cSRMs, I don't think 3 damage is out of the question, but a progressive 2.5 is probably best to see if that's enough. PGI's sledgehammer balance hasn't been good in the past.
Spread Values for isSRMs are as follows:
- isSRM6 Spread=5.7, CoF=11.4M
- isSRM4 Spread=5.2, CoF=10.4M
- isSRM2 Spread=4.8, CoF=9.6M
- isSRM6+A Spread=3.762, CoF=7.524M
- isSRM4+A Spread=3.432, CoF=6.864M
- isSRM2+A Spread=3.168, CoF=6.336M
- cSRM6 Spread=5.9, CoF=11.8M
- cSRM4 Spread=5.4, CoF=10.8M
- cSRM2 Spread=5.0, CoF=10M
For 1.5 tons, 0.9 extra damage seems pitiful. At 2.5 damage, the isSRM6 would gain 3 damage, and at 3 damage, the isSRM would gain a full 6 extra damage over the cSRM6.
Spread values with Artemis are reasonable, but still fairly large.
Travel Speed could use a boost. If they go to 2.5 damage, I would bump isSRMs to 500M/s (up from 300M/s). For reference, an AC20 is 650 M/s.
For Clan SRMs, being half weight is a pretty good advantage, and likely could stay...but I want them to have a unique feel. Any buff also affects the God Tier robots more than any, as they have both the tonnage and hardpoints to utilise them, unlike the less great robots.
The idea was stream fire (same 0.05 delay as cLRMs) for smaller spread (less tubes, less weight, more accurate firing system as fluff)...but after thinking it through it's probably best to just leave them as they are, for now.
As for Streaks...I haven't used them in Months. Buff isStreaks back to 2.5 (as they've only got the 2), and let someone who knows them suggest something.
TL:DR
isSRMs
damage 2.15>2.5
Velocity 300>500
isSSRMs
damage 2>2.5
Clam SRMs
Current stats
That might make isSRMs powerful, but certainly not better than Gauss Vomit overall. Probably not even at 100M.
Cutting down spread is also an option.
Edited by Mcgral18, 09 September 2015 - 04:54 PM.