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Sad State Of Missiles

Balance

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#201 Homeskilit

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Posted 06 October 2015 - 12:17 PM

SRMs need to be faster, I think that is one of the biggest problems. It is easy to hit a big slow Assault mech but anything else it is really difficult if it is not standing still. They need to be fast and impactful, which brings me to my next point. SRMs need to feel better when you connect. That feeling you get when you nail someone with an ac/20? That is what a group of Srms should feel like.

I think they have the screen shake from missiles all messed up, here is how I think it should go.
SRM 2, LRM 5 - no screen shake at all
SRM 4-8 (possibly 6-10), LRM 10-15 moderate screen shake
SRM 10+ (possibly 12+), LRM 20 what screen shake is now when you are getting pounded my LRMs

#202 dwwolf

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Posted 14 October 2015 - 02:09 AM

View PostYeonne Greene, on 05 October 2015 - 05:50 PM, said:


Dead-fire missiles were totally a thing. Just...not any more. They were replaced by MRMs...which are not in the game.

Technically we have MRM functionality now with SRM range and fire power.

#203 Mcgral18

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Posted 20 October 2015 - 11:54 AM

View Postdwwolf, on 14 October 2015 - 02:09 AM, said:

Technically we have MRM functionality now with SRM range and fire power.


Which is a shame.

#204 Orisos

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Posted 20 October 2015 - 12:01 PM

I would agree that splash damage on SRMs is weaker than it should be. However, my experiences of being pounded with LRMs leaves me with little sympathy for people who believe they're underpowered.

#205 Mcgral18

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Posted 20 October 2015 - 12:38 PM

View PostOrisos, on 20 October 2015 - 12:01 PM, said:

I would agree that splash damage on SRMs is weaker than it should be. However, my experiences of being pounded with LRMs leaves me with little sympathy for people who believe they're underpowered.


They are a terrible weapon system, where their effectiveness is dictated by the target more than the shooter.


SRMs are very ineffective as well.


Which one is worse? Depends on the Jesus Boxes, I suppose.

#206 Harleqwin

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Posted 20 October 2015 - 02:27 PM

MechWarrior Online Founder and BattleTech tabletop original (1984 in a Marauder) saying THIS is the source of all problems with the game. Until it is fixed there will be no balance and thus no growth in players.

View Postoldradagast, on 09 September 2015 - 04:16 PM, said:

The heart of the problem is pin-point damage. Lasers are just an effective way of delivering that damage. Until the idiocy of being able to land 40 to 50+ alphas on a single component perfectly at long ranges is fixed, this game's balance will always be floundering because any weapon system or mech that can't perform such a feat is useless. And PGI has already made it clear that they "can't" fix it, which is laughable. There's a cone of fire in effect when using jump-jets - they could just add a much smaller version of that (far less scatter) in effect at all times and just make it not apply to missiles and the problem would be far closer to being solved.


#207 Orisos

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Posted 20 October 2015 - 02:30 PM

View PostMcgral18, on 20 October 2015 - 12:38 PM, said:


They are a terrible weapon system, where their effectiveness is dictated by the target more than the shooter.


SRMs are very ineffective as well.


Which one is worse? Depends on the Jesus Boxes, I suppose.


If they had a flatter trajectory it might not be so bad if they were more powerful.

#208 Slepnir

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Posted 20 October 2015 - 03:41 PM

Just to clarify for mcgral

Missiles by canon/lore

.LRM/MRM-1 point per missile in clusters of 5
.SRM/SSRM-2 points per missile-individual hit locations
ATMs- all hit individual locations
.ER AMMO-1 point per missile
.standard-2 points per missile
.high explosive-3 points per missile

#209 Mcgral18

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Posted 21 October 2015 - 08:40 AM

View PostSlepnir, on 20 October 2015 - 03:41 PM, said:

Just to clarify for mcgral

Missiles by canon/lore

.LRM/MRM-1 point per missile in clusters of 5
.SRM/SSRM-2 points per missile-individual hit locations
ATMs- all hit individual locations
.ER AMMO-1 point per missile
.standard-2 points per missile
.high explosive-3 points per missile


With Dead-Fire SRMs (and LRMs, but those do have guidance in MWO) for 3 damage SRMs as well.


On the one hand, ATMs would be fun. On the other hand, Spread and Jesus Boxes would make them iffy.

#210 Mcgral18

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Posted 29 October 2015 - 06:25 AM

PTS session 3 is supposed to have SRM changes...anyone want to wager?
I can offer an internet Cookie to say it will be inadequate, but might still improve them. Not nearly to be competitive, but perhaps viable.


I hope they try all 3 main changes: damage, speed, spread. cSRMs getting slightly less of one or two of those changes for being half weight, but significant buffs nonetheless.


When shall we get this PTS info...

#211 Alwrathandabout42ninjas

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Posted 29 October 2015 - 06:38 AM

View PostMcgral18, on 29 October 2015 - 06:25 AM, said:


When shall we get this PTS info...


We were supposed to get the PTS yesterday according to the Town Hall, guess not.

#212 ChewBaka

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Posted 29 October 2015 - 11:14 PM

View PostMechwarrior Buddah, on 09 September 2015 - 09:37 AM, said:


ppl freak the f out when missiles are viable beyond HAVING to boat them relentlessly. They start screaming LRMageddon and LRMpocalypse until their tears have greased the wheels enough and PGI nerfs them again. We saw it all through CB and OB


Because it will happen. If LRMs become viable in small doses, I will boat the crap out of them and use them to spank newbies. PGI can kiss their Steam launch goodbye.

#213 Kaspirikay

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Posted 29 October 2015 - 11:48 PM

OH POOR STREAKCAT HOW I MISSED YOU OH GOD WHY WHHHY

#214 Mcgral18

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Posted 30 October 2015 - 05:16 AM

View PostKaspirikay, on 29 October 2015 - 11:48 PM, said:

OH POOR STREAKCAT HOW I MISSED YOU OH GOD WHY WHHHY


You'd need CT seeking plus splash damage for that, of which I wouldn't be against the first, albeit without the damage buff. For the isSSRM 2 only, not the Clam stuff.


I also can't tell if you're serious.

Edited by Mcgral18, 30 October 2015 - 05:25 AM.


#215 Obadiah333

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Posted 30 October 2015 - 05:44 AM

Excellent suggestion for changes. It would be nice though if they first somehow managed to get them to register hits when you fire them.

#216 Goombah

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Posted 30 October 2015 - 10:30 PM

SRMS are completely broken. I can confirm shooting dire wolves straight in the face, face explosions, and not even scratching the paint / yellow armor all over. No, just no. Its not just one or two people, its real, its a real problem. I spend all together too much time watching my friends, using them myself, and above all else watching videos of other people on youtube.
They just. Don't. Hit.

Im reasonably certain SRMS don't register due to the number of projectiles. I don't think the engine is capable of registering multiple hits to the same area in rapid succession or simultaneously. As of right now it looks like half or more of every srm barrage simply flies through the target.

I honestly believe that if they temporarily converted all missiles from a pack into one single projectile with clan erppc damage-spread to simulate "splash" they would work a great deal better. Just as a test.

I never have hit detection issues with autocannons or gauss, im just saying. Never had hit reg issues with gauss.

While they're at it, they could also change LRMS to fire 5 missle "clusters" that are one single projectile.

Once missile weapons aren't broke as a joke we can talk about their viability.
But, a few things to consider.
-Srms are hot as hell,
-have half the projectile velocity of an ac20,
-no ability to hit outside of their max range and on top of all of that,
-they SPREAD DAMAGE, oh yeah, and
-require ammo.
-When used in a supplementary fashion to long range lasers and autocannons, every ton devoted to SRM launchers and ammo is one less double heatsink, 5 points of engine rating. When you have a 100% chance to use your primary weapon and 50% less chance to ever use your srms a single time in a match.

Sounds like a weapon that needs to hit REALLY EFFING HARD to make up for all of those disadvantages to me. I don't know about you.

LRMS are another story, same hitreg issues. Theres a million posts already out there for LRMS. I recognize they take a great deal of skills. All the same skills a regular mechwarrior requires, positioning, team work, using cover.
LRMS are not easy mode.
Except for one critical flaw, you don't have to aim.
In a game where everyone else has to aim.
Any lock on weapon like streaks and lurms are going to be a sore thumb on the hand of balance. Balance isnt going to happen unless they change the mechanic for streaks and lrms.

Laser guided, fly by wire, completely dumb fire but with high velocity. SOMETHING HAS TO GIVE.

#217 no one

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Posted 01 November 2015 - 12:53 PM

View PostGoombah, on 30 October 2015 - 10:30 PM, said:

Laser guided, fly by wire, completely dumb fire but with high velocity. SOMETHING HAS TO GIVE.


Both would be ideal. Launchers with dead-fire 3 damage missiles and beam-riding 2 damage missiles that home as long as your reticule's on a target + critical damage times 2.5.

But you know, if every well reasoned suggestion on this forums was converted into a line of code you all could have made a much better game than MWO by now. I respect the dedication and love of you guys, but it's wasted on PGI.


View PostCharlie Pohr, on 29 October 2015 - 11:14 PM, said:

Because it will happen. If LRMs become viable in small doses, I will boat the crap out of them and use them to spank newbies. PGI can kiss their Steam launch goodbye.


There are plenty of ways to make small numbers of LRMs useful without making LRMageddon boats brokenly OP. Unfortunately those methods would take more code work than slight xml tweaks.

Edited by no one, 01 November 2015 - 01:02 PM.


#218 Xetelian

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Posted 01 November 2015 - 01:04 PM

SRMs need love.

Less heat
Less spread
More damage
More Speed

Until they get that they'll always be crap.

#219 Juodas Varnas

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Posted 01 November 2015 - 01:06 PM

View PostXetelian, on 01 November 2015 - 01:04 PM, said:

SRMs need love.

Less heat
Less spread
More damage
More Speed

Until they get that they'll always be crap.

And thicker smoketrails!
What's the point of them being good, if they don't LOOK good?!

#220 Mcgral18

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Posted 30 November 2015 - 04:17 PM

I must say, they're in a less sad state.

Still, there's the whole IS VS Clam missile discrepancy. Double the weight, but only a 1M CoF difference? Better than 40CM, but still woefully small for double weight.

isSRMs still need their damage boost to 2.5 per missile, from 2.15.





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