#201
Posted 06 October 2015 - 12:17 PM
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
Posted 14 October 2015 - 02:09 AM
Yeonne 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.
#204
Posted 20 October 2015 - 12:01 PM
#205
Posted 20 October 2015 - 12:38 PM
Orisos, on 20 October 2015 - 12:01 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.
#206
Posted 20 October 2015 - 02:27 PM
oldradagast, on 09 September 2015 - 04:16 PM, said:
#207
Posted 20 October 2015 - 02:30 PM
Mcgral18, 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
Posted 20 October 2015 - 03:41 PM
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
Posted 21 October 2015 - 08:40 AM
Slepnir, on 20 October 2015 - 03:41 PM, said:
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
Posted 29 October 2015 - 06:25 AM
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...
#212
Posted 29 October 2015 - 11:14 PM
Mechwarrior 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
Posted 29 October 2015 - 11:48 PM
#214
Posted 30 October 2015 - 05:16 AM
Kaspirikay, on 29 October 2015 - 11:48 PM, said:
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
Posted 30 October 2015 - 05:44 AM
#216
Posted 30 October 2015 - 10:30 PM
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
Posted 01 November 2015 - 12:53 PM
Goombah, on 30 October 2015 - 10:30 PM, said:
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.
Charlie Pohr, on 29 October 2015 - 11:14 PM, said:
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
Posted 01 November 2015 - 01:04 PM
Less heat
Less spread
More damage
More Speed
Until they get that they'll always be crap.
#220
Posted 30 November 2015 - 04:17 PM
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.
6 user(s) are reading this topic
0 members, 6 guests, 0 anonymous users