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Enough Is Enough, Increase Srm Damage To 3


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#101 Sader325

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Posted 06 October 2015 - 10:40 AM

View PostThe Atlas Overlord, on 06 October 2015 - 10:26 AM, said:


Please tell my you're not actually still trying to be proven stupid?

1) Here we go again with another universal statement. "It would happen to everyone"...."doesn't happen to at least one person"... therefore you're wrong..

2) "Far more likely that it's bad connection".... "videos showing problem while having solid, low ping connections".. You're wrong again.

3) You can force the game to have problems similar to whatever is going on with the hit reg problems.... congratuations. The only thing you're proving is that lag can ALSO cause problems. I can electrocute someone's heart to stop it. That doesn't suddenly mean that heart attacks don't exist.

Seriously man, you're just being willfully ignorant at this point. Stop it.


Willfully ignorant? No, I'm just not interested in jumping on the Hitreg bandwagon when in all my time playing I personally have seen nearly nothing that would lead me to believe that this game suffers more than any of the many, many, many, MANY FPS games I've played over the last 18 years of playing online games.

I'm far more inclined to believe that most of you simply suck, than that hitreg is actually a problem.

I've used SRMs almost exclusively since I started playing in March. My SRM 36 Artemis maddog is my favorite boat. My SRM 24 3 SPL 4 MG timberwolf is my second most used boat after the maddog.

Fact is if there was a SRM hitreg problem I would know it because it would DIRECTLY affect my performance. Not to mention the fact that I have gigabytes of recorded video of my SRM maddog/Timberwolf runs that I can upload showing SRMS working perfectly fine.

But match after match time after time when I hit someone with SRMS the expected results are always the case. When I hit someone, I do the damage I expect, where I expect it to happen.

The forum is a tiny minority of the playerbase, and most of you aren't nearly as good as you think you are. So sorry, the chances of their being a true hitreg problem to the level that most posts suggest is remote at best.

#102 Weeny Machine

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Posted 06 October 2015 - 10:56 AM

View PostAlmond Brown, on 06 October 2015 - 10:31 AM, said:


LOL! What with all the QQ and whining about TTK being way to low as is, this is truly a "genius" idea to help with that. LOL! ;)

P.S. The SCR-D with 5 x 6 x 4.5 / 3= (LOL!) alpha's. Really gotta luv this place.. ;)

Fixed that for you with the current hitreg :rolleyes:

Edited by Bush Hopper, 06 October 2015 - 10:58 AM.


#103 Tesunie

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Posted 06 October 2015 - 11:06 AM

View PostSader325, on 06 October 2015 - 10:40 AM, said:

I'm far more inclined to believe that most of you simply suck, than that hitreg is actually a problem.


So, ignore any and all evidence we may possibly submit because the problem never effects you.
Ignore the video of the Atlas with SRMs, even though many of us agree about what we saw there and that it happens to us, because it doesn't happen to you.
We all suck, and you are the greatest player around.

Okay. If you say so. Apparently we will never be able to convince you otherwise, as you are grand master. You refuse to look at any evidence we present, so why bother anymore? You must be right. I imagine my weapons hitting my opponent and not dealing damage. I'm delusional and crazy. (Well, I'm crazy, no doubt about that anyway... B) )

#104 HumpingBunny

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Posted 06 October 2015 - 11:20 AM

Yes, I agree SRM's have become a bit under powered. I vote for more SRM quirks, rather than increasing the damage per missile. Increasing the damage per missile could lead to an in-flux of whiners once the splat-cats and Mad dogs show up everywhere with a barrage of SRM's equipped.

Significant reduction in spread, cooldown time and heat generation as applied to various chassis would boost the effectiveness of SRM's plenty.

Edited by HumpingBunny, 06 October 2015 - 11:21 AM.


#105 Ex Atlas Overlord

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Posted 06 October 2015 - 11:32 AM

View PostSader325, on 06 October 2015 - 10:40 AM, said:

Willfully ignorant? No.


View PostSader325, on 06 October 2015 - 10:40 AM, said:

I'm far more inclined to believe despite contrary evidence that most of you simply suck, than that hitreg is actually a problem


Contradiction Detected.


View PostSader325, on 06 October 2015 - 10:40 AM, said:

I've used SRMs almost exclusively since I started playing in March.


Oh please, give us more of your obviously extensively experienced opinion.

View PostSader325, on 06 October 2015 - 10:40 AM, said:

Fact is if there was a SRM hitreg problem I would know it because it would DIRECTLY affect my performance. Not to mention the fact that I have gigabytes of recorded video of my SRM maddog/Timberwolf runs that I can upload showing SRMS working perfectly fine.


Here you go again blantantly ignoring logic.

Do you need a refresher again already?

View PostSader325, on 06 October 2015 - 10:40 AM, said:

But match after match time after time when I hit someone with SRMS the expected results are always the case. When I hit someone, I do the damage I expect, where I expect it to happen.....b/c I don't actually pay attention.


Fixed that for you.

View PostSader325, on 06 October 2015 - 10:40 AM, said:

The forum is a tiny minority of the playerbase, and most of you aren't nearly as good as you think you are.


Oh look, he's arguing a point no one even brought up.

View PostSader325, on 06 October 2015 - 10:40 AM, said:

So sorry, the chances of their being a true hitreg problem to the level that most posts suggest is remote at best.


Now suddenly "remote" = "Not possible"?

Spoiler alert: PGI has admitted there are hit detection problems multiple times, and there have been at least half a dozen attempts to fix it.

I would go dig up patch notes, and dev responses to threads... but you'd just refuse to acknowledge that evidence too b/c your mind can't fathom a reality in which you're wrong.... so I won't bother.

You really should pull your head from your nether regions before posting.

Edited by The Atlas Overlord, 06 October 2015 - 11:35 AM.


#106 Mystere

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Posted 06 October 2015 - 11:40 AM

View PostSader325, on 06 October 2015 - 09:59 AM, said:

There is nothing wrong with SRM hitreg.

Your aim, your connection should always be your first suspect not some amorphous blob "hitreg" that most of you can barely prove.

You can post as many videos about it as you want, and I can post just as many videos of my SRMS hitting perfectly every time.


View PostSader325, on 06 October 2015 - 10:40 AM, said:

So sorry, the chances of their being a true hitreg problem to the level that most posts suggest is remote at best.


But can you tell how many missiles actually hit? I think that is where the contention lies.


View PostSader325, on 06 October 2015 - 10:40 AM, said:

The forum is a tiny minority of the playerbase, and most of you aren't nearly as good as you think you are.


Huh? Are you trying to make people stare at your T2 "rating" and/or looking down on your "lessers"? <smh>

Edited by Mystere, 06 October 2015 - 11:49 AM.


#107 Levi Porphyrogenitus

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Posted 06 October 2015 - 12:50 PM

SRM damage is fine where it's at.

Instead, PGI should bump SRM ammo/ton to 120.

LB-ACs should get their damage bumped up to 1.2 per pellet (and iterated from there +/-0.1 damage at a time).

#108 Rebas Kradd

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Posted 06 October 2015 - 01:51 PM

View PostKhobai, on 05 October 2015 - 02:09 PM, said:

increasing damage on weapons will just lower TTK. is that really what people want?

seems like decreasing damage on overpowered weapons makes more sense... that would actually increase TTK.


If you're talking about a close-range weapon like SRMs, which requires hard work to close to range, then its pilots deserve a good reward. Brawlers should be absolutely devastating.

#109 Khobai

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Posted 06 October 2015 - 02:02 PM

Quote

If you're talking about a close-range weapon like SRMs, which requires hard work to close to range, then its pilots deserve a good reward. Brawlers should be absolutely devastating.


it doesnt really require hard work to close to range. it just requires a fast mech and good use of cover. and no mech should be "devastating" at any range. Because that implies lower TTK which is not what the game needs.

in general short range weapons should do more relative damage than long range weapons. but the problem with the game right now is that long range weapons are doing too much damage. not that short range weapons arnt doing enough. For example, Direwolves doing 70+ pinpoint damage at 660m is just plain stupid.

Prior to clan mechs and superquirks, weapon combinations that did 35 pinpoint damage were considered overpowered (dual PPC/Gauss was nerfed because 35 FLPPD was too much). Yet despite knowing that fact, somehow PGI allowed clan mechs to have weapon combos that easily do twice that amount of damage, and as a result TTK is at all time pathetically low levels. Weapon balance is worse now than its been at any other point in the game.

I believe the best way to bring parity to brawling weapons is to nerf the overpowered long-range weapons, specifically clan lasers/gauss/superquirks. Because that would increase TTK across the board rather than lowering it further.

SRMs obviously could use some non-damage buffs though. They definitely need a velocity buff. And I think Artemis should increase the crit chance of SRMs and direct fired LRMs. But Im reluctant to say SRMs need a damage increase... if SRMs do get a damage increase it should only be the IS SRMs not the Clan ones, and at most it should be increased to 2.5 per missile.

Edited by Khobai, 06 October 2015 - 02:25 PM.


#110 xXBagheeraXx

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Posted 06 October 2015 - 02:04 PM

NO...there are too many clan mechs that can pack some serious splat and go nearly 100KPH...

Need i remind you of the old school splat cats? I could 2-3 shot an atlas....

#111 Mcgral18

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Posted 06 October 2015 - 02:06 PM

View PostxXBagheeraXx, on 06 October 2015 - 02:04 PM, said:

NO...there are too many clan mechs that can pack some serious splat and go nearly 100KPH...

Need i remind you of the old school splat cats? I could 2-3 shot an atlas....


You forget, those SplatCat which had up to 90 damage PER SRM6 LAUNCHER


People always forget that titbit.
isSRMs would get the damage buff.
cSRMs would not, but get other supporting buffs, because SRMs as a weapon system are piss poor.

#112 xXBagheeraXx

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Posted 06 October 2015 - 02:08 PM

View PostKhobai, on 05 October 2015 - 02:09 PM, said:

increasing damage on weapons will just lower TTK. is that really what people want?

seems like decreasing damage on overpowered weapons makes more sense... that would actually increase TTK.


TTK would be fixed with a heat system revamp...

Seriously has anyone here played MW3? Perfect heat system...If they used that heat scale the 6 PPC stalkers that lead to ghost heat would have never even happend.

#113 wanderer

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Posted 06 October 2015 - 02:21 PM

SRMs honestly shouldn't explode automatically at 270. Nor LRMs at 1000m.

Salvos should keep traveling, taking damage like they were being peppered by an AMS. Thus, they'll randomly lose missiles as they travel past 270m until they're all gone, but some of them may hit past "max" range.

#114 Madcap72

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Posted 06 October 2015 - 03:28 PM

View PostFlaming oblivion, on 05 October 2015 - 02:07 PM, said:

Lrms need buffing , flamers need buffing, Machine guns need buffing, LBX needs buffing , Clan ACS need buffing , IS streaks need buffing, the IS AC 10 2 and arguably 20 could use a buff except certain quirked mechs (only a tiny buff for the AC20)

Why are we only talking about SRMS bias much

Just about every weapon in the game needs a major buff cept lasers and gauss. Its all broken.


Lrms need buffing? They were nerfed not too long ago because they were "too OP"...

Of course, I personally think they should go back to 1.1 damage and splash damage.

#115 Tesunie

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Posted 06 October 2015 - 03:36 PM

View PostMadcap72, on 06 October 2015 - 03:28 PM, said:


Lrms need buffing? They were nerfed not too long ago because they were "too OP"...

Of course, I personally think they should go back to 1.1 damage and splash damage.


I'd rather have the faster speeds instead, but that was apparently OP, so... *Shrug*

#116 LordBraxton

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Posted 06 October 2015 - 04:09 PM

View PostSader325, on 05 October 2015 - 01:39 PM, said:

I love SRMS.

This is unnecessary.

Why?

http://www.twitch.tv/sader325


*EDIT*

Odd, match video ****** up.

Oh well 5 kill 450 damage game with a SRM maddog on river city in response to this post.

Next game

4 kills 500 damage.

SRMS are fine, up your game.

*EDIT*

Yay stream fixed.


^^^ this guy is basically displaying everything that is wrong with the MWO community

SRMs have needed a buff for years. it's overdue

#117 Ex Atlas Overlord

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Posted 06 October 2015 - 04:13 PM

View Postwanderer, on 06 October 2015 - 02:21 PM, said:

SRMs honestly shouldn't explode automatically at 270. Nor LRMs at 1000m.

Salvos should keep traveling, taking damage like they were being peppered by an AMS. Thus, they'll randomly lose missiles as they travel past 270m until they're all gone, but some of them may hit past "max" range.


This is actually an interesting proposal IMO

#118 Homeskilit

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Posted 06 October 2015 - 04:29 PM

SRMs need to be faster and more impactful. They are big, high yield warheads that do not track their opponent. Therefore they should be really rewarding when they connect. I also think they have the screen shake from missiles backwards, 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

#119 xXBagheeraXx

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Posted 06 October 2015 - 04:34 PM

View PostHomeskilit, on 06 October 2015 - 04:29 PM, said:

SRMs need to be faster and more impactful. They are big, high yield warheads that do not track their opponent. Therefore they should be really rewarding when they connect. I also think they have the screen shake from missiles backwards, 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


no because then you get chain fired SRM6 screen shake troll builds.

#120 Ex Atlas Overlord

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Posted 06 October 2015 - 04:36 PM

View PostHomeskilit, on 06 October 2015 - 04:29 PM, said:

SRMs need to be faster and more impactful. They are big, high yield warheads that do not track their opponent. Therefore they should be really rewarding when they connect. I also think they have the screen shake from missiles backwards, 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


As long as ballistics followed the same pattern that would be perfectly fair.

Get hit with projectiles totalling 0-5 damage = zero shake
Get hit with projectiles totalling 6-15 damage = moderate shake
Get hit with projectiles totalling 20+ = Shake that you get now when being spammed with AC rounds.





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