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Enough Is Enough, Increase Srm Damage To 3


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#1 Alwrathandabout42ninjas

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Posted 05 October 2015 - 01:35 PM

So tired of nobody taking missiles. So tired of the community's so called " meta ". So tired of not seeing any srm's used. So tired of brawling being dead. So tired of stale peek and poke gameplay. So tired of lasers everywhere.

It is time.

Increase IS SRM damage to 3, clan to 2.5

Breath new life into the game and bring back scary brawls. Give us a reason to play with missiles and have fun again. Make people scared of the Centurion/Atlas once again.

Edited by Alwrath, 05 October 2015 - 01:36 PM.


#2 Sader325

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Posted 05 October 2015 - 01:39 PM

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.

Edited by Sader325, 05 October 2015 - 02:04 PM.


#3 Mcgral18

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Posted 05 October 2015 - 01:39 PM

People would cry if that happened, even if it's lore proper Dead-Fire Missiles which MWO has implemented.

You might get better results with multiple buffs.

Example, :
  • 2.5 damage for isSRMs, 2.0 for Clan SRMs (half weight)
  • 500M/s velocity boost (from 300M/s)
  • 30% Spread reduction for all SRM launchers, plus 34% from Artemis. Arguably less for cSRMs

Edited by Mcgral18, 05 October 2015 - 01:40 PM.


#4 John1352

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Posted 05 October 2015 - 01:40 PM

I can't say I'd complain about that. I don't think it's the way to go about it though, but it would be fun.

Will probably happen just in time for the Jenner-iic to be the best mech in the game ;)

#5 Queen of England

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Posted 05 October 2015 - 01:40 PM

Sure, why not? Let's increase LBX damage by 50% too. Sandblaster party!

#6 Shadow Magnet

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Posted 05 October 2015 - 01:41 PM

Jup, I would like to see SRMs getting a boost.

But don't forget IS AC10 & AC20 - and LBX. Well, while we are on it, flamers, MGs need love too.

#7 Weeny Machine

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Posted 05 October 2015 - 01:46 PM

The reason why SRMs do so little damage is that a lot of SRMs simply do not register. Play a Huggin or an Oxide and you will soon realize that a range between 25 up to crazy 50% of missiles do not register. This is totally nuts.

Now add the spread damage and... ah well, you get the picture.

Edited by Bush Hopper, 05 October 2015 - 02:35 PM.


#8 Elizander

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Posted 05 October 2015 - 01:47 PM

I'll still take heat reduction over damage. :v

That and increase the Ghost Heat SRM limit for IS to 4.

Edit:

While we're at it, let IS fire 8 Medium Lasers without Ghost Heat. I'm sure you can math why. :ph34r:

Edited by Elizander, 05 October 2015 - 01:48 PM.


#9 Ex Atlas Overlord

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Posted 05 October 2015 - 01:49 PM

SRMs are fine.

It's the game just flat out ignoring that you hit if you use SRMS...

or AC20s...

or anything except lasers.

#10 Khobai

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Posted 05 October 2015 - 01:57 PM

why stop at 3. lets make it 4.

#11 Escef

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Posted 05 October 2015 - 02:00 PM

Given the amount of face I can rip off in my SRM16 Griffin 2N or SRM36 Mad Dog, I say go for it. Your funeral and all that.

#12 Duke ramulots

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Posted 05 October 2015 - 02:01 PM

Since lore isn't something they care about, why not just fix missiles(LRM's) and rockets(SRM's) to be more realistic? Like an LRM 20 having 20 missiles that do 20 damage a piece. An LRM 10 having 10 missiles that do 20 damage a piece. Add a considerable amount of blast radius and make people have to pay to replenish them.

#13 Mcgral18

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Posted 05 October 2015 - 02:01 PM

View PostKhobai, on 05 October 2015 - 01:57 PM, said:

why stop at 3. lets make it 4.


Because 3 is where they were supposed to start at.

Not 4. 2.5 would be a acceptable solution, with other supporting buffs.

Edited by Mcgral18, 05 October 2015 - 02:03 PM.


#14 Sader325

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Posted 05 October 2015 - 02:04 PM

View PostEscef, on 05 October 2015 - 02:00 PM, said:

Given the amount of face I can rip off in my SRM16 Griffin 2N or SRM36 Mad Dog, I say go for it. Your funeral and all that.


I would poop on people so hard with a damage increase of that much.

#15 Khobai

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Posted 05 October 2015 - 02:06 PM

Quote

Because 3 is where they were supposed to start at.

Not 4. 2.5 would be a acceptable solution, with other supporting buffs.


compromise at 4.5 then

#16 Flaming oblivion

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Posted 05 October 2015 - 02:07 PM

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.

#17 Khobai

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Posted 05 October 2015 - 02:09 PM

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.

#18 Mcgral18

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Posted 05 October 2015 - 02:11 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.


Because aside from the Flamer and MG, they are the worst offenders. All ACs can be used at longer range to better effect.


SRMs have poor travel speed, the 6s have a nearly 12M CoF, and they simply lack a punch to be worth the tiny range.


Bring lasers, and you have a better short-to-mid range mech, that kills more efficiently.


I have to doubt anyone who says otherwise. They're an ineffective weapon system.

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.


When a weapon has a sub 300M MAXIMUM range, it's not much of a TTK decrease, because most weapons kill you faster at longer range than SRMs.


Having SRMs be better brawling weapons than Lasers would be good for the game.

Edited by Mcgral18, 05 October 2015 - 02:11 PM.


#19 Khobai

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Posted 05 October 2015 - 02:14 PM

Quote

When a weapon has a sub 300M MAXIMUM range, it's not much of a TTK decrease, because most weapons kill you faster at longer range than SRMs.


Giving energy/ballistic weapons x2 max range is in large part what screwed up SRM balance. Because SRMs ended up having half the max range of medium lasers when they should have the SAME max range as medium lasers.

They need to get rid of the dumb x2 max range nonsense on energy/ballistic weapons. That has weapon balance so screwed up right now and is the whole reason why the long-range meta dominates.

Also if you could detect enemy mechs on sensors long before they were in weapons range then sensors might actually have a purpose. Sensors are pretty useless now because by the time you can detect a mech on sensors you can already shoot at them.

Quote

Having SRMs be better brawling weapons than Lasers would be good for the game.


Im not disagreeing. But I think the better way to get there is to nerf lasers/gauss. I would rather TTK increase than decrease further.

Edited by Khobai, 05 October 2015 - 02:21 PM.


#20 Gas Guzzler

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Posted 05 October 2015 - 02:22 PM

Nerfing the heavier/hotter long range weapons will push this game more in the direction of mindless zerg rush brawling. Given that we want this to be a thinking man's shooter I don't know if that would be the best idea.

I agree with McGral's solution, because overall damage isn't what makes them less than ideal, its how the damage is applied. If SRMs were more accurate with a tighter spread (especially SRM 6s need to be tightened up), they might be more appealing. I don't know if those values are the right numbers, maybe we should go up to 2.5 damage, 500 m/s and 15% less spread to start with?





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