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What's Up With Srms?
#21
Posted 09 October 2015 - 09:44 AM
#22
Posted 09 October 2015 - 09:52 AM
LordBraxton, on 09 October 2015 - 09:44 AM, said:
They don't really need a buff - they just need their hits to actually register. When 3/4 disappear into the void they become as useless as flamers.
#23
Posted 09 October 2015 - 09:55 AM
http://mwomercs.com/...eciation-month/
so instead of a month of SRMS i could only stand to do a week.
For what it's worth the srms seem to be registering in those videos (i didnt do so bad)
but stuff like the long range and the fact that maps are getting more and more clutter in the form of bushes and vines and just stuff that hinders gameplay IMO
means weapons you can spam freely like lasers are the way to go still.
in the new forest colony my mech was pretty much useless when you factor in
the uneven terrain which ate my srms;
the huge size of the map which meant i got sniped all day; -
and the mapclutter which made me waste some of my ammo by returning fire onto some hidden laser spammers
my success rate for boating SRMS during that time was for my mech around 20%. (meaning i could only do 600+ dmg in 1 out of 5 maps) yeah pretty bad esp on new/big maps srms were pretty ineffective
Edited by Mazzyplz, 09 October 2015 - 10:14 AM.
#25
Posted 09 October 2015 - 10:05 AM
Been doing SRMs (almost entirely srm4) since closed beta here. This is the first time I've seen that its been anywhere near this terrible registering hits - was easier to hit broken hitbox teleporting ravens than to get point blank shots to register now.
#26
Posted 09 October 2015 - 12:34 PM
sycocys, on 09 October 2015 - 09:06 AM, said:
Streaks only have to make sure the beanbag (visual missile) isn't blocked then when it gets close to the enemy it just assigns a bone for them to hit.
SRMs actually have to do HSR calculations to calculate where each individual missile hits and mwo just can't handle that many simultaneous calculations.
#27
Posted 09 October 2015 - 12:52 PM
Narcissistic Martyr, on 09 October 2015 - 12:34 PM, said:
Streaks only have to make sure the beanbag (visual missile) isn't blocked then when it gets close to the enemy it just assigns a bone for them to hit.
SRMs actually have to do HSR calculations to calculate where each individual missile hits and mwo just can't handle that many simultaneous calculations.
But it can calculate a crap-ton of lazor!
#29
Posted 09 October 2015 - 02:34 PM
Narcissistic Martyr, on 09 October 2015 - 12:34 PM, said:
Streaks only have to make sure the beanbag (visual missile) isn't blocked then when it gets close to the enemy it just assigns a bone for them to hit.
SRMs actually have to do HSR calculations to calculate where each individual missile hits and mwo just can't handle that many simultaneous calculations.
I think you missed the part where I was firing single launchers at a time to eliminate the overload calculation theory. If it is a HSR overload issue it should go completely bonkers on anything that was calculating 4 shots or more at once.
HSR has no problem at all calculating 5 uac5 and 8 erML when I alpha that in my dire which is reasonably close to the equivalent of a 4 srm4 alpha (and actually more than the normal 3 srm4s that I normally run on things), and that's pulsing 13 commands in rapid succession.
This issue I'm seeing is something specific and recent with SRM (non-streak) launchers. Was good as of 2 patches ago, before I started leveling Black Knights.
#30
Posted 09 October 2015 - 02:38 PM
I tend to see SRM efficiency decrease as the number of missiles increase to a single point- Streaks oddly enough tend to avoid this by spreading the missile spam over multiple hitboxes.
#31
Posted 09 October 2015 - 02:43 PM
wanderer, on 09 October 2015 - 02:38 PM, said:
I tend to see SRM efficiency decrease as the number of missiles increase to a single point- Streaks oddly enough tend to avoid this by spreading the missile spam over multiple hitboxes.
Again, the problem with that theory is that it does the same exact thing when firing 4 missiles from a single launcher as it does when you alpha 16+. 1.5 maybe out of 4 register the hit.
It if was an issue with HSR getting overloaded then all the boating weapons, especially lasers would be having massive issues because they don't just hit once but calculation a number of times on a ticking timer for their duration.
#32
Posted 09 October 2015 - 02:48 PM
sycocys, on 09 October 2015 - 08:42 AM, said:
No es bueno.
Because three years of development means balance is still beyond their grasp, so they let hit detection do it for them
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