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Srm Still Need Help


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#1 aniviron

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Posted 04 November 2015 - 05:21 PM

The SRM speed boost in today's PTS update was good; I was very glad to see that implemented. SRMs have been in a pretty bad place for a long time, but this was a step in the right direction. Specifically, it more or less solved the issue that has long plagued SRMs where their listed max range was 270 but their effective max range was closer to 150-200. Now they reach quite a bit farther thanks to the speed boost, which means they are less of an all-or-nothing weapon and can be used more effectively by mechs that skirmish and hit and run.

But the simple fact is that they still don't do enough damage given their high heat, large spread, ammo dependency, and close range. My experiences today were that SRMs are still completely outperformed by SLs, SPLs, MLs, MPLs, LPLs, and every kind of autocannon except gauss and AC2s at the SRM's optimum range. The SRMs output a lot of damage, but most of that damage spreads wide and hits arms, legs, and terrain. The MPLs, LPLs, AC20s and UAC5s that were so common on the field were outperforming SRMs at SRM range due to their ability to put all the damage on the torso or focus on a leg where it matters, while SRMs are peppering away but not tearing off components or killing quickly.

As a further penalty, most laser-focused builds that use MPLs, MLs, and LPLs actually run cooler than SRM builds because the lasers are much lighter and don't use ammo, and the extra heat from the lasers is more than offset by their ability to carry many more heatsinks as well.

I'd like to see one of two things done. The first option would be a bit of a damage bump to SRMs, maybe 2.5 for clans and 2.7 for IS. SRMs at at least hitting hard enough then that the damage which does hit where you want it is accomplishing something useful. It's a clunky solution though, and makes SRMs potential damage monsters.

The other better solution would require a bit more work, but has a better payoff. Return to beta-style SRM flight patterns, where the SRMs expand from a point at the launcher in a cone shape, level off in a cylinder, and then converge back to a smaller point partway through the flight before spraying off in a wide cone at the end. This lets a skilled SRM user concentrate their damage by closing in to either of their optimal distances to land shots more accurately where they want their damage, but leaving SRMs at their wide damage spreads when being engaged between these points.

#2 Alwrathandabout42ninjas

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Posted 04 November 2015 - 05:38 PM

Agreed on all points. The damage has to be improved. I tested the 6 srm6 mad dog and a cataphract laughed at me because of its structure and armor quirks. Congrats, the crappy missiles fly faster now! They are still crap!

#3 Deathlike

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Posted 04 November 2015 - 05:40 PM

Personally, I think it has more to do with hitreg than anything else (though damage probably should go up anyways).

Speed increase is more impressive though.

#4 Nothing Whatsoever

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Posted 04 November 2015 - 05:45 PM

Speed is fine. I don't want to up damage unless the idea is to reduce the missiles the server has to track.


I'd like to test out giving SRMs LRMs' Lock system. They can still dumb fire but can also Hit a locked target with a flat trajectory.

#5 zaku potion

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Posted 04 November 2015 - 06:20 PM

I posted this on /r/outreachHPG but I'll put it here too since PGI is interested in messing with SRM values. Giving SRMs a stream launch with 50ms delay per rocket(MW4 style launchers instead of mass fire currently) and LBX-10 levels of spread would make them more fun to use and take a bit more involvement with leading shots. Right now theyre just a big, slow shotgun blast, maybe this way it would reduce hitreg issues and differentiate them more from LBX ACs.

#6 Nothing Whatsoever

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Posted 04 November 2015 - 06:36 PM

A Ripple Fire pattern would be welcome!

#7 Mcgral18

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Posted 04 November 2015 - 07:50 PM

Speed to 500M/s, 400 was a nice start.

Spread down, flat 20% cut to start with (stacking with the 34% of Artemis). The SRM6s have 11.4M and 11.8M CoFs, which is pretty damn ridiculous.

To account for different weights, give isSRMs 2.5 damage per missile, cSRMs remaining at 2.0.



That's my SRM PTS recommendation.

#8 Sergeant Random

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Posted 04 November 2015 - 08:10 PM

Agree that SRMs need some buff to compensate for the incoming armor and structure buffs.

#9 KodiakGW

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Posted 09 November 2015 - 04:22 PM

From my testing, I like the change to speed and spread. Feels like you are launching missiles instead of tossing bottle rockets out your cockpit. Most of my dual SRM4s on HBK-4SP hit center mass and torsos on static mechs, even on light mechs. They weren't all over the place (arms and legs).

I say put it in as it. Fix hit reg issues and then address damage. It is much better than what we currently have.

#10 KodiakGW

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Posted 10 November 2015 - 03:44 PM

Further testing with 4xSRM4 GRF-2N. Pretty devastating, especially coring from behind. It seems if you are closer, the grouping is actually tighter. Much better than live server SRMs right now.





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