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So, Did Srms Ever Get Fixed/better


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#1 Trauglodyte

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Posted 31 December 2015 - 01:12 PM

Just wondering. Last year, pre-CW, they were still god awful. Just wondering if they've been made to be any better.

#2 Tyler Valentine

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Posted 31 December 2015 - 01:17 PM

Spread and velocity have been buffed so they are better. Personally, I still find hitreg with them to be wonky at best so I stay away but your results may vary.

#3 TercieI

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Posted 31 December 2015 - 01:19 PM

Yes. They're actually in a pretty good place right now. I'm living in my oxide and if you run into a 5 or 6-man group of us later in the evening, be ready for three Atlases leading a charge. Best brawling time in at least two years.

#4 WrathOfDeadguy

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Posted 31 December 2015 - 01:47 PM

The buffs compensated somewhat for the crappy hitreg, but the crappy hitreg is still a problem. Most of the time, they work, and when they work they work brilliantly, but every once in a while half your salvo will randomly pop off for tea instead of hitting what you fired it at- how often and how many missiles go bye-bye depends heavily on your connection and whether or not you remembered to sacrifice a chicken to the RNG before you dropped.

On the other hand, the spread reduction especially is really nice. SRMs without Artemis now pattern about as well as they used to with it, so SRM4 is a lethal little cluster and SRM6 is actually viable beyond licking distance.

#5 Deathlike

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Posted 31 December 2015 - 01:55 PM

Hitreg is still your enemy.. but it took an eternity to get a velocity buff on these weapons. It might've been the first time actually.

If only.... for balance, Paulrule ignore.

#6 Mcgral18

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Posted 31 December 2015 - 02:05 PM

Posted Image
No longer Terribad, so they've got that going for them.

Not quite worth the sacrifices of being hard locked under 300M.

#7 Khobai

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Posted 31 December 2015 - 02:35 PM

Clan SRMs seem okay now. Theyre half the tonnage of the IS ones afterall...

but the IS SRMs need a damage buff to make up for being twice the tonnage

#8 VinJade

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Posted 31 December 2015 - 02:51 PM

@Khobai
No they don't actually.

remember the Std SRMs are just normal SRMs with the same damage and as you already stated are only half the weight.

Mass means nothing. remember Clan tech is meant to be better & you playing a jade turkey(as IS warriors/players like to call 'em) should know this.. or do you know nothing of Clan tech out side of MWO? I didn't mean as an insult as I have come across many that no thing about the reasons behind much of the clan tech being better and or lighter.

Edited by VinJade, 31 December 2015 - 02:53 PM.


#9 DrxAbstract

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Posted 31 December 2015 - 02:51 PM

Wonky hitreg is inherent to all weapons. Multiple alphas this last week of Lasers, ACs and SRMs reporting hits both visually and through the reticule but dealing 0 damage. I've had several back-to-back-to-back-to-back instances of weapons dealing no damage on very obvious hits, sometimes as many as 4 consecutive alphas 50-150 meters distance dealing 0 damage. It's definitely not just SRMs.

#10 VinJade

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Posted 31 December 2015 - 02:55 PM

@DrxAbstract
I had that happen with my LRMs, did no damage even though I know I hit them.. though for some reason any friendly that walked into the hail storm suffered some damage which was.. strange.

#11 MischiefSC

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Posted 31 December 2015 - 03:00 PM

They are always going to be splattered damage vs precision. They are better but not competitive.

I wonder how a small heat buff would affect them, or refire rate buff. At which point they're a solid choice.

#12 Fox With A Shotgun

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Posted 31 December 2015 - 03:03 PM

View PostKhobai, on 31 December 2015 - 02:35 PM, said:

Clan SRMs seem okay now. Theyre half the tonnage of the IS ones afterall...

but the IS SRMs need a damage buff to make up for being twice the tonnage


IS SRMs have extremely narrow spread and have 15% higher damage to compensate. It's much, MUCH easier to use them than C-SRMs, not to mention more lethal.

@OP: SRMs are pretty good now, especially CSRMs on lights.

Edited by ArcturusWolf, 31 December 2015 - 03:04 PM.


#13 Felicitatem Parco

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Posted 31 December 2015 - 03:06 PM

View PostVinJade, on 31 December 2015 - 02:51 PM, said:


Mass means nothing. remember Clan tech is meant to be better & you playing a jade turkey(as IS warriors/players like to call 'em) should know this.. or do you know nothing of Clan tech out side of MWO? I didn't mean as an insult as I have come across many that no thing about the reasons behind much of the clan tech being better and or lighter.


Only a LoreBanger would say that ClanTech is supposed to be better in a 12v12 game. Some people know nothing of balance within MW:O.

There's only one single reason to make Clan Tech better in a 12v12 game where one Mech should equal another Mech, and that's DropDeck Tonnage.

Do you really want Community Warfare DropDeck Tonnage to be the primary Balancing factor across Factions?

#14 C E Dwyer

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Posted 31 December 2015 - 03:08 PM

Hard to say.

I do think at least half the complaints about them are just people being bad shots, and not wanting to admit it.

However they have good days and bad days, but I think that goes for all non hit scan weapons in MWO

I've had a 1k plus damage with a marauder SRM12 build so they are certainly worth it just to escape the Lazor zzzzzz meta,

but its personal choice

#15 C E Dwyer

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Posted 31 December 2015 - 03:12 PM

View PostArcturusWolf, on 31 December 2015 - 03:03 PM, said:


IS SRMs have extremely narrow spread and have 15% higher damage to compensate. It's much, MUCH easier to use them than C-SRMs, not to mention more lethal.

@OP: SRMs are pretty good now, especially CSRMs on lights.


*face palms*

#16 DrxAbstract

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Posted 31 December 2015 - 03:20 PM

View PostCathy, on 31 December 2015 - 03:08 PM, said:

Hard to say.

I do think at least half the complaints about them are just people being bad shots, and not wanting to admit it.

However they have good days and bad days, but I think that goes for all non hit scan weapons in MWO

I've had a 1k plus damage with a marauder SRM12 build so they are certainly worth it just to escape the Lazor zzzzzz meta,

but its personal choice

I'd say it's pretty goddamned impossible to alpha a slow moving/stationary Battlemaster 3 times from 30 meters with 4 Clan ASRM6's for 0 damage and attribute it to missing 100% of the time. Or the Timberwolf earlier that registered 0 damage from 2 consecutive AC40 Alphas from my KGC plus two separate single shots all with a cherry red CT and Left Torso with no Right Torso from 80ish meters. Or the Marauder that took 4 Alphas from my Black Knight before it finally registered damage on the 5th shot.

No, it's not me being a 'bad shot'. It's the game's hit detection being unreliable as hell.

#17 ZenFool

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Posted 31 December 2015 - 03:25 PM

Not to mention that artifacts(pieces of arm after torso has been removed, rear armor after torso removal) catch srms despite not existing any more. Catapults and jenners are especially funky and both can be tested if you think its people "just missing". Srms are in an okay place, but theres a reason laser is the meta right now.

#18 Mcgral18

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Posted 31 December 2015 - 03:25 PM

View PostArcturusWolf, on 31 December 2015 - 03:03 PM, said:


IS SRMs have extremely narrow spread and have 15% higher damage to compensate. It's much, MUCH easier to use them than C-SRMs, not to mention more lethal.

@OP: SRMs are pretty good now, especially CSRMs on lights.


It should be 25% more damage, at 2.5 damage per missile, for double the weight.

"Extremely" is apparently 1M difference.
4.5 "spread" on the isSRM6
5.0 "spread" on the cSRM6

Spread is a radius, so a 9M CoF and 10M CoF

Wow, much extreme, so significant

Artemis reduces spread 34%.


For half the weight, cSRMs are significantly superior. Change the damage, you can say isSRMs have a significant advantage.
As it stands, LOL, "advantage"
The opportunity cost just isn't there. Dat 10% advantage for 50% cost.

#19 VinJade

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Posted 31 December 2015 - 03:37 PM

@Prosperity Park
you really don't want to go down that path.

here is why, 12 Vs 8 would only affect clanners not IS/merc units.

in lore IS/Mercs have access to Clan tech both machines and equipment, more so when the Diamond Sharks started selling clan tech & iirc training IS techs to up keep the technology.

IS factions could use Clan tech and wouldn't be forced to only use IS tech so it would be 12 vs 8 Clan tech all around as the IS doesn't play by clan rules.

ask any one from the actual battletech universe and they would tell you the same thing.

#20 Felicitatem Parco

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Posted 31 December 2015 - 03:41 PM

View PostVinJade, on 31 December 2015 - 03:37 PM, said:

@Prosperity Park
you really don't want to go down that path.

here is why, 12 Vs 8 would only affect clanners not IS/merc units.


There is no 12v8 in Mechwarrior: Online.
Try to stay within the scope of this game when discussing Clan vs IS balance.





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