Why A Nerf To Srm (Heat)?
#1
Posted 10 December 2016 - 04:25 PM
If anything they're already nerfed with ****** hitreg :^)
like how I point blank alpha an overheated cheetah with a loaded cyclops-Q and its unscathed
Why not fix that first...
#2
Posted 10 December 2016 - 04:32 PM
EDIT: For people who haven't read the patch, here you go. I thought it was pretty clear.
Patc said:
SRMs (Clan and IS)
• Heat Penalty increased to 1.75 (from 1)
Streak SRM2s (Clan and IS)
• Heat Penalty increased to 1.75 (from 1)
Clan Streak SRM4 and Streak SRM6
• Heat Penalty increased to 1.85 (from 1.1)
SRM/Streak Design Notes: The intention of Heat Scale penalties is to provide a conscious give-and-take choice between heavy and immediate amounts of stacked damage at the cost of extra Heat, or splitting fire to optimize overall Heat output over an extended duration.
When it came to SRMs and Streaks, the lax penalty in place for the launchers did not provide an adequate amount of give-and-take as intended, and even higher launcher counts of 6-8 provided very minimal penalties.
https://mwomercs.com...ec2016#gameplay
Edited by Bombast, 10 December 2016 - 04:34 PM.
#3
Posted 10 December 2016 - 04:34 PM
Really, though, the big news is that Skillcrows and such are now unable to fire SSRM36 volleys without roasting. Justice, tbqh.
#4
Posted 10 December 2016 - 04:36 PM
#5
Posted 10 December 2016 - 04:36 PM
Forgive the audio. Was watching Star Trek while doing this.
#6
Posted 10 December 2016 - 04:38 PM
#8
Posted 10 December 2016 - 04:41 PM
SlippnGriff, on 10 December 2016 - 04:25 PM, said:
If anything they're already nerfed with ****** hitreg :^)
like how I point blank alpha an overheated cheetah with a loaded cyclops-Q and its unscathed
Why not fix that first...
Cause I have seen the Cyclops-Q shoot 84 damage alpha with only 30 something % heat. SRM GH penalty is a joke.
#9
Posted 10 December 2016 - 04:43 PM
Bombast, on 10 December 2016 - 04:32 PM, said:
EDIT: For people who haven't read the patch, here you go. I thought it was pretty clear.
https://mwomercs.com...ec2016#gameplay
Well, a Mad Dog with SRM36 and 7 extra heat sinks can fire each launcher 8 times (provided no ghost heat) before shutting down. In practical application some builds and players can do this, others can't. I run 4xERML as backup guns (to be able to engage outside of SRM range and have non-ammo based weapons), and I tend to fire those lasers when I probably shouldn't... Yeah, I push the redline hard... However, it's more than fair, IMO. 4xERML & SRM36 is an Alpha of 100, it's enough firepower to give some high end assaults rooster envy, if you follow.
#10
Posted 10 December 2016 - 04:46 PM
Escef, on 10 December 2016 - 04:43 PM, said:
Well, a Mad Dog with SRM36 and 7 extra heat sinks can fire each launcher 8 times (provided no ghost heat) before shutting down. In practical application some builds and players can do this, others can't. I run 4xERML as backup guns (to be able to engage outside of SRM range and have non-ammo based weapons), and I tend to fire those lasers when I probably shouldn't... Yeah, I push the redline hard... However, it's more than fair, IMO. 4xERML & SRM36 is an Alpha of 100, it's enough firepower to give some high end assaults rooster envy, if you follow.
Oh, I know. But I'm an IS player, and the boatiest mech I have is the CPLT-A1, which maxes out at an SRM36, which I've only 'tested' with a thrown together build. I'm sure I could squeeze an extra shot out of the Catapult, and I have no doubt the Vulture can do much, much better.
#11
Posted 10 December 2016 - 04:48 PM
Bombast, on 10 December 2016 - 04:46 PM, said:
Oh, I know. But I'm an IS player, and the boatiest mech I have is the CPLT-A1, which maxes out at an SRM36, which I've only 'tested' with a thrown together build. I'm sure I could squeeze an extra shot out of the Catapult, and I have no doubt the Vulture can do much, much better.
I generally prefer my orange HUD mechs as well, but the Mad Dog is just. so. much. FUN!
#12
Posted 10 December 2016 - 06:01 PM
In my eyes thats a distinct penalty for the potential payoff of high damage up close.
Edited by Ace Selin, 10 December 2016 - 06:01 PM.
#13
Posted 10 December 2016 - 06:04 PM
again more BS
IS needed a streak buff not a nerf since they can only pack streak-2s
all this is a result from game politics not game balance
if I can come on and lable something as broken or OP or even no skill weapon
and I get you to buy into that I can politic the game into my vision of the game
#14
Posted 10 December 2016 - 06:05 PM
Ace Selin, on 10 December 2016 - 06:01 PM, said:
In my eyes thats a distinct penalty for the potential payoff of high damage up close.
The big thing there is patience. Which is rather ironic. People whine about mechs with LRMs not sharing armor while people are trading long to mid range fire, but are perfectly ok with the brawling specialists waiting in pristine condition and not engaging at all.
#15
Posted 10 December 2016 - 06:08 PM
Ace Selin, on 10 December 2016 - 06:01 PM, said:
In my eyes thats a distinct penalty for the potential payoff of high damage up close.
One could easily argue that, under 270m, SRMs still had the best ratios of weapon investment to damage to heat of any weapon in the game under boating conditions. When GH comes into play, it doesn't much affect SRMs the way it affects other weapons like lasers.
In the end though, we're still talking about GH here, and not ED, so obviously it's still quite easy to get around penalites by merely stagger-firing with a half-second delay. Many players already do this NOW to avoid even the smaller existing penalty. More will have to do it, or adjust their builds, in the future.
Honestly, it's a nearly inconsequential nerf for most situations. Even the SkillCrow will be left largely untouched since you can just... I dunno... fire in two groups. I mean, streaks home in on their target. A half-second delay won't put you outside the firing window most of the time.
#16
Posted 10 December 2016 - 06:38 PM
#18
Posted 10 December 2016 - 06:49 PM
Bohxim, on 10 December 2016 - 06:38 PM, said:
Sorry, 6SRM6A with one SRM4A. I play clan a lot so I forgot SRM6+A takes 3 slots for IS.
http://mwo.smurfy-ne...fa4b035cfa21fc2
Decent speed, cooling, backup lasers, plenty of ammo, memetastic alpha, super tight missile grouping for a very compact burst.
#20
Posted 10 December 2016 - 07:01 PM
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