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Why A Nerf To Srm (Heat)?


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#1 SlippnGriff

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Posted 10 December 2016 - 04:25 PM

Haven't heard people complaining about them
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 Bombast

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Posted 10 December 2016 - 04:32 PM

Probably because even the most poorly sinked mech could alpha with an SRM36 four times without break before shutting down, and the new heat capacity buff would have made that even worse.

EDIT: For people who haven't read the patch, here you go. I thought it was pretty clear.

Patc said:

Missiles

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 Y E O N N E

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Posted 10 December 2016 - 04:34 PM

This is hardly a nerf to SRMs. Most people that I've seen are already firing SRM6 as 18+18 or 24 + 18 and not a full blast. Those with only four launchers are completely untouched.

Really, though, the big news is that Skillcrows and such are now unable to fire SSRM36 volleys without roasting. Justice, tbqh.

#4 Snazzy Dragon

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Posted 10 December 2016 - 04:36 PM

Clearly OP has never been one shot by 7 srm6+A cyclops with range extension from 300 meters.

#5 Bombast

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Posted 10 December 2016 - 04:36 PM

Oh, forgot I had this.

Forgive the audio. Was watching Star Trek while doing this.



#6 SpiralFace

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Posted 10 December 2016 - 04:38 PM

@Bombast: Private video is Private.

#7 Bombast

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Posted 10 December 2016 - 04:40 PM

View PostSpiralFace, on 10 December 2016 - 04:38 PM, said:

@Bombast: Private video is Private.


Should be fixed now. Thanks.

#8 El Bandito

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Posted 10 December 2016 - 04:41 PM

View PostSlippnGriff, on 10 December 2016 - 04:25 PM, said:

Haven't heard people complaining about them
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 Escef

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Posted 10 December 2016 - 04:43 PM

View PostBombast, on 10 December 2016 - 04:32 PM, said:

Probably because even the most poorly sinked mech could alpha with an SRM36 four times without break before shutting down, and the new heat capacity buff would have made that even worse.

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 Bombast

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Posted 10 December 2016 - 04:46 PM

View PostEscef, 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 Escef

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Posted 10 December 2016 - 04:48 PM

View PostBombast, 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 Ace Selin

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Posted 10 December 2016 - 06:01 PM

I thought there already was a trade off, in that SRM mechs had to make it to 300m to do that damage.
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 Davegt27

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Posted 10 December 2016 - 06:04 PM

wow that is a pretty big nerf

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 Escef

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Posted 10 December 2016 - 06:05 PM

View PostAce Selin, on 10 December 2016 - 06:01 PM, said:

I thought there already was a trade off, in that SRM mechs had to make it to 300m to do that damage.
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 ScarecrowES

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Posted 10 December 2016 - 06:08 PM

View PostAce Selin, on 10 December 2016 - 06:01 PM, said:

I thought there already was a trade off, in that SRM mechs had to make it to 300m to do that damage.
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 Mole

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Posted 10 December 2016 - 06:38 PM

This won't effect me as all of my SRM builds have only four launchers.

#17 Bohxim

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Posted 10 December 2016 - 06:38 PM

View PostSnazzy Dragon, on 10 December 2016 - 04:36 PM, said:

Clearly OP has never been one shot by 7 srm6+A cyclops with range extension from 300 meters.


No one has. Because you can't run 7z srm6a on the cyclops. Nor does it reach 300m even with modules.

#18 Snazzy Dragon

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Posted 10 December 2016 - 06:49 PM

View PostBohxim, on 10 December 2016 - 06:38 PM, said:

No one has. Because you can't run 7z srm6a on the cyclops. Nor does it reach 300m even with modules.


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.

#19 SlippnGriff

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Posted 10 December 2016 - 06:54 PM

View PostSnazzy Dragon, on 10 December 2016 - 04:36 PM, said:

Clearly OP has never been one shot by 7 srm6+A cyclops with range extension from 300 meters.

no but i've shot plenty and it hitregs just fine. did you read the post even tho

#20 QuantumButler

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Posted 10 December 2016 - 07:01 PM

Can't let brawling possibly compete with the front loaded pinpoint damage sniping meta.





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