

Any Hope For Is Ssrm2?
#1
Posted 30 December 2016 - 05:43 PM
And there seem to be good reasons for their rarity, SSRM2 are just terrible. I tried boating SSRM2s or using a few racks as backup - massive fail in both roles.
An ordinary SRM2 launcher is hands down superior. Same CD, more damage (=more dps), less weight when used without Artemis, GH kicks in at 7 instead of 5 launchers, they dont need locks plus huge facetime and one has direct influence on where the missiles will hit by aiming.
Only upside for SSRM2 is that even on an Artemis equipped lurm boat they still stay a 1.5ton/1slot item. Hurray.
Nothing more frustrating than standing right infront of a cherry red cored assault and watching volley after volley tracking to arms, STs, legs,... of course I got blown up in the end, RNGesus hates everyone. Should have rammed the target instead of using streaks.
Seriously, they are bad.
So, is there any hope for the IS-SSRM2? Is the issue on PGIs radar, are there plans to make them suck a little bit less or is it working as intended?
Any ideas on what could be done with them? Maybe make them prefer the component aimed at instead of beeing totally random, 20-30% percent more chance to hit that.
P.S. Havent tested the cSSRM2 but they dont look that much better on paper, longer range but even more CD.
#2
Posted 30 December 2016 - 05:47 PM
#3
Posted 30 December 2016 - 05:56 PM
That said the S-SRM2 trollmando is probably the most hilarious light hunter I've ever piloted.
#4
Posted 30 December 2016 - 06:07 PM
#5
Posted 30 December 2016 - 06:51 PM
It takes down those Cheetahs and Locusts like no one's business.
Situational but far from useless.
#6
Posted 30 December 2016 - 06:54 PM
#8
Posted 30 December 2016 - 07:09 PM
Among other things, it would make your SSRM2 a lot more effective (in this case, SSRM mechanics that required aim would let you have pinpoint accurate SSRM2's [SSRM4 and SSRM6 will still have some spread]).
Edited by FupDup, 30 December 2016 - 07:20 PM.
#9
Posted 30 December 2016 - 07:18 PM
FupDup, on 30 December 2016 - 07:09 PM, said:
Among other things, it would make your SSRM2 a lot more effective (in this case, SSRM mechanics that required aim would let you have pinpoint accurate SSRM2's).
I'd love MW4 SSRMs, that's for sure.
#11
Posted 30 December 2016 - 08:16 PM
Pariah Devalis, on 30 December 2016 - 08:11 PM, said:
I loved the MW4 LRM (and attendant AMS) system, too.
Honestly, main things I miss from MW4? HTAL and the fact that missiles and AC's knocked you around when they hit. I still wish they had the knock-around in this game, so they could help balance IS ballistics vs Clan ballistics by giving them a major bonus to the shove they give to the target.
#12
Posted 30 December 2016 - 08:20 PM
RestosIII, on 30 December 2016 - 08:16 PM, said:
Honestly, main things I miss from MW4? HTAL and the fact that missiles and AC's knocked you around when they hit. I still wish they had the knock-around in this game, so they could help balance IS ballistics vs Clan ballistics by giving them a major bonus to the shove they give to the target.
Various prior MW titles had their strengths and weaknesses. MWO brings some new things to the table that are actually quite good, but when it comes to immersion it just falls flat.
MW3 had a fantastic PPC/AC/Gauss mechanic that created impulse on impact for both your target and you yourself, for example. So if you fired a right arm UAC, the mech's torso would want to twist to the right in response to the kickback from the gun. The amount of impulse was, of course, dependent on the weapon fired. MW4's impact mechanic on hit was fantastic, with it skewing your mech's torso in the direction it was hit, instead of just the camera like in MWO. Both games (and MW5 Mercs' trailer) have that mech sway cockpit bob, too, which really helps to sell that you are inside something, instead of just being that something.
However, I actually prefer MWO's torso/arm split fire system better than MW3's. Having physically rendered custom loadouts is also a huge thing that was introduced in MWLL to a more limited degree, but that recently MWO is really starting to get better at than anything prior.
Edited by Pariah Devalis, 30 December 2016 - 08:22 PM.
#14
Posted 30 December 2016 - 08:31 PM
Steve Pryde, on 30 December 2016 - 08:26 PM, said:
Wanna buy a mech pack????!!!!!
Yeah Alex stop designing mechs and get behind a keyboard to start making modes!
Oh wait, no, that's idiotic.
#15
Posted 30 December 2016 - 08:36 PM
Ratpoison, on 30 December 2016 - 08:31 PM, said:
Oh wait, no, that's idiotic.
Yeah! Instead we should be yelling at Russ to hire a weapons coder that can actually add LBX ammo switching!
That, and Alex, get to work on the Mad Cat MK 2. Or else the bear gets it.

#18
Posted 30 December 2016 - 08:44 PM
RestosIII, on 30 December 2016 - 08:41 PM, said:
Jeeze. I forgot how derpy the Ghost Bear could get. But I shouldn't talk, considering how the Diamond Shark looks in the rare art we have of it.

Oh, that does not look terrible. Sea fox almost looks cute!

Least you are not a green pigeon.
So glad the dagda feline looks decent.

#19
Posted 31 December 2016 - 07:00 AM
Snazzy Dragon, on 30 December 2016 - 05:56 PM, said:
That said the S-SRM2 trollmando is probably the most hilarious light hunter I've ever piloted.
Didnt expect much but even that resulted in slight disappointment.
The trollmando is definately worth a try.
Ratpoison, on 30 December 2016 - 05:47 PM, said:
The only purpose I found them somewhat useable for is 4xSSRM2 backup on my lrm CPLT. Chases away easily frightened light pilots looking for freekills.
#20
Posted 31 December 2016 - 07:37 AM
I was thinking of setting up the Bushwacker with them and med lasers.
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