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Feedback: Mrms


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#1 Ced Riggs

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Posted 28 June 2017 - 02:02 PM

Heya,

Gonna make clean topics for each item for feedback. First one up: MRMs.

Pro: Good ammo count, decent cooldown.
Con: Velocity and spread are abyssmal. Damage feels too weak. Can't kill an unspecced Atlas that's standing still with 3 volleys of 4 MRM40s.
Neutral: Steamfire is okay. It's different. The twirling animation is also nice to look at.

Conclusion: Would not use.

Suggested improvements: Reduce spread, increase velocity dramatically.

Edited by Ced Riggs, 28 June 2017 - 02:03 PM.


#2 Ruar

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Posted 28 June 2017 - 02:26 PM

Quick test before I head out with the wife. Threw two MRM10s on my quickdraw in place of my SRMs. Tested in Canyon which is where I do all my testing.

The cooldown and heat seemed fine. I'll have to do some more testing, but I didn't notice a huge problem with those two items.

Massive problems with the spread though. I stood at 449m from the Awesome target and fired until it died and I ran out of ammo. Both legs, both arms, both side torsos and the CT took damage. One side torso was into structure before the CT finally collapsed. So there is a concentration towards the middle, but not enough to really matter.

I can't even imagine how hard it's going to be trying to aim these at a moving target.


How to fix them.

550m range

Increase velocity to 400

Reduce spread by 100% at a minimum. Otherwise there is no real point in using these they can't be used against a moving target.

#3 shadevarr

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Posted 28 June 2017 - 02:29 PM

I agree with both the posters above, the damage is too low for the heat and tonnage, especially for an unguided weapon system.

#4 shameless

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Posted 28 June 2017 - 02:37 PM

they could reduce the spread some, but aside that, they're pretty solid. It's a missile weapon, generally you aren't firing them at near max range. up close, where they'll mostly be used, they are quite impressive, though I think MRM30's are better than 40's

#5 UnKnownPlayer

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Posted 28 June 2017 - 02:58 PM

the spread LOOKS bad but actually the damage applied to models at 400m groups really well.

my problem is that i was using MRM 20 and 30 and they both recycle at the same time, im sure this isn't intentional as it will create userdefined alpha values that i'm sure arent intended.

#6 Weepy Wanebow

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Posted 28 June 2017 - 04:23 PM

the fact that they are stream fire and don't track the r[color=#6A6A6A]eticle[/color] is a deal breaker. The spread is also too much, it should be reduced just a bit

#7 ScrapIron Prime

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Posted 28 June 2017 - 06:35 PM

The MRM systems function like an LBX. less tonnage, much less accurate spread. I think you'd have good results with a battery of lasers to drill and MRM's to crit seek. They also work fairly well for high speed strafing since the missile swarm is fire and forget.

And MRM30's are just fun.

Ideally the MRM's would be a bit faster and the spread a bit tighter. Otherwise they work.

#8 Ruar

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Posted 28 June 2017 - 07:28 PM

More testing. MRMs are even more worthless than I first thought. There is no reason to take them over SRMs for a brawler. I thought they could provide a good medium range punch while closing, but the spread and speed are just wrong. In close they are even less useful because of the time it takes for them to stream out.

I did two matches in them, one on Mining Colony and the other on HPG. Both provide medium and close range opportunities. In both cases all the MRMs did was help me overheat.

The only way I would actually use these on live is if their spread is reduced by half, their velocity is increased, and they fire in one shot instead of streamed. Anything else and they just don't work against moving targets at either close or medium range. The heat would probably need to be toned down some, but I'd start with the first three and see if they are worth using before worrying about the heat of a weapon sitting on the floor of the mechlab.

#9 MechaBattler

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Posted 28 June 2017 - 07:32 PM

I kinda like em. But their flight paths are way too scattered. To the point that they seem to fly low enough to hit even the smallest bump in the road. : /

A tighter spread, with less crazy flight path, would make these a possibility as a good weapon.

#10 SmokinDave73

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Posted 29 June 2017 - 04:34 AM

I agree with the OP, I think the spread of the missiles on MRM's need to be tighter and a slight velocity increase is needed to be worth firing them at the optimal range.

#11 LennStar

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Posted 29 June 2017 - 05:21 AM

MRMs need less spread area but without getting too much concentration in the center. The 30/40 maybe a tad more reload time.

Also maybe less heat.

Edited by LennStar, 29 June 2017 - 06:40 AM.


#12 0bsidion

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Posted 29 June 2017 - 05:47 AM

View PostCed Riggs, on 28 June 2017 - 02:02 PM, said:

Heya,

Gonna make clean topics for each item for feedback. First one up: MRMs.

Pro: Good ammo count, decent cooldown.
Con: Velocity and spread are abyssmal. Damage feels too weak. Can't kill an unspecced Atlas that's standing still with 3 volleys of 4 MRM40s.
Neutral: Steamfire is okay. It's different. The twirling animation is also nice to look at.

Conclusion: Would not use.

Suggested improvements: Reduce spread, increase velocity dramatically.

I agree, in order to make them a reasonable middle ground between LRMs and SRMs the spread needs to be tighter, and velocity should be better than SRMs, otherwise, MRM's will be practically useless at the range they were intended: medium range.

Other than that, they're neat to play around with.

#13 SmokinDave73

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Posted 29 June 2017 - 06:13 AM

View Post0bsidion, on 29 June 2017 - 05:47 AM, said:

I agree, in order to make them a reasonable middle ground between LRMs and SRMs the spread needs to be tighter, and velocity should be better than SRMs, otherwise, MRM's will be practically useless at the range they were intended: medium range.

Other than that, they're neat to play around with.


Spot on.

#14 Gentleman Reaper

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Posted 29 June 2017 - 07:31 AM

To be fair, MRMs are meant as saturation weapons, I see far too many people expecting them to be pseudo-SRMs, which they shouldn't be. They obviously still need work though, spread is too large, especially on the larger launchers, and if they can't get the volley fire to follow your aim-point, then instead go for a double-fire (MRM10 firing 5x2, MRM40 firing 20x2).

#15 Serious Table

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Posted 29 June 2017 - 07:40 AM

Agreed on the velocity needing to go up. As they are right now, they're ineffective for use at medium range.





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