Srm Piranha = Op?
#1
Posted 18 June 2019 - 09:05 PM
I know that Piranha is kinda borderline OP, but honestly that Hero is just basically P2O. What if it was an SRM Side-Grade instead? Is it OP, or is it just right?
If it's okay and balanced, would you like to see this in game? It's basically a Piranha with the most arm-lasers, the JJ Piranha, and SRM Piranha, it's a complete sidegrade.
#2
Posted 18 June 2019 - 09:21 PM
The only thing is see OP here is a pirhana with jj's, but i guess the lack of sustained firepower would make it balanced in my opinion.
#3
Posted 18 June 2019 - 09:26 PM
That actually wouldn't be a bad option for a special hero TBH. I mean you'd take out one of the JJ, drop head/up legs and add ammo.
Issue would be that it is super slow. But then all the PIR salt from the Mechlords who couldn't aim and probably still can't, would thus continue! Either way it wouldn't be OP by any means.
Edited by justcallme A S H, 18 June 2019 - 09:28 PM.
#4
Posted 18 June 2019 - 09:52 PM
i think it would need 5 or 6 tons of ammo to be really effective all game long
#5
Posted 18 June 2019 - 09:52 PM
#6
Posted 18 June 2019 - 09:56 PM
#7
Posted 18 June 2019 - 10:24 PM
#8
Posted 18 June 2019 - 10:46 PM
#9
Posted 19 June 2019 - 12:50 AM
#11
#12
Posted 19 June 2019 - 04:29 AM
at least according to 'the many', who manage to do <50dmg in a game-surviving-assault mech.
related, but different thing:
looking at the event / QP, people get worse by the day. they even pick IMAGINARY points to rotatoe around now..
can't bear to play this - an appointment at my dentist is more pleasant than this.
Edited by Teenage Mutant Ninja Urbie, 19 June 2019 - 04:32 AM.
#13
Posted 19 June 2019 - 04:44 AM
The6thMessenger, on 18 June 2019 - 09:05 PM, said:
I know that Piranha is kinda borderline OP, but honestly that Hero is just basically P2O. What if it was an SRM Side-Grade instead? Is it OP, or is it just right?
If it's okay and balanced, would you like to see this in game? It's basically a Piranha with the most arm-lasers, the JJ Piranha, and SRM Piranha, it's a complete sidegrade.
Woah, woah, woah. Hold it right there with the trademark infringement buddy.
What do you think you're doing lumping Xiphias, the regal swordfish, in with some run of the mill piranhas? The correct genus is "Pygocentrus". (However, I would buy a hero, particularly a light, with my username).
More on topic, low tonnage lights with missiles tend to be uniformly worse than their energy/machinegun boating counterparts. It would be fine as a sidegrade, but it would be worse due to being slower, ammo limited, and hot. People would still complain about it being OP though.
#14
Posted 19 June 2019 - 07:17 AM
justcallme A S H, on 18 June 2019 - 09:26 PM, said:
That actually wouldn't be a bad option for a special hero TBH. I mean you'd take out one of the JJ, drop head/up legs and add ammo.
Issue would be that it is super slow. But then all the PIR salt from the Mechlords who couldn't aim and probably still can't, would thus continue! Either way it wouldn't be OP by any means.
SRM2s should absolutely be removed from the game because theyre largely superfluous. Just tighten the spread on SRM4 and increase the ghost heat limit by +1 instead and you dont really need SRM2s anymore. Game has way too many weapons with overlapping roles.
Also like I mentioned in the other thread you could replace SRM2s with inferno SRM2s or tandem charge SRM2s. That way youd still have your SRM2s and SRM4s but theyd have significantly different functions and less role overlap. SRM2s would use specialized munitions while SRM4s would be for damage.
PGI should do the same thing for Autocannons. Get rid of the standard AC2/AC5 and replace them with the light AC2/light AC5. And get rid of the CACs, which arnt supposed to exist anyway, and add the CRAC2/CRAC5 and possibly HAGs.
The whole purpose of removing weapons would be to add room for new weapons to make their way into the game. Most of which would be improved versions of the weapons they replace.
Edited by Khobai, 19 June 2019 - 07:35 AM.
#15
Posted 19 June 2019 - 07:38 AM
Khobai, on 19 June 2019 - 07:17 AM, said:
SRM2s should absolutely be removed from the game because theyre largely superfluous. Just tighten the spread on SRM4 and increase the ghost heat limit by +1 instead and you dont really need SRM2s anymore. Game has way too many weapons with overlapping roles.
Also like I mentioned in the other thread you could replace SRM2s with inferno SRM2s or tandem charge SRM2s. That way youd still have your SRM2s and SRM4s but theyd have significantly different functions and less role overlap. SRM2s would use specialized munitions while SRM4s would be for damage.
PGI should do the same thing for Autocannons. Get rid of the standard AC2/AC5 and replace them with the light AC2/light AC5. And get rid of the CACs, which arnt supposed to exist anyway, and add the CRAC2/CRAC5 and possibly HAGs.
The whole purpose of removing weapons would be to add room for new weapons to make their way into the game. Most of which would be improved versions of the weapons they replace.
Then srm4s should be removed because they weight less and do less damage as well as overlap with srm6s. Or we could remove all of the weapons and just turn on knockdowns again. Whoever has the most Dragons wins. I mean my lrm 20 overlaps with 15,10s, and 5s so those need removed too. now we need to remove all those overlapping lbxs,acs,uacs, and hmm what else can we remove from this already minimally viable shooter?
#16
Posted 19 June 2019 - 08:50 AM
Khobai, on 19 June 2019 - 07:17 AM, said:
SRM2s should absolutely be removed from the game because theyre largely superfluous. Just tighten the spread on SRM4 and increase the ghost heat limit by +1 instead and you dont really need SRM2s anymore. Game has way too many weapons with overlapping roles.
Also like I mentioned in the other thread you could replace SRM2s with inferno SRM2s or tandem charge SRM2s. That way youd still have your SRM2s and SRM4s but theyd have significantly different functions and less role overlap. SRM2s would use specialized munitions while SRM4s would be for damage.
PGI should do the same thing for Autocannons. Get rid of the standard AC2/AC5 and replace them with the light AC2/light AC5. And get rid of the CACs, which arnt supposed to exist anyway, and add the CRAC2/CRAC5 and possibly HAGs.
The whole purpose of removing weapons would be to add room for new weapons to make their way into the game. Most of which would be improved versions of the weapons they replace.
Really? My 6 SRM2 Javelin does amazing. It may be the best of them. I regularly get 600-700 damage in it and multiple kills. They fire fast and accurately.
#17
Posted 19 June 2019 - 10:12 AM
#18
Posted 19 June 2019 - 10:38 AM
Khobai, on 19 June 2019 - 07:17 AM, said:
SRM2s should absolutely be removed from the game because theyre largely superfluous. Just tighten the spread on SRM4 and increase the ghost heat limit by +1 instead and you dont really need SRM2s anymore. Game has way too many weapons with overlapping roles.
Also like I mentioned in the other thread you could replace SRM2s with inferno SRM2s or tandem charge SRM2s. That way youd still have your SRM2s and SRM4s but theyd have significantly different functions and less role overlap. SRM2s would use specialized munitions while SRM4s would be for damage.
PGI should do the same thing for Autocannons. Get rid of the standard AC2/AC5 and replace them with the light AC2/light AC5. And get rid of the CACs, which arnt supposed to exist anyway, and add the CRAC2/CRAC5 and possibly HAGs.
The whole purpose of removing weapons would be to add room for new weapons to make their way into the game. Most of which would be improved versions of the weapons they replace.
how many kills have you got with these weapons?
#20
Posted 19 June 2019 - 02:43 PM
Edited by Weeny Machine, 19 June 2019 - 02:44 PM.
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