About That Mrm Cooldown.
#1
Posted 17 October 2021 - 07:46 PM
MRM10:
Decreased cooldown to 3.9s (from 4.3s)
MRM20:
Decreased cooldown to 4.1s (from 4.3s)
Here's the problem.
I remember when they patched all the MRMs to share a cooldown. I said "ah cool", cuz at least they would share a cooldown. So if I can fit a 10 and a 20, or a 20 and a 30, or whatever- at least they would all have the same cooldown.
I don't even like to use MRMs because they're inaccurate and spammy, and they have a big cooldown.
So why not just give all MRM's the lowest cooldown across the board? In this case, I guess, 3.9.
It's fine, whatever, MRM's kinda suck anyways. Let's be honest.
#2
Posted 17 October 2021 - 08:28 PM
So far the only thing I don't see that much use is actually MRM20, and it's almost always paired with MRM40, else it's the 2x MRM30s.
If there is what I would want from MRMs, is more velocity, but it's just gratuitous at this point. Cooldown is pretty meh, the big ones are pretty useful for the hardpoint-starved, and it has a good alpha to boot, i don't think good CD is going to be balanced.
Edited by The6thMessenger, 18 October 2021 - 01:02 AM.
#3
Posted 17 October 2021 - 08:32 PM
The6thMessenger, on 17 October 2021 - 08:28 PM, said:
Then check out what they’re about to do on the Warhammer 7S in this quirk pass… 40% velocity boost to all weapons! Three torso missile hard points! You know you want to.
#4
Posted 17 October 2021 - 09:23 PM
#5
Posted 17 October 2021 - 11:37 PM
Edited by Saved By The Bell, 17 October 2021 - 11:37 PM.
#7
Posted 18 October 2021 - 01:22 AM
Mrm 30-40 and atm 9-12 are actually pretty good, while smaller ones suck pretty bad. Thats why they got buffed
#8
Posted 18 October 2021 - 02:24 AM
Realize bushwhacker is a rather underperforming mech.
A Deverish has jumpjets and missile hardpoints.
The bushwhacker can use MRM10s, a shotgun.
The shotgun makes players back off.
MRM10 is useful, the MRM40 is a trap.
This is the same thing with rocket launcher.
MRM is a rocket launcher with ammo bins.
It can be described as SRM but SRM deals higher damage for each projectile.
#9
Posted 18 October 2021 - 02:46 AM
This also gives mechs who have enough hardpoints to spam smaller launchers a slight edge over having only one hardpoint (otherwise there's not much point to all the extra hardpoints because it's not like you can take 6 MRM40's).
#10
Posted 18 October 2021 - 04:20 AM
Mech of larger sizes can carry bigger and don't need to worry about the ghost heating of smaller LRM stacks because them can have 2 x lrm20 instead of 2 lrm15 and to obtain equal it would needed 8 missile hardpoints with LRM5
#11
Posted 18 October 2021 - 05:55 AM
D A T A, on 18 October 2021 - 01:22 AM, said:
Mrm 30-40 and atm 9-12 are actually pretty good, while smaller ones suck pretty bad. Thats why they got buffed
You would use smaller ones based on weight/hardpoint compatibility.
Example, 2 mrm 10s weigh 1 ton less than 1 mrm 20.
Also if the hardpoint itself only has 10 or 20 missile pods, you may fit a weapon that shoots the appropriate payload.
#12
Posted 18 October 2021 - 07:30 AM
#14
Posted 18 October 2021 - 09:10 AM
Brauer, on 18 October 2021 - 08:10 AM, said:
Are you referring to tube count? Tube count on a hardpoint has no influence on MRMs at all.
It doesn't? Well that's lame, but I'm not surprised.
Regardless, the reason to use varying sizes of MRM would be to min/max weight and heat.
A previous patch normalized the cooldowns for MRMs- to now stagger their cooldowns again suggests that the balance team is flailing in the dark from month to month.
#15
Posted 18 October 2021 - 09:24 AM
#16
Posted 18 October 2021 - 10:53 AM
1453 R, on 18 October 2021 - 09:24 AM, said:
Yeah sure whatever.
I'll just continue not using murms cuz they kinda suck anyways.
10s will now shoot 0.4 seconds faster (they still won't get used) but if we made 30s and 40s fire 0.4 seconds faster that would be clearly overpowered. /eyeroll
#17
Posted 18 October 2021 - 11:45 AM
feeWAIVER, on 18 October 2021 - 09:10 AM, said:
Regardless, the reason to use varying sizes of MRM would be to min/max weight and heat.
A previous patch normalized the cooldowns for MRMs- to now stagger their cooldowns again suggests that the balance team is flailing in the dark from month to month.
Missile tube restriction only affects IS LRMs and rockets. It would also affect srms and ssrms, but there are no large volume missile launchers of these types.
I think it is good that missile tube does not limit most missile builds - adds more variety to chassis like the wolverine and quickdraw.
Using different sizes of missile launchers used to mostly be for min-maxing, but this is understandably deemed too lackluster a customization option.
Currently, smaller launchers have the advantage of better spread (and therefore better ammo efficiency), better cooldown (not necessarily better DPS), and being smaller and lighter while packing a similar amount of firepower. Larger launchers have the advantage of potentially higher alpha and being able to be put into mechs with fewer hardpoints (and often better soft stats).
I agree that the team is "flailing in the dark". It is called trial-and-error, which is better than making big random adjustments (i.e. Arctic Cheater, MASC nerf, Assault mech agility nerf via engine de-sync).
I personally think mrms are good. I would compare them to srms: they have better range and potentially higher alpha, but it is very easy to avoid effective damage from mrms, mrms have somewhat weaker DPS, and they are somewhat bulkier than srms. That is why they did not get as large a buff as the smaller atm launchers (which were genuinely hot garbage).
#18
Posted 18 October 2021 - 12:40 PM
#19
Posted 18 October 2021 - 01:01 PM
feeWAIVER, on 18 October 2021 - 10:53 AM, said:
I'll just continue not using murms cuz they kinda suck anyways.
10s will now shoot 0.4 seconds faster (they still won't get used) but if we made 30s and 40s fire 0.4 seconds faster that would be clearly overpowered. /eyeroll
How does that solve the problem of smaller launchers being strictly worse than larger ones?
MRM-30 and MRM-40 launchers are already very powerful brawling weapons. They vomit out a galactic smackton of damage; heavy and assault 'Mechs armed with multiple 30 or 40-rated MRM launchers can cover you with so many bees your 'Mech goes into anaphylactic shock and dies.
The MRM-10 has no such advantage, doing less damage per missile hardpoint than an SRM-6. And the MRM-20 is the least weight-effective launcher in the entire game, an absolutely terrible waste of tonnage. Why should the larger launchers benefit from a higher rate of fire as well as being larger, more weight-efficient, and just overall better?
As for ATMs, they're already basically a gimme against enemy AMS. Even a single AMS unit cuts the damage from an AMT-12 in half at the least, and often does even better. You could fire a hundred ATMs at once against a COR-7A and not a single one of them would get through. Smaller ATM launchers deal minimal damage, still have to cope with the UNFAIR, UNNECESSARY, AND EGREGIOUSLY WEAPON-DESTROYING minimum range on all ATM systems, and couldn't manage to punch a single missile pasty even one AMS. Faster cycle times for smaller tube count launchers are only one of the half-dozen fixes required to make ATM launchers worth their weight.
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