Need Increased Speed On Srms!
#1
Posted 23 February 2024 - 10:07 PM
Sorry for the small rant.
#2
Posted 24 February 2024 - 01:27 AM
Besides, if you were on the shoe of that Piranha you'd be complaining about not being able to get into MG range unless your target is 100% distracted by something else while sitting on your extremely glass armor if every weapon could 1shot you even more than it already does.
And before you blame lag, pretty sure CryEngine lagcomp is shooter favoured above all else, I know I play on 250ms ping all the time and can hit stuff just fine.
The only time lag really mattered to me is the moments when I get hit after getting into cover.
Edited by Ttly, 24 February 2024 - 01:29 AM.
#3
Posted 24 February 2024 - 09:22 AM
Ttly, on 24 February 2024 - 01:27 AM, said:
Besides, if you were on the shoe of that Piranha you'd be complaining about not being able to get into MG range unless your target is 100% distracted by something else while sitting on your extremely glass armor if every weapon could 1shot you even more than it already does.
And before you blame lag, pretty sure CryEngine lagcomp is shooter favoured above all else, I know I play on 250ms ping all the time and can hit stuff just fine.
The only time lag really mattered to me is the moments when I get hit after getting into cover.
The Piranha ate me alive with its machine guns. I'm not complaining about that. I am not blaming lag at all. As far as I can tell, there was no real lag.
#4
Posted 24 February 2024 - 12:03 PM
Good hunting,
CFC Conky
#5
Posted 24 February 2024 - 12:36 PM
Edited by torsie, 24 February 2024 - 12:37 PM.
#6
Posted 24 February 2024 - 01:16 PM
But yeah, it's legitimately hard to hit well-piloted Lights with SRMs - but that's the nature of missiles in the game. If they get much faster at that range, they'll just become a rocket shotgun.
#8
Posted 25 February 2024 - 07:36 AM
1Exitar1, on 23 February 2024 - 10:07 PM, said:
Sorry for the small rant.
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PGI nerfed short range and medium range missiles back to the stone age they now have 1/2 the damage they once had plus they nerfed the velocity by 1/2 and they messed up the spread and even with perks and skills they are not the same as they once were. Thank your buddies at the Cauldron for that nice change.
But you can take a large lasers and gauss riffles and hit a light mech on the run easily go figure. This change ruined a lot of light and medium mechs gameplay and game time they became basically useless. This is how bad it is for small and medium missiles I can take a Heavy gauss on my Fafnir and 1 shot a light on the run but I cannot kill a light with 250 short range or medium range missiles trying to leg it or run it down and yes, I'm within specified ranges.
It's been a few years ago they did this change back in the splat cat days players forget all the crazy dumb things they have changed in MWO to suit their favorite game play style sniping for their comp and faction buddies.
#9
Posted 25 February 2024 - 11:10 AM
KingCobra, on 25 February 2024 - 07:36 AM, said:
It's funny you mention the splat cat because the Cauldron gave it a quirk that lets it alpha all six SRM6As with no ghost heat
https://mwo.nav-alph...8a10873_CPLT-A1
so that's over 300 damage at short range in about 15 seconds before you need to cool down. SRMs are pretty good at their chosen range. kinda sounds like a you problem.
#10
Posted 25 February 2024 - 01:14 PM
I guess "missing targets" means "my shots were dodged" now.
Last patch added Dark Souls dodge rolls and i missed it?
KingCobra, on 25 February 2024 - 07:36 AM, said:
PGI nerfed short range and medium range missiles back to the stone age they now have 1/2 the damage they once had plus they nerfed the velocity by 1/2...
I'm sorry, were you playing some alternate reality MWO where SRM-6 did 24 damage and MRM-40 did 80?
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This is how bad it is for small and medium missiles I can take a Heavy gauss on my Fafnir and 1 shot a light on the run...
Big "F to doubt" in your case tbh.
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Ah yes, the Scaleshot wasn't OP for some time recently in your version of MWO too, got it.
#11
Posted 25 February 2024 - 04:08 PM
#12
Posted 25 February 2024 - 05:01 PM
Then again it's practically almost a direct downgrade to the Scaleshot despite being a light mech which you'd think would warrant it getting more quirks.
Edited by Ttly, 25 February 2024 - 05:08 PM.
#13
Posted 25 February 2024 - 05:33 PM
KingCobra, on 25 February 2024 - 07:36 AM, said:
What are you even blabbering on about?
The damage per missile has been pretty unchanged since SRMs lost splash (it's been ~2 damage for most of this game, 2.15 is where it currently is) and velocity has only gone up as this game has gone on (200m/s during the splat era, 250-300m/s during the era of cSPLs being better brawling weapons and 400m/s during probably the best era for splat outside of when it had broken *** splash and HSR didn't exist).
Let's ignore your nonsense about being able to oneshot lights given you are comparing a weapon with spread vs PPFLD. A weapon with spread is naturally going to do worse against lights than any other mech because of just less surface area to catch all projectiles. However people have talked about heavy gauss just doesn't feel right compared to SRMs which are pretty much one of the go to weapons for brawling outside of XPL/MG boats.
Edited by Quicksilver Aberration, 25 February 2024 - 05:36 PM.
#14
Posted 25 February 2024 - 05:37 PM
Now that it's been nerfed down into sanity, the Scaleshot is still a threat - but it's not an eye-rolling, "here we go again" experience when you fight them.
#15
Posted 25 February 2024 - 08:09 PM
That said, IS SRM lights do kinda need something to help them against the massive damage difference to Clan SRM lights. The reduced spread is nice, but doesn't matter much when Clan mechs can fire twice as many missiles per salvo; you're just not going to see an Oxide or Javelin performing the same kind of ninja wizardry that you see in a Sneaky Snek video unless the target refuses to turn around after the first salvo.
#16
Posted 29 February 2024 - 08:50 AM
hell just put in a lead indicator at this point. why remove the fun of having a modicum of physics in the game?
also more velocity -> more rounding errors -> more wonky hit detection. thats just the way floating point works.
Edited by LordNothing, 29 February 2024 - 08:53 AM.
#18
Posted 29 February 2024 - 10:10 AM
As example a NARC makes an unguided LRM becoming guided. The SRM no different from the LRM. They're both missiles with the same capacity to travel.
I would as well make NARC only work when having direct line of sight. Meaning all missiles work as if they were streaks or ATM for the purpose of hitting the target.
LRM would have the exception that it will only work like a ATM if the mech has ECM.
The SRM is the fastest of all missiles and has the shortest travel. The bug is that for tonnage the missed shots costs higher.
Small pulse laser or medium pulse lasers weight less and the cost of missing the target is lower.
Many consider Missile weapons to be the ******* weapon by being bad in both categories on heat vs damage and tonnage.
They have a chance to hit multiple torsos in tabletop but in MWO lasers can hit the entire mech in one shot. As well being able to hit many times meant that the chance to hit increased. A laser would shoot once and miss. The SRM2 would miss and then hit the target for 1/2 damage. The streak SRM wouldn't fire the missiles at all if the shots won't hit the target.
The streaks are faulty in this way since they are instant hit missiles who won't allow the pilot to fire the missiles if they don't hit the target. You would still need to lock the missiles but the travel to the target wouldn't really be existing.
I think this would be the best solution if possible to change the NARC mechanic to make missiles into locking missiles when they target the mech when it has a Narc tag.
It is not that the SRM need to change. The missiles in general suck for not letting us having inferno missiles.
#19
Posted 29 February 2024 - 10:35 AM
That said, knife fight range should be ez against lights. My favorite thing in a Scaleshot is encountering a light who doesn't know to kite or avoid me because I can destroy legs faster than they can.
Edited by Quicksilver Aberration, 29 February 2024 - 10:38 AM.
#20
Posted 29 February 2024 - 10:38 AM
Edited by LordNothing, 29 February 2024 - 10:47 AM.
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