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BOOST SRM Damage in line with LRMs
#1
Posted 30 October 2012 - 04:51 AM
I say give SRMs that SAME bonus, so they are still MORE powerful missiles at close range instead of, a can of wiff.
Current damage.
LRM 2.0 per missile
SRM 2.5 per missile
TT values.
LRM 1.0 per missile
SRM 2.0 per missile.
#2
Posted 30 October 2012 - 04:58 AM
#3
Posted 30 October 2012 - 05:04 AM
#4
Posted 30 October 2012 - 05:09 AM
#5
Posted 30 October 2012 - 05:19 AM
#6
Posted 30 October 2012 - 05:19 AM
#7
Posted 30 October 2012 - 05:50 AM
#8
Posted 30 October 2012 - 05:53 AM
Vertrucio, on 30 October 2012 - 05:19 AM, said:
this is being fixed soon... originally SRMS were too easy to land all on the same location which made them massive damage to a single location and very deadly... they have admitted the way they change spread during their flight path is a bit rubbish and they will be changing it to a smaller spread and a stable flight path
only after that is done would I imagine they will start looking at buffing damage on them again
#9
Posted 30 October 2012 - 05:53 AM
#10
Posted 30 October 2012 - 06:20 AM
Roland, on 30 October 2012 - 05:50 AM, said:
That is true, but the are not hitting consequently where you aim, the spread is pretty big, they got a relativley high heat generation and recycle time. If not buffing the burst at least the recycle time should set to the one of a LRM10 to 3.75 instead of former 4.0.
#11
Posted 30 October 2012 - 06:26 AM
I do remember in the beta when I started playing, SRMs fired in a very tight cluster. As we all know, there is a problem with high damage being delivered in tight clusters.
Are they planning to make it so that SRMs fire really spread out, then normalizing into a less wide spread? Was that was to make sure that extremely short, or point blank SRM shots weren't doing clustered damage? Seems about right.
#12
Posted 30 October 2012 - 06:54 AM
ApheX, on 30 October 2012 - 05:53 AM, said:
Not talking about Streaks, and those arent due out for at least 2 years.
Roland,
Tell me how?
SRM2- 5 damage spread out. 1 ton, cycle time 4sec.
SRM4- 10 damage spread out. 2 tons, cycle time 4 sec.
SRM6- 15 damage spread out. 3 tons cycle time 4 sec
Highest damage to weight ratio huh?
Medium laser 1 ton 5 damage cycle time 3s.
Small Laser .5 ton, 3 damage cycle time 2.25s
So looks like the Medium laser will out damage a SRM2, and even a SRM4.
And lets not even consider 3 Med Lasers in the place of a SRM6.
So your myth about them being the highest damage per ton system in game is.... well BUSTED!
#13
Posted 30 October 2012 - 06:56 AM
#14
Posted 30 October 2012 - 07:03 AM
#16
Posted 30 October 2012 - 07:39 AM
Hodo, on 30 October 2012 - 06:54 AM, said:
So your myth about them being the highest damage per ton system in game is.... well BUSTED!
Difference is how much more heat those MLas generate compared to one SRM6. It's a ********* LOT.
#17
Posted 30 October 2012 - 08:49 AM
LRM's = radius="4.0"
SRM's = maxRange="270.0" tons="3" duration="0.0" lifetime="15.0" speed="300" volleydelay="0.25" radius="3.5" formation_size="0.01" formation_size_per_index="0.025"/>
Decipher as you see fit.
#18
Posted 30 October 2012 - 09:02 AM
#19
Posted 30 October 2012 - 09:08 AM
IF they change SRMs to be a spread damage weapon, then I agree a buff is in order to bring them in line with LRMs. If they spread out to the width of a mech, then I suggest 3.0 damage per missile, which would make them nice close-range armor rippers, as a counter part to the long-range armor rippers that LRMs are.
#20
Posted 30 October 2012 - 09:50 AM
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