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BOOST SRM Damage in line with LRMs


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#1 Hodo

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Posted 30 October 2012 - 04:51 AM

Right now LRMs have a 200% increase over Table Top values.

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 Ornonge

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Posted 30 October 2012 - 04:58 AM

Agreed. I feel a SMALL dmg buff could make them attractive again. People are skipping them out over guided missles like SSRM's atm.

#3 Dandyman

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Posted 30 October 2012 - 05:04 AM

Overall, I'm not crazy about SRMs and I'm not sure a damage boost is going to make them any more palatable to me. The streaks are better, but I'm terrified by the thought of Streak 6s in the not too distant future. Increasing the damage output would make them extremely scary.

#4 Ornonge

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Posted 30 October 2012 - 05:09 AM

The OP is talking about buffing SRM's not the streak version, imo. Would make no sense to buff streaks since they are skipping out on firepower for a guidance system.

#5 Vertrucio

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Posted 30 October 2012 - 05:19 AM

What's the spread of SRMs anyway? I've noticed they've been made to fire out in a pretty wide spread. Meanwhile, LRMs have a similar spread, but tend to have way more missiles so that there are more impacts within that spread.

#6 Hodo

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Posted 30 October 2012 - 05:19 AM

Correct I am talking about SRMs not Streaks.

#7 Roland

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Posted 30 October 2012 - 05:50 AM

SRM's already have one of the best damage/weight ratios in the game. Their damage does not really need to be buffed at all.

#8 Apoc1138

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Posted 30 October 2012 - 05:53 AM

View PostVertrucio, on 30 October 2012 - 05:19 AM, said:

What's the spread of SRMs anyway? I've noticed they've been made to fire out in a pretty wide spread. Meanwhile, LRMs have a similar spread, but tend to have way more missiles so that there are more impacts within that spread.


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 ApheX

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Posted 30 October 2012 - 05:53 AM

Sorry, i don't think they needs to be buffed out. There pretty powerful as they are. Once SRM Streak 4 and 6 are out, the SRM will become a niech weapon anyway.

#10 Ornonge

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Posted 30 October 2012 - 06:20 AM

View PostRoland, on 30 October 2012 - 05:50 AM, said:

SRM's already have one of the best damage/weight ratios in the game. Their damage does not really need to be buffed at all.


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 Vertrucio

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Posted 30 October 2012 - 06:26 AM

Okay, so with the information here. I think that once the spread changes to SRMs are finalized, they should be fine.

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 Hodo

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Posted 30 October 2012 - 06:54 AM

View PostApheX, on 30 October 2012 - 05:53 AM, said:

Sorry, i don't think they needs to be buffed out. There pretty powerful as they are. Once SRM Streak 4 and 6 are out, the SRM will become a niech weapon anyway.



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 Vertrucio

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Posted 30 October 2012 - 06:56 AM

Oh and the spread is the size of an atlas.

#14 Zoom2136

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Posted 30 October 2012 - 07:03 AM

They should reduced the damages the LRM's makes instead...

#15 Hodo

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Posted 30 October 2012 - 07:09 AM

View PostZoom2136, on 30 October 2012 - 07:03 AM, said:

They should reduced the damages the LRM's makes instead...



That would make sense... but I said that in the previous forum and was flamed for it, and given a warning by a moderator.

#16 Volthorne

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Posted 30 October 2012 - 07:39 AM

View PostHodo, on 30 October 2012 - 06:54 AM, said:

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!

Difference is how much more heat those MLas generate compared to one SRM6. It's a ********* LOT.

#17 MaddMaxx

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Posted 30 October 2012 - 08:49 AM

FYI

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 xZaOx

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Posted 30 October 2012 - 09:02 AM

Nooo.... Go up against a streak boat. They are fine as is.

#19 EtherDragon

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Posted 30 October 2012 - 09:08 AM

I do fine with SRMs as tehy currently are. My two favorite atlas builds center around the SRMs. I rather like the current SRM flight path - if my aim is true (not leading the target) the missiles largely converge again where I aim - some go stray, but the bulk of the damage is right on target.

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 Indk

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Posted 30 October 2012 - 09:50 AM

Imo, the spread should be tightened a little bit. That's effectively a damage/range buff.





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