#121
Posted 09 November 2012 - 04:09 AM
i can understand if they dont always hit CT but they shouldnt miss assuming they have a clear flight path
#122
Posted 09 November 2012 - 01:23 PM
#123
Posted 09 November 2012 - 01:38 PM
For light mechs, non-S SRM packs are actually rather viable from extreme short range, as a huge low-heat fast-recycle damage burst. Consider that an SRM2 from near-zero range (yes I understand that's difficult to get to sometimes) is a free Medium Laser instant-damage delivery with no need to stay on target and negligible heat.
Rather good!...but the non-S SRM spread is so-so at any range beyond say 50m. I'm not sure what's going to be done with that if anything. They're okay, just not quite as good as they should be.
#124
Posted 09 November 2012 - 01:40 PM
#125
Posted 09 November 2012 - 02:02 PM
#126
Posted 09 November 2012 - 02:17 PM
#127
Posted 09 November 2012 - 02:25 PM
#128
Posted 09 November 2012 - 02:29 PM
#129
Posted 09 November 2012 - 02:54 PM
Just to clarify I am not talking about srm, but ssrm.
#130
Posted 09 November 2012 - 03:42 PM
RragnarR40k, on 09 November 2012 - 02:54 PM, said:
Just to clarify I am not talking about srm, but ssrm.
They only feel unbalanced because of the awful netcode currently in game.
#131
Posted 09 November 2012 - 03:59 PM
Making them miss is a bit lame, as already mentioned. The main control over not OPing streaks is the lock-on time -- has it increased? Not sure.
Halving the number of missiles per ton is an incredibly unfair nerf. Doesn't look like the cost per ton went down to match either. That sucks.
In my last match tonight, I took down an Atlas. Not sure what the guy was thinking; he kept walking nice and calmly in an almost-straight line while I pounded into his back armour. Didn't catch his name, but I thank my nameless opponent for his cooperation in this experiment.
A few of my missiles missed entirely; a few hit his arms and legs, but most were spread evenly over his back torso locations. I think a couple of other people scored some minor hits in passing, but basically the entire kill was down to me -- and it took 320 missiles to do it. When my mech carried 1200 missiles, that was fine. Now it only carries 600, it's ridiculous.
Please give us the other half of the missiles back!
Edited by Mad Elf, 09 November 2012 - 04:01 PM.
#132
Posted 09 November 2012 - 04:06 PM
on one hand you can go the table top route and have the missiles hit random locations...
oh but wait, then you'll have everyone complain about how random numbers dont belong in a skill based system , bla bla bla.
on the other hand you can have the streaks hit all the same location that your crosshair is at,or where you're leading the mech and its angle from the tubes on your launcher.
but wait, we can't have that, because then you might have 6 stream SRM6's impact the same location and people cry "OMG ITS OP".
Edited by Dakkath, 09 November 2012 - 04:07 PM.
#133
Posted 09 November 2012 - 04:26 PM
As the commando is a light one, extremely hard to hit (net code) mech it was because of the ssrm accuracy more then op.
After the patch I can manage to do arround 300 to 400 dmg which is just fine.
Maybe they could roll back the ssrm nerf after collisions are back in game or netcode has been fixed so that light mechs loose theyr extreme advantage.
A Germans opinion, so please excuse me for bad grammar and spelling (-;
#134
Posted 09 November 2012 - 04:32 PM
/crap
#135
Posted 09 November 2012 - 04:54 PM
On another topic: I put LRM20 in a Raven pre-hotfix. Discuss.
#136
Posted 09 November 2012 - 04:56 PM
MordKrahe, on 09 November 2012 - 01:23 PM, said:
can't confirm halfed ammo.
They also still hit quite well, not perfect, but they are still viable.
#137
Posted 09 November 2012 - 05:05 PM
#138
Posted 09 November 2012 - 05:13 PM
I like the random spread rules on them (makes fine sense for a locking/tracking weapon), but I certainly hope the random chance for missiles to completely miss is a very low percentage (which would mean a very few for ssrm2, but probably quite a few missiles always missing from a 6 X SSRM6 Catapult).
#139
Posted 09 November 2012 - 05:54 PM
I use them mostly, and while I was more 'effective' before the spread and miss chance was on them, I feel they make more sense now, following in Tabletop ruleset (I just remember these massive silly lists of "And this missile hit here, and this missile hit here, etc.") I'm still going to use them, I'm still going to bring light mechs, and some medium mechs, to their knees with them; if anything, this makes it harder for streakapults to bring me down; but if you're trying to brawl in a catapult, you're doing something wrong/silly anyways.
#140
Posted 09 November 2012 - 06:24 PM
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