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Ssrm Catapults Lame Op...

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#1 RragnarR40k

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Posted 17 November 2012 - 06:06 PM

SSRM6 x 6 or x5 catapults are outright lame.

They oneshot smaller mechs and 2 or 3 shot an Atlas. This weapon is entirely broken damagewise. Unbalanced to hell..

One of my friends use this every match and he usually tops damage of all and makes like 4-7 kills....

#2 RagingOyster

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Posted 17 November 2012 - 06:11 PM

SSRM6s are strong at short range? No way?!
Kill it with LRMs or PPCs or ERLLs or Gauss or just stick close to your team.
Personally I have never seen a non-Light get one-shotted by a SSRM6 x6 Cat and when some dumbass light pilot runs head on at one all I have to say is good riddance, because he was obviously not going to be useful anyway.

#3 Marukeru

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Posted 17 November 2012 - 06:14 PM

Do you mean SRM6 x6? Cause, SSRM only comes in 2... And they only offer 1/3 the firepower SRM6 has, but, you knew that I'm sure.

6 SRM6 would offer up roughly 90 Firepower in one alpha. In order to one shot a light 'mech, it must have been where it shouldn't have been... in front of a Heavy 'Mech. As for the 2-3 shot on an Atlas, it must have been cored.


Sorry to say, but SRM are not OP, nor is running 6 of them. You limit your 'mech to fighting in close combat, and any 'mech that can flank you holds an advantage. (besides, take the Cat's ears and it's nothing but a fluffy kitten)

#4 Stingz

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Posted 17 November 2012 - 06:15 PM

SRM 6: Stay out of range/far away, and heat/ammo issues.
Streak: Don't stay visible for a long time, the damage is actually low but accurate.

Both: Blowing off the missile pods, or staying away will make an easy target.


Streaks are only a problem when you are the only target, or they spot you early. They are good for dueling, not hit and run. (Something to note for March 2013 :) )

Edited by Stingz, 17 November 2012 - 07:39 PM.


#5 RragnarR40k

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Posted 17 November 2012 - 06:17 PM

Yes I mean srm6

One Salvo is 120 damage... Enough to make any mech drool oil and wear a diper after being hit just once...

#6 Dimento Graven

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Posted 17 November 2012 - 07:33 PM

View PostRragnarR40k, on 17 November 2012 - 06:17 PM, said:

Yes I mean srm6

One Salvo is 120 damage... Enough to make any mech drool oil and wear a diper after being hit just once...

Not quite, check it out:

http://www.dotamento...MWO-weapons.pdf

An SRM 6 has a POTENTIAL for 15 damage if all 6 missles strike the target. So on 6, that's 6x15, 90 points. Pretty good I will agree with you, however, consider the following limiting factors of the SRM system:
  • The spread on an SRM/SSRM system is pretty wide, so the damage is never/extremely rarely concentrated on one location.
  • Not all missles will hit, again some of that is due to missle spread, some of that is just do to random chance.
  • SRM/SSRM missles are affected by AMS, so if you have AMS equiped, you'll avoid a portion of the potential damage
So, you may want to re-review what you believe you're seeing. I doubt it is just SRMs that are causing your deaths.

#7 PL Harpoon

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Posted 17 November 2012 - 08:59 PM

Ok. I run 6xSRM-6 Cat myself and though I'm getting the high damage and lots of kills it's because I know how to pilot it, not because it's OP. This build has lots of drawbacks. First, range. You got to be within 270m to do at least some damage. And if you want to use it's full potential then it has to be 50-100m. That's very dangerous distance espesially when you're against an Atlas. Second, to build it you got to sacrifice something, be it armor, ammo or speed. Third, shoot of it's arms and it's useless. I've been killed that way a few times.

But yes, it can kill a light mech with one shot - only if it's close and stationary or heading straight at your way - which means stupid/new pilot.
And yes, it can core a fully armoured Atlas in 3 shots. If it has XL engine and you're close enough that all your missiles hit his side torso.

Did I also mentioned that in most cases you're the primary target?

This mech isn't OP, it's effective but not easy to pilot.

#8 Asmosis

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Posted 18 November 2012 - 12:28 AM

yup, need to be <10m if you want 100% damage, <100m if you want 80% damage or <200m atremis for 80% damage.

A lot of people walk around a corner into one of these and get one shot blasted to death, but often they have already been softened up. Even at point blank range (<10m) there is still a decent spread over CT, RT/LT and your head. The odds of getting most of the 36 missiles into a single section is quite low, but if a scout mech rounds the corner and freezes in horror, it wont matter since you'll literally blow him to bits (he might have his head and a leg left).

You also have limited ammo and reasonably high heat generation with almost no room for heatsinks.

Will be interesting when ssrm6 arrives and these 90 alpha volleys are guided. having said that, the launchers weigh 50% more so thats even less ammo/DHS/armor/speed. And you need speed in order to close the gap before you yourself get killed.

Oh and aim for its legs. Thats where the ammo is hiding since DHS are everywhere else it can fit. These mechs only get 2 volleys per ton of ammo (at 75% reload) so expect every gap to be filled. Get a crit hit and it'll probably die right then and there.

Edited by Asmosis, 18 November 2012 - 12:35 AM.


#9 Az0r

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Posted 18 November 2012 - 01:55 AM

Rock is OP, paper is fine, regards scissors.

#10 Cest7

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Posted 18 November 2012 - 02:59 AM

stay out of its firing arc or just don't get targeted by it at all.

If hes only got SSRM just power down and lol

#11 RragnarR40k

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Posted 18 November 2012 - 03:56 AM

Anyone that fails to see the SRM6 as lame, is either a trickerhappy srm6pult pilot or out of their mind.

Ok I stand corrected on the damage if the spread you posted is upto date, but still 6x15 damage??

It's like letting a mech equip 6 Autocannon LB/X 15 and then saying it's not op...

Besides I think the LB/X has more spread than srm on short range. The whole thing about SRM spreading and not being as effective is kinda hmm, so so..

With a nice XL engine and elite skill for speed upgrade (+7,5% boost) your pult will go 75 kp/h and it turns fast and very far so this mech is really not that hard to use...

Try going up against a team that has 4 of these in their ranks and you'll be crying nerf in a second...

Edited by RragnarR40k, 18 November 2012 - 03:56 AM.


#12 Thorn Hallis

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Posted 18 November 2012 - 04:13 AM

It would be OP if it could kill you on 1000m without ever looking at the opposite 'Mech.

#13 Ragnazor

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Posted 18 November 2012 - 04:34 AM

View PostRragnarR40k, on 18 November 2012 - 03:56 AM, said:

Try going up against a team that has 4 of these in their ranks and you'll be crying nerf in a second...


Well going against a team of 4 dedicated players which play as a team will always get you steamrolled - no matter in what mechs they are !

I don´t think that the SRM6 are overpowered as they are right now. You tend to get the same quite tight spread of the missiles with artemis now as you got at the beginning in the earley closed beta. But even with the tighter spread provided by artimis you can´t effectively target components of a moveing mech. You will always spread your damage right over an area of the mech you are atacking - even if the mech is not moveing at all.

You can get serously stomped from a 6 x srm 6 Cat up close with a few volleyes if it´s 100m or closer, but if you are in a light or fast medium you will be able to avoid the volleys of missels quite good.
Only if you get cought in shutdown or in a tunnel with no way to go in front of a 6 x srm6 Cat you will die very fast - but this is the same with any Dual Gaus or AC20 build for a K2 Cat. Not to mention that an Atlas would most likely finish you of as fast in the same situation.

The SRM6 Cat is a strong build if you have the team to support it but alone in random matches I´m not seeing it to be overpowered.

Buy yourself a A1 Cat and try it out - you´ll see that there are quite some downsides to an effective weapon range of 270m ( well actually you want to be much close to be effective). Especially Jenners, Cicidas or fast Centurion builds will rip you apart in notime and leaving you to hope that they overstrech their heat limit so that you can actually hit back.

So far I think the Dev´s are doing a great job in keeping the game balanced (fast reaction after LRM patch which really made those LRM´s overkill) and I don´t see any particular build or weapon system to ruin the balance or the game experiance.

In my experiance so far, team play or the coordination to work as a team in the game has much more impact on a win or a loss than the mech´s fielded.

#14 Tragos

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Posted 18 November 2012 - 04:43 AM

Actually you have absoluteley no sacrifice besides the range.
I pilot an A1 With 4xSRM6+Artemis and 4xSRM4+Artemis, DHS,Endo, XL300, 7Tons Ammo. 3 Alphas possible without overheating -> 240 DMG.

It is far from op though - you need to be way closer then 270m, even with Artemis to use it efficiently. It is possible to oneshot light mechs - but only if they make a mistake or you are extremely lucky.
(And you don't only run 75mph)

Edited by Tragos, 18 November 2012 - 05:03 AM.


#15 Caswallon

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Posted 18 November 2012 - 04:46 AM

View PostRragnarR40k, on 18 November 2012 - 03:56 AM, said:

.....The whole thing about SRM spreading and not being as effective is kinda hmm, so so.. With a nice XL engine and elite skill for speed upgrade (+7,5% boost) your pult will go 75 kp/h and it turns fast and very far so this mech is really not that hard to use... Try going up against a team that has 4 of these in their ranks and you'll be crying nerf in a second...


Hmm I have been that Lt Pilot on a couple of occasions (I get bored sneaking about too easy - roll on the day I can buy a heavy!) Rragnar raises a fair point here even if I respectfully disagree with his premise in general.

Now first time I ran into a Srm 'pault I thought "Oh god here is the 'kick in the jimmy!' again!" (Those of you that played MW3's online side will perhaps remember that obscenity - a Daishi filled with srm6's) But when it happened again I stopped an analysed what had happened and frankly I deserved the instascrapping. I froze for a second and got strafed at about 70m in a commando. Under any rule set I've seen that was not survivable and shouldn't be.

Srms out to do decent damage but spread it about if they are not as diverse as a LBX then there is an issue here. For a 36 missile volley at PBR at least 24-30 should hit that means on average 3 hits per location around 15 damage/loc which is end of the line for most lights fer sure.. Bet that's a real problem with LBX damage being too dilute compared to individual SRM shots - which do seem a little higher than I expected I admit

Still I for one would LOVE to go up against a team of such SRM beasties in Forest colony or Toxic valley! As soon as I knew what they were, even in my Raven, I'd be more worried about running out of time to grind them down than getting instascrapped. But to face one of these in an Urban map (Shudder) nope, that's a nightmare, that's where the SRM should and does rule.

#16 Kell838

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Posted 18 November 2012 - 06:39 AM

SRM 6 Cats would be perfectly fine, if we had only a long range weapon to counter them... like LRM's! But since that is nerfed into the ground, i can see why people complain.

Beta is Beta, and Devs never gonna learn.

#17 michaelius

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Posted 18 November 2012 - 06:44 AM

Just wondering but when do IS get SSRM4 and SSRM6 by BT timeline ?

#18 Raeven

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Posted 18 November 2012 - 06:47 AM

View PostRagnazor, on 18 November 2012 - 04:34 AM, said:

Well going against a team of 4 dedicated players which play as a team will always get you steamrolled .


Nearly all losses, PUG or otherwise, are steamrolls. BattleMechs are garaunteed to lose the game of attrition, unless the pilots are exceptional.

#19 Dimento Graven

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Posted 18 November 2012 - 08:32 AM

View PostRragnarR40k, on 18 November 2012 - 03:56 AM, said:

Anyone that fails to see the SRM6 as lame, is either a trickerhappy srm6pult pilot or out of their mind. Ok I stand corrected on the damage if the spread you posted is upto date, but still 6x15 damage?? It's like letting a mech equip 6 Autocannon LB/X 15 and then saying it's not op... Besides I think the LB/X has more spread than srm on short range. The whole thing about SRM spreading and not being as effective is kinda hmm, so so.. With a nice XL engine and elite skill for speed upgrade (+7,5% boost) your pult will go 75 kp/h and it turns fast and very far so this mech is really not that hard to use... Try going up against a team that has 4 of these in their ranks and you'll be crying nerf in a second...

please re-read my post, but just to make it more clear:

The maximum possible damage, all things being perfect, the universe aligning dumping all its cosmic energy into your virtual 'mech, is 90 points of damage, and EVEN IF you got a full 90, all things would have to be perfect, the universe would have to align again to dump all its cosmic energy into your virtual 'mech for that full 90 to be applied against a single location.

Spread, movement, random missle attrition, AMS, range, and pilot aim ALL affect how many missles and where they'll be when they reach the target.

The only way you could regularly be 'one shoted' with SRMs is if you continuously run directly at your enemy, and stay directly in front of him, moving either very little or not at all, providing him a close range, near stationary target.

#20 fxrsniper

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Posted 18 November 2012 - 08:43 AM

View PostMarukeru, on 17 November 2012 - 06:14 PM, said:

Do you mean SRM6 x6? Cause, SSRM only comes in 2... And they only offer 1/3 the firepower SRM6 has, but, you knew that I'm sure. 6 SRM6 would offer up roughly 90 Firepower in one alpha. In order to one shot a light 'mech, it must have been where it shouldn't have been... in front of a Heavy 'Mech. As for the 2-3 shot on an Atlas, it must have been cored. Sorry to say, but SRM are not OP, nor is running 6 of them. You limit your 'mech to fighting in close combat, and any 'mech that can flank you holds an advantage. (besides, take the Cat's ears and it's nothing but a fluffy kitten)
srm 6 is 15 damage streaks are 10 because it shoots 2 rockets at a time that's 2/3 the fire power not one and they lock.





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