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Proposed Solution To Ssrm


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#1 VoltarDark

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Posted 26 November 2012 - 03:14 PM

Hello fellow pilots;

Here is my proposed solution to the SSRM little problem:

Primary use of SSRM =Should be used mostly to kill small mechs.

Just decrease the number of ammo to 50 per ton.

Now it stand at 100 ammo per ton:(Its too much, so it become used to shoot wildly at heavier mechs):

1 launcher (2 missiles) : 50 uses x 5 dmg =250 dmg
2 launchers (4 missiles) : 25 uses x 10 dmg =250 dmg
3 launchers (6 missiles) : 16 uses x 15 dmg =240 dmg + left over for 10 dmg =250 dmg

----------

Reduced at 50 ammo per ton:

1 launcher (2 missiles) : 25 uses x 5 dmg =125 dmg
2 launchers (4 missiles) : 12 uses x 10 dmg =120 dmg + left over for 5 dmg =125 dmg
3 launchers (6 missiles) : 8 uses x 15 dmg =120 dmg + left over for 5 dmg =125 dmg

At 50 ammo per ton the SSRM is perfect for its primary mission.

If one insist to use it wildly, it can add more ammo, but it will be a trade off.

What is your opinion ?

Edited by VoltarDark, 26 November 2012 - 04:36 PM.


#2 That Guy

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Posted 26 November 2012 - 04:44 PM

this may be a good addition to any SSRM fix PGI puts in. though on its own it dosnt really solve the problem, i just makes slightly reduces the SSRM cats endurance. and the trouble with SSRM cats its they have lots of extra weight to play around with, so they will still probably be toting around 900 missiles anyway, just going 70 KPH instead of 80.

#3 Voridan Atreides

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Posted 26 November 2012 - 04:46 PM

I think that the time to fire your ssrm should take longer with the more streaks you have.

#4 Sedit

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Posted 26 November 2012 - 04:52 PM

the problem is the light mech thinks they can run straight at you an not get blown up and they cry about it when then then.

#5 Codejack

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Posted 26 November 2012 - 04:52 PM

This seems fair enough, although, again, my guncat is much more dangerous than my streakcat.

#6 malibu43

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Posted 26 November 2012 - 04:54 PM

Someone else had the best idea I'd seen so far - add a seeker FOV (field of view) limit or something to the missile/launcher/targeting system so that you need to keep the enemy mech somewhere in the center of you screen (how big the area is is TBD) to maintain lock and during flight of the missile. No more getting a lock and then chain firing 6 launchers over the shoulder.

#7 silentD11

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Posted 26 November 2012 - 04:56 PM

SSRMs are good but I don't mind them being as bad as they are while we can't trip people.

#8 Chemie

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Posted 26 November 2012 - 04:59 PM

A lot of changes to stop the boats will hurt the 1-3 launcher builds (like missiles per ton, lock mechanics, etc)

#9 5th Fedcom Rat

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Posted 26 November 2012 - 05:12 PM

View PostChemie, on 26 November 2012 - 04:59 PM, said:

A lot of changes to stop the boats will hurt the 1-3 launcher builds (like missiles per ton, lock mechanics, etc)


Good. They're part of the problem too. Jenners mounting streaks are just as annoying as streak cats. Even cents/hunchs/awesomes gain too much of an advantage from streaks alone or in pairs at the moment. It's why all of the above are mounting streaks almost exclusively atm. They make the other missiles obsolete.

#10 Goit

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Posted 26 November 2012 - 05:31 PM

View Post5th Fedcom Rat, on 26 November 2012 - 05:12 PM, said:


Good. They're part of the problem too. Jenners mounting streaks are just as annoying as streak cats. Even cents/hunchs/awesomes gain too much of an advantage from streaks alone or in pairs at the moment. It's why all of the above are mounting streaks almost exclusively atm. They make the other missiles obsolete.


lol. why ruin it for players running 1-3 launchers. Only in 6 are streaks slightly effective and then only against light mechs. People in heavies dying to them shouldn't be posting on the forums as they haven't learnt to play the game properly yet. " NErf AtlAS, TakE 2 LoNG KIl1 witH mY FLamER!!! :@@"

Cats running 6 srm 6's are much more of a threat. Streak cat is useless build in a match, specially without teamwork helping it.

#11 Vassago Rain

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Posted 26 November 2012 - 05:32 PM

What if we make it so you can actually hit lights without homing bullets.
Then people won't boat them, and we'll see less lights, which would add greatly to the game, since you'd not be up against the same streakcats and jenners every single game.

#12 silentD11

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Posted 26 November 2012 - 05:34 PM

View Post5th Fedcom Rat, on 26 November 2012 - 05:12 PM, said:


Good. They're part of the problem too. Jenners mounting streaks are just as annoying as streak cats. Even cents/hunchs/awesomes gain too much of an advantage from streaks alone or in pairs at the moment. It's why all of the above are mounting streaks almost exclusively atm. They make the other missiles obsolete.


No they don't completely obsolete the srms, in most cases. The problem is the damn netcode and the frame rate. Between the two of those ssrms are the only reliable way to pummel lights. And while ssrms are also great vs a heavy there are other things that are just as nasty.

3x srm6 or 3x srm4 chain fired at anything that is not a light is good damage, easy to put on target, and gives them a good rattle. Sadly for those weapons, when it comes to lag shields and frame rate issues they begin to struggle with lights.

The lag shield has always been an issue and fps has always been an issue but there was a point in time where you could trip a light and then unload of them while they got up, that's done and gone with, so now you need to carry some streaks to deal with lights.

#13 That Guy

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Posted 26 November 2012 - 05:42 PM

a longer reload time would help too

it works becuase the nature of the SSRM. it turns it into a low DPS, but high yeild weapon. and its lets SRM have a place as a high DPS, but less predictable damage. SRM and SSRM need to have thier own places

the SSRM and the gauss have the same problems. they are both low risk, HIGH reward weapons. the SSRM has a low heat, good damage and ALWAYS hits, wile the gauss has very low heat, good ROF, and high damage as far as you can see. both of these weapons could use a longer reload time

#14 Blark

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Posted 26 November 2012 - 05:47 PM

View Postmalibu43, on 26 November 2012 - 04:54 PM, said:

Someone else had the best idea I'd seen so far - add a seeker FOV (field of view) limit or something to the missile/launcher/targeting system so that you need to keep the enemy mech somewhere in the center of you screen (how big the area is is TBD) to maintain lock and during flight of the missile. No more getting a lock and then chain firing 6 launchers over the shoulder.


I had something similar in mind, because right now it is way to easy to keep a lock (why do I keep the lock if my cursor is half a screen away?).
That way streaks would need at least a little of rudimentary skill to use.

#15 Franchi

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Posted 26 November 2012 - 05:54 PM

Here is a solution, PUT AMS ON YOUR LIGHT, now run away from the streak cat at top speed.

Problem solved you whining babies.

#16 Franchi

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Posted 26 November 2012 - 06:10 PM

View PostIbrahim al Arkab Hatomoto, on 26 November 2012 - 06:04 PM, said:


Except it doesn't help when you're A) A Cicada trying to break away from two very tenacious Jenners, and :) within SRM range due to the lag time in AMS's response, you self important moron.

Now that we've insulted each other let's get back to having an intelligent discussion.


I think that the limited lock window is a smashing idea and would help take the Easy Button away from Streak abusers. Can you imagine the furor when the SSRM6 comes out?

Put it on the mech then come back and talk.

Streaks on lights aren't a problem, net code IS.

Your example is fail a cicada should lose to two jenners.

And remember your team mates ams will shoot at streaks if they are in range.

It just occurred to me tonight that with LRMS in the trash can everyone is striping AMS from their mechs contributing to the streaks are op QQ fest.

Edited by Franchi, 26 November 2012 - 06:14 PM.


#17 MayGay

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Posted 26 November 2012 - 06:18 PM

View PostVoltarDark, on 26 November 2012 - 03:14 PM, said:

Hello fellow pilots;

Here is my proposed solution to the SSRM little problem:

Primary use of SSRM =Should be used mostly to kill small mechs.

Just decrease the number of ammo to 50 per ton.

Now it stand at 100 ammo per ton:(Its too much, so it become used to shoot wildly at heavier mechs):

1 launcher (2 missiles) : 50 uses x 5 dmg =250 dmg
2 launchers (4 missiles) : 25 uses x 10 dmg =250 dmg
3 launchers (6 missiles) : 16 uses x 15 dmg =240 dmg + left over for 10 dmg =250 dmg

----------

Reduced at 50 ammo per ton:

1 launcher (2 missiles) : 25 uses x 5 dmg =125 dmg
2 launchers (4 missiles) : 12 uses x 10 dmg =120 dmg + left over for 5 dmg =125 dmg
3 launchers (6 missiles) : 8 uses x 15 dmg =120 dmg + left over for 5 dmg =125 dmg

At 50 ammo per ton the SSRM is perfect for its primary mission.

If one insist to use it wildly, it can add more ammo, but it will be a trade off.

What is your opinion ?


the purpose of the SSRM is to make the SRM2 usable in the TT as the SRM2 have less than a 50% chance for all missiles to hit

Angel ECM should be a solution as it makes all those SSRMs in to standard SRM packs

#18 Nanolight

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Posted 26 November 2012 - 06:21 PM

I think everything will change when this lag shield goes away, the dynamic of the game will be different. Small mechs won't be such a broken mess and you would probably see less SRMs for them.

Edited by Nanolight, 26 November 2012 - 06:22 PM.


#19 shabowie

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Posted 26 November 2012 - 06:27 PM

Reducing ammo per ton is not a viable solution. It would adversely effect the mechs using a couple ssrm2 as a dogfighting and anti light tool while not effecting the viability of the boat builds using 4 or more who will just save a bit of weight elsewhere and carry more ammunition.

#20 Ghosth

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Posted 26 November 2012 - 06:29 PM

Simplest solution to stop overuse of streaks is to stop the 75% free ammo gravy train.

If everyone had to pay for their ammo every match there would be a lot fewer streaks around.

Although I agree with the OP that they could raise the price/or lower # of rounds per ton.





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