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Should Ssrm Nerf Until The Impossible Turning Radius Of Ssrm Fix


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Poll: Temporary ssrm nerf until the impossible turning radius of ssrm fix (27 member(s) have cast votes)

Should SSRM Temporary nerf to 1.8 (like LRM)

  1. Yes, Receiving end to painful! one ecm offer no protection from 2Raven L with diseases (8 votes [29.63%] - View)

    Percentage of vote: 29.63%

  2. No I like it, also not my problem if you drop the bar of soap in jail show (19 votes [70.37%] - View)

    Percentage of vote: 70.37%

  3. You got everything upside down Reduce ammo 60 per tons (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 Kyrs

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Posted 31 January 2013 - 06:27 PM

Simple change on the stats, which make sense since LRM are guide and it warhead does 1.8
Always wondered how the dev. manage to fit 2.5 of explosive with tracking warhead.

First Poll hope it works

Edited by Kyrs, 01 February 2013 - 12:48 PM.


#2 Damocles 1

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Posted 31 January 2013 - 06:52 PM

people just need to start hitting what they're shooting at and ssrms wont seem so scary

#3 DerHuhnTeufel

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Posted 31 January 2013 - 11:51 PM

View PostDamocles 1, on 31 January 2013 - 06:52 PM, said:

people just need to start hitting what they're shooting at and ssrms wont seem so scary


Plenty of people can hit what they are shooting at, but getting 100% of the damage on the torso of a moving target is another thing entirely. Normal SRMs I am fine with, streaks need to be tuned down a bit.

#4 Rushin Roulette

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Posted 01 February 2013 - 12:30 AM

View PostKyrs, on 31 January 2013 - 06:27 PM, said:

Simple change on the stats, which make sense since LRM are guide and it warhead does 1.8
Always wondered how the dev. manage to fit 2.5 of explosive with tracking warhead.

First Poll hope it works


You mean that the 5 damage weapon (2 hits with a SSRM2 Launcher) is overpowered against a 36 damage weapon (20 hits from an LRM20)... Yup. sounds like the SSRM is deffinitely overpowered.

P. S. both weapons are tracking and can shoot around impossible corners depending on how you use them (loose lock on the LRMS and regain the lock once the LRMS are above the target for example), so it isnt a monopoly of the SSRMs to shoot around corners... it just takes more skill and timing with the LRMs.

#5 GalaxyBluestar

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Posted 01 February 2013 - 02:14 AM

DPS isn't the problem it's the turning on a penny that's making them a lazy man's fire and forget weapon. at the range you shoot them with why have homing? it's almost point blank range. just force pilots to use some aiming skill and the computer will let you fire if you're aiming's good. isn't that what they were supposed to do?

#6 XSerjo

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Posted 01 February 2013 - 02:41 AM

I suppose SSRMs were nerfed enough (maybe ammo per ton should be reduced twice: 100->50).

What about "turning radius": it's OK, but start angle is broken - both LRM and SSRM missiles starts directly to target, they don't "turn". That's the real problem.

#7 Nik Reaper

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Posted 01 February 2013 - 02:57 AM

What about "turning radius": it's OK, but start angle is broken - both LRM and SSRM missiles starts directly to target, they don't "turn". That's the real problem. (XSerjo)

This and AMS needs to start shooting 50% of them down at any range ( there are few of them unlike 40 from 2 LRM20 ) and problem solved.

#8 wolf74

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Posted 01 February 2013 - 01:03 PM

Voted Yes but I think a 2.0 would be good. It Currently 2.5 Per-Missile.

SRM them self are fine at 2.5 due to the fact there no Tracking on them so there Dumb Fire SRM right now (Which if we went by the books would take the Damage up to 3.0)

#9 StalaggtIKE

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Posted 01 February 2013 - 01:12 PM

I chose the one with the dropped bar of soap in prison.
No. Actually, I didn't vote at all.

Edited by StalaggtIKE, 01 February 2013 - 01:12 PM.


#10 Sesambrot

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Posted 01 February 2013 - 03:56 PM

I think I see your point, but IMO, SSRMs aren't the real problem here...
It's that the Devs really need to nerf teamwork! Srsly, what were they thinking, 2 mechs tearing a single one apart like that is so OP... tsk, they've really done it now, If I'm not able to stomp the whole enemy team on my own, there's something seriously wrong with the balance!

#11 Orzorn

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Posted 01 February 2013 - 04:41 PM

View PostSesambrot, on 01 February 2013 - 03:56 PM, said:

I think I see your point, but IMO, SSRMs aren't the real problem here...
It's that the Devs really need to nerf teamwork! Srsly, what were they thinking, 2 mechs tearing a single one apart like that is so OP... tsk, they've really done it now, If I'm not able to stomp the whole enemy team on my own, there's something seriously wrong with the balance!

Yes, lets all hyperbole instead of addressing the actual issue.

SSRMs can and do exit the launcher at 90 degrees. The lock on box for SSRMs was confirmed to be the same size as the LRM lock on box, and also have the same un-lock size by Thomas the other day, if I recall. SSRMs, thus, are way too easy to get and maintain a lock. The damage is fine, but not being able to avoid the gaze of an SSRM equipped mech, no matter how fast you're zipping around, can be frustrating and devalues fast mechs.

Reduce the lock on box and unlock box for SSRMs such that, to get a lock, you need to be directly moused over the target, and to lose that lock, you don't get much extra leeway. SSRMs are guaranteed hit weapons, but not guaranteed lock, which is almost what they are now. Remember that SSRMs would only fire if the system was 100% sure its missiles would hit. Having your cursor 50 degrees off target and still maintaining a lock doesn't really jive with that.

Basically, you SHOULD have the missiles hit all the time when you get to fire them, but it should be harder to achieve and maintain that lock.

Edited by Orzorn, 01 February 2013 - 04:43 PM.


#12 Sesambrot

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Posted 02 February 2013 - 01:56 AM

Wait, you're saying crying for an SSRM-nerf because your lone ECM-mech has been killed by two ECM-Ravens isn't hyperbole?!?
Wait, you're right, it's not even addressing the real issue!

Anyway, I would agree, that right now SSRMs are too easy to use. However, to make it somewhat balanced the time it takes to achieve the lock and the time before the lock is lost again need to be more or less proportional.
In MWLL, I've been advocating an instant-lock for SSRMs, but we ran into problems with "lag". The difference between an instant lock and a 50-100ms delay were quite noticeable.
The idea was basicall to do it just like MW4, as soon as your reticule is directly on the target your SSRMs lock on to it, but as soon as your reticule is not on the target anymore, and even if it's just a mm, you instantly lose your lock.
That way it would not only have been possible to break the lock by skilled maneuvering, but also due to screenshake from being hit by PPCs, ACs etc.
This worked in MW4 and would have worked in MWLL (if not for lag) because SSRMs in both games would fire even if they didn't have a lock, it's more problematic in MWO as they don't fire at all unless a lock has been achieved, in fact, the harder it is to achieve the lock, the longer it needs to remain in order to make the weapon useable at all.

As for them firing at a 90° angle to the tubes, unfortunately I think this is a byproduct of their ridiculous turnrate, which is required to ensure a hit, so it's unlikely to be fixed at all, unless they figure out a way to increase the turnrate after a certain distance to the launcher.

#13 Kaeb Odellas

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Posted 02 February 2013 - 06:03 AM

I managed to tail a triple streak Commando a while back in my Jenner. Despite the fact that I was almost directly behind him, he could still hit me with those thrice-damned streaks of his. I think it's a problem when I can outplay, outmaneuver, and outweigh my enemy and still be on the losing end of a battle.

#14 Critical Fumble

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Posted 02 February 2013 - 06:55 AM

Make them miss? Definitely not.

Make them require skill similar to all the other direct fire weapons? Heck, yeah!

#15 bonapartist1

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Posted 03 February 2013 - 12:15 AM

SSRMs are wildly overpowered as they are, especially as they exist in the popular ECM-equipped light mechs. They infest 90% of servers and drag down this game. I'm at the point where I want to walk away from MWO until they seriously nerf it.

Why is the one of the easiest weapons which you can use literally while fapping also one of the most devastating? Piranha are a bunch of morons. Greedy ones.





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