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[Pov] Ssrm Modifications


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#1 Zyllos

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Posted 24 December 2012 - 02:40 PM

ECM/SSRMs are dominating the Light region. They guarantee you hits and damage to the target, which far out weighs any reason to manually aim. I think this weapon system will need work in order to maintain the balance.

The reasons behind the need in this change is that in the TT, SSRMs guarantee that if you fire, you will get a hit, but not if you could fire that you will score a hit.

- SSRMs needs only 50% to 75% of the DPS of a normal launcher of the same size.
- Need a separate lockon mechanic that each individual missile in a launcher needs to lock on.
- Can not be used in conjunction with Disrupt ECM.
- SSRM missile needs less turning radius.

The reduced overall DPS is needed because in the TT, they did the same amount of DPS, just the ammo was saved. While in MWO, they almost (probably like 95%) guarantee a hit, increasing the DPS of a SSRM/2 into the DPS of a SRM/6 in fast combat.

The best way to reduce DPS is to remove the lockon mechanic from LRMs and make each individual missile loaded on a mech require it's own time to lock on. If you actively have your crosshair on a target for 0.5s, you gain 1 missile lock. If you already had a lock, it will retain the current missile locks for 2.0s. If you lose a lock, all missiles already locked will unlock.

The reasoning behind disallowing SSRMs with Disrupt ECM is that ECM is dominating the field. So if you want to be invisible to lock on weapons, you have to sacrifice the ability to use them. This is just one of the many changes that ECM needs to be balanced.

Then, in a close ranged knife fight with tight radiuses, SSRMs should have trouble with connecting. You should not be able to fire these SSRMs at targets that are 90 degrees from you and expect for them to hit their target.

With the above changes, hopefully we will begin to see SRMs being used in Light vs Light fights for those who want to connect with the majority of their shots, thus receive the benefits in doing higher DPS if they can connect many shots, with the same launcher size.

#2 Deadoon

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Posted 24 December 2012 - 02:51 PM

SSRm are not even meant to be blocked by guardian ecm.

Only angel can block ssrm lock ons.

What is needed to balance out SSRM is to make srm what they are supposed to be.
Semi guided missiles, you lock on and they go to that target, but cannot track the target, srm spread out far too much and do not have anywhere near the accuracy of TT. A ssrm you could double the lock on time, so once you are within a ssrms range for about 5 seconds you are going to be hammered, while a srm boat can start hammering you immediately and get lock-on as it fires, for further barrages. The benefit of SRM over streaks is control over when you can fire.

Also your methods do not provide any sort of balancing for larger ssrm launchers properly. And clan Lrm which have no minimum distance to fire, would simply become the new ssrm when released due to light weight.

Edited by Deadoon, 24 December 2012 - 02:55 PM.


#3 JTAlweezy

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Posted 24 December 2012 - 03:17 PM

I agree SSRMs should do less damage than 1 srm cause the payload of the missile is different when a lot of the payload has been removed for targetting. Then again, if it weighs more then the same is accomplished.





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