Trauglodyte, on 03 January 2013 - 07:33 AM, said:
SRMs need to be reduced to 2.0 instead of 2.5 - the damage nerf would be so slight that any user would hardly even recognize it.
Math - you suck at it.
That would not be a small nerf at all, in fact that's a huge nerf to a weapon that doesn't need it nor warrant it in any sense. We'll take a very common SRM6 build - HBK-4SP w/ 2 SRM6 and 4 medium lasers. With the current damage of SRMs, that would mean 30 damage from the SRM6s and another 20 from the med lasers = alpha of 50; if the SRM damage gets nerfed to 2.0, that alpha goes to 44 becaues the SRM damage has been reduced to 24. This effect will obviously scale the more SRMs are used on a 'Mech, but it will also effect the damage output over time on other builds that have SRMs as a main weapon system, though perhaps not to the extreme that an A1 relies on them.
Basically, what I'm saying is that even though for one salvo of SRM6s that our 4SP fires there would only be a loss of 6 damage, over the time of a match that "small nerf" will reveal itself as a large one. Being a main weapon it is likely to see somewhere between 10 and 20 salvos in a match, which means that through course of a match it's damage output will drop 60-120 points - that is a very big nerf to a 'Mech that is built around those weapons.
An SRM Cat really is a one trick pony - I run one, so I know this firsthand. I have had many matches where I was dropped before I did too much damage by a Gausscat or other long-range build, and many others where I was taken out of a brawl very quickly by good teamwork and well placed shots on behalf of the opposing team. SRM Cats are not the uber-'Mech that they are made out to be - they are merely a very effective threat in select situations, and so long as an opposing team can deny an SRM Cat those situations it will be made much, much less ineffective without having to resort to something as silly as nerfing SRMs and affecting gameplay for every 'Mech that uses them.