

Srm Damage Too High?
#1
Posted 13 January 2013 - 05:56 AM
If not for the hardpoint system, I'd pack my mech with like 10 srm6. I don't think you can say that about many other weapons. Just compare it to the LB-10X, they both have shotgun like effects but the LB-10X does less damage at three times the tonnage and slots. Sure it has the advantage of range but a shotgun is not a very effective sniper weapon
I think a return to 2 damage per missile would be reasonable.
#2
Posted 13 January 2013 - 06:03 AM
#3
Posted 13 January 2013 - 06:07 AM
#4
Posted 13 January 2013 - 06:08 AM
#6
Posted 13 January 2013 - 06:20 AM
Its the same thing with lrm's. One guy firing a single lrm 10 won't scare anyone back into cover. But seeing someone boating 60+ missiles usually has that effect.
Edited by XWorldEaterX, 13 January 2013 - 06:20 AM.
#7
Posted 13 January 2013 - 06:27 AM
Zrave, on 13 January 2013 - 05:56 AM, said:
Whoever is letting a 6 SRM6 Stalker get closer than 100m of his mech deserves anything that he gets.
#8
Posted 13 January 2013 - 06:37 AM
XWorldEaterX, on 13 January 2013 - 06:20 AM, said:
Its the same thing with lrm's. One guy firing a single lrm 10 won't scare anyone back into cover. But seeing someone boating 60+ missiles usually has that effect.
Close but you have it backwards, they are being boated BECAUSE of their high INDIVIDUAL and per ammo damage.
#9
Posted 13 January 2013 - 06:40 AM
Fat Samurai, on 13 January 2013 - 06:27 AM, said:
lol me and you seem to always disagree samurai. I through it was funny when I looked at your post then start to say something against it then see your name lol. This is true for a stalker but it is not so easy to get away from a catapult using 6 of them. If it wasnt so much easier to take out arms then a shoulder there would be much more whine about it.
The biggest problem with srm 6's is that when you hit someone with six unless they are an atlas or stalker you almost always rip all their front or back armor off in one shot and most mechs aren't going over 85 kph
I see srm's taking a hit sooner or later though, I have been seeing a lot more srm cats each week. I am curious from the people who run 8 man groups, how many srm boats are in organized play?
#10
Posted 13 January 2013 - 06:46 AM
Craftyman, on 13 January 2013 - 06:37 AM, said:
Close but you have it backwards, they are being boated BECAUSE of their high INDIVIDUAL and per ammo damage.
They are also being boating because of hard ponts, ecm and map size. I didn't play before ecm but from what I see on the forums streaks were much more widely used then srm's. If you have a missile hard point you have three options. Long range, closer range lockons or srms.... I only use streaks on my awesome and when I can't fit srm's on, because when I don't run with friends I usually do very very bad with lock on weapons.
I worry that if they take a damage hit how it will effect mechs only using 1-2 of them.
Edit: Also how would this affect mechs boating srm's? You are sacrificing a lot to have that much firepower. Look at what ecm did to streaks. Unless you are able to use ecm you almost never use streaks. I have seen I think two maybe three streak boats in the last two weeks of playing.
Edited by XWorldEaterX, 13 January 2013 - 06:56 AM.
#11
Posted 13 January 2013 - 07:10 AM
#12
Posted 13 January 2013 - 07:30 AM
Craftyman, on 13 January 2013 - 07:10 AM, said:
Depends. A lot of people put artemis on srms which increases their weight to 4 tons and you need atleast 1 ton of ammo per weapons plus 1-3 tons of ammo for missing and shooting at lights. I won't comment on lrms but srm are short range. Not that 270m crap the game tells you. Try shooting your srms at 270 and see what happens. Ballistics on the other hand can be shot from way farther away and you only need 1-3 of them to be super effective.
I had a friend the other day get hit from across the volcano on that hot map and lose his entire leg armor in one shot from an ac/20 cat(might have been a gauss cat, we ended up obliterating them and I only knew for sure they had an ac/20 cat). I need to be within 50-150m to do that.
I admit that srm and lrm boats are very powerful but so are ballistic boats and their only disadvantage is the skill require to land the shots.
Edited by XWorldEaterX, 13 January 2013 - 07:31 AM.
#13
Posted 13 January 2013 - 07:32 AM
#14
Posted 13 January 2013 - 08:26 AM
XWorldEaterX, on 13 January 2013 - 07:30 AM, said:
Depends. A lot of people put artemis on srms which increases their weight to 4 tons and you need atleast 1 ton of ammo per weapons plus 1-3 tons of ammo for missing and shooting at lights. I won't comment on lrms but srm are short range. Not that 270m crap the game tells you. Try shooting your srms at 270 and see what happens. Ballistics on the other hand can be shot from way farther away and you only need 1-3 of them to be super effective.
I had a friend the other day get hit from across the volcano on that hot map and lose his entire leg armor in one shot from an ac/20 cat(might have been a gauss cat, we ended up obliterating them and I only knew for sure they had an ac/20 cat). I need to be within 50-150m to do that.
*snip*
The facts are pretty clear, SRMs are better than ballistics because lower weight for damage equivalent damage. SRMs are better than energy weapons because of lower heat per damage. Despite the all-balancing "effective range" of SRMs they are still THE top killer weapon.
I admit that they can miss and lower damage but have you ever considered that ballistics can miss as well? yet their damage per ton of ammo is nearly half that of SRMs, how is that fair? you can argue pinpoint damage all you want in practice ballistics will not do "pinpoint" CT (with the faster firing ballistics, AC/20 and gauss rifle do fine as ballistics) damage unless your opponent sits there and takes the pounding.
-.5 damage is not going to make them trash I 100% guarantee it. That is 3 damage off of current 15 damage SRM6 and still 200 damage per ton, much better than anything ballistics have.
The AC/20 cat is a different beast entirely and not relevant to the discussion as its a complete anomaly and the AC/20 is largely balanced (strong weapon, easy to disable). it's just the catapult (it's a 65 ton "support" mech for god's sakes) that can mount 2 of them in hard to disable spots that isn't balanced. I could just as easily argue the same point by pointing out the 6 SRM6 cat with its 90 damage alpha.
It should NOT be the poster child for ballistic balance. Ballistic balance includes the trash that is the AC/5 and the mediocre AC/10, not to mention the lower than trash machine gun.
Edited by Craftyman, 13 January 2013 - 08:30 AM.
#15
Posted 13 January 2013 - 08:31 AM
srms packed onto a stalker and talking about over 1000k damage when under 100m.
Anything boated under 100 m does a lot of damage.
srm <IN GAME> is one of the most borked systems going.. People need to be hit in the head with a hammer to finally understand that there is a huge difference between a table top game and a rl online video game.
#16
Posted 13 January 2013 - 08:58 AM
#17
Posted 13 January 2013 - 09:20 AM
People also seem to forget that there is no character sheet. The player is the character and if the player is skilled enough to properly lead the target, then good on'em.
The TT doesn't/can't account for every factor that exists in a Real Time situation/simulation. MWO is a real time game and so it doesn't have to account for them since with the use of an adequate physics engine they are already there. So I say no to artificial handicaps that only punish the skilled players.
What is it that those that refer to the TT expect them to do? Do you want them to change the targeting system so that every weapon uses weapon lock but your chance of hitting and where you hit with energy and balistic is left up to a virtual dice roll? That each missile has a chance to miss and where it hits (if it does) is left up to a virtual dice roll?
Screw that. It would only mean that those who are skilled would be handicapped while those who are bad get a crutch. NO!
Edited by Deamhan, 13 January 2013 - 05:51 PM.
#18
Posted 13 January 2013 - 09:26 AM
Deamhan, on 13 January 2013 - 09:20 AM, said:
People also seem to forget that there is no character sheet. The player is the character and if the player is skilled enough to properly lead the target, then good on'em.
The TT doesn't/can't account for every factor that exists in a Real Time situation/simulation. MWO is a real time game and so it doesn't have to account for them since with the use of an adequate physics engine they are already there. So I say no to artificial handicaps that only punish the skilled players.
What is it that those that refer to the TT expect them to do? Do you want them to change the targeting system so that every weapon uses weapon lock but your chance of hitting and where you hit with energy and balistic is left up to a virtual dice roll? That each missile has a chance to miss and where it hits (if it does) is left up to a virtual dice roll?
Screw that. It would only mean that those who are skilled would be handicapped while those who are bad get a crutch. NO!

#19
Posted 13 January 2013 - 09:56 AM
Broceratops, on 13 January 2013 - 08:58 AM, said:
So then you wouldn't have any trouble adapting to the changes the OP was proposing?
Just saiyan.
#20
Posted 13 January 2013 - 09:59 AM
Edited by StrataDragoon, 13 January 2013 - 09:59 AM.
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