How To Fix Srm's (Suggestion)
#1
Posted 24 January 2013 - 02:24 PM
The answer: Force SRM's to use the same rules of available missile holes as LRM's have too. This means that if you have 3 SRM-6 and only 10 missile holes to launch from the mech would fire 3 volleys with a slight pause between each volley just like LRM's have to do.
#2
Posted 24 January 2013 - 02:39 PM
I've always taken it as weapons are modular in that if you install an SRM/6...then you have 6 tubes to launch them from. If you load up two SRM/6s then you have 12 tubes to fire them.
Just because the model doesn't reflect this doesn't mean anything. There's lots of discrepancies between the what's installed on the mech and what is actually depicted on the model.
At least that's how I see it.
EDIT: This goes for LRMs too...I think an LRM/15 is just that; a missile launcher that should fire a salvo of 15 missiles from 15 missile tubes. That also means that if you install an LRM/15 your mech should show that it has 15 missile tubes (since it has a weapon with 15 missile tubes installed on it).
Edited by Bhael Fire, 24 January 2013 - 02:58 PM.
#3
Posted 24 January 2013 - 03:27 PM
Bhael Fire, on 24 January 2013 - 02:39 PM, said:
I've always taken it as weapons are modular in that if you install an SRM/6...then you have 6 tubes to launch them from. If you load up two SRM/6s then you have 12 tubes to fire them.
Just because the model doesn't reflect this doesn't mean anything. There's lots of discrepancies between the what's installed on the mech and what is actually depicted on the model.
At least that's how I see it.
EDIT: This goes for LRMs too...I think an LRM/15 is just that; a missile launcher that should fire a salvo of 15 missiles from 15 missile tubes. That also means that if you install an LRM/15 your mech should show that it has 15 missile tubes (since it has a weapon with 15 missile tubes installed on it).
Then you would be wrong. What the mech shows for missile holes "DOES" effect how LRM's are launched. It however has no effect on how SRM's are launched. When you put an LRM20 on a mech that shows 10 missile holes on the model it will fire the LRM20 in two salvos of 10.
#4
Posted 24 January 2013 - 03:31 PM
#5
Posted 24 January 2013 - 03:44 PM
CutterWolf, on 24 January 2013 - 03:27 PM, said:
Yeah I know that's how it works for LRMs...I just think that's kinda silly. The missile launcher installed should dictate the number of holes, not the other way around. Meaning, if you install a LRM/10...the missile launcher should have 10 holes...and this should be represented on the model.
I don't know...just seems odd.
#6
Posted 24 January 2013 - 06:29 PM
Bhael Fire, on 24 January 2013 - 03:44 PM, said:
Yeah I know that's how it works for LRMs...I just think that's kinda silly. The missile launcher installed should dictate the number of holes, not the other way around. Meaning, if you install a LRM/10...the missile launcher should have 10 holes...and this should be represented on the model.
I don't know...just seems odd.
Sorry, I was under the impression that you did not know that was how it worked. The Dev's have mentioned in the pass that they have been looking for a way to balance the boating effectiveness of the SRM and this would fix that issue with out nerfing it badly. There will still be some some mechs that have large numbers of missile launcher holes that will still be capable of pretty large alpha strikes with this change.
Edited by CutterWolf, 24 January 2013 - 06:29 PM.
#7
Posted 01 March 2013 - 01:22 PM
If you have 10 tubes and fire 2 SRM6, you'll fire a cloud of 12.
If you fire 1 LRM20 you'll get two clouds of ten
If you fire 2 LRM10, you'll get a cloud of 20.
A Catapult with 6xLRM15 can fire 90 missiles at once.
Edited by Tabrias07, 01 March 2013 - 01:24 PM.
#8
Posted 01 March 2013 - 02:36 PM
but it was a minor change and i already have several causes that i am championing.
i think this would add more realism and work a little bit towards balancing some of the mechs. not a cure all but it would help.
#9
Posted 01 March 2013 - 02:47 PM
CutterWolf, on 24 January 2013 - 03:27 PM, said:
Then you would be wrong. What the mech shows for missile holes "DOES" effect how LRM's are launched. It however has no effect on how SRM's are launched. When you put an LRM20 on a mech that shows 10 missile holes on the model it will fire the LRM20 in two salvos of 10.
I don't know if SRMs ignore the firing ports on all mechs though. I know the Atlas gets everything off in one blast, but I know for a fact that the Hero dragons fire their SRM6's in 2 sucessive bursts, the cataphract with the missile hardpoints on the arms fires 3 salvos of 4 missiles if you have 2 SRM 6's in it, and the left arm on the awesome fires an SRM6 in 3 groups of two.
But, I guess the catapult is the one that gets to ignore that, thus creating the problem we have. Or do they? Ive never counted the missile ports on it.
Tabrias07, on 01 March 2013 - 01:22 PM, said:
If you have 10 tubes and fire 2 SRM6, you'll fire a cloud of 12.
Isnt that the problem right there though? You have 10 tubes, and get a cloud of 12? It should be 10, and then a 2 missile follow up.
Edited by Roughneck45, 01 March 2013 - 02:45 PM.
#10
Posted 01 March 2013 - 02:55 PM
Roughneck45, on 01 March 2013 - 02:47 PM, said:
But, I guess the catapult is the one that gets to ignore that, thus creating the problem we have. Or do they? Ive never counted the missile ports on it.
Isnt that the problem right there though? You have 10 tubes, and get a cloud of 12? It should be 10, and then a 2 missile follow up.
all of the launchers follow the same rules. SRM launchers are just much smaller so most of the time they are effected less or not at all.
i have a jenner with 4 tubes on the center torso. if i mount an SRM6 it fires a volley of 4 then another volley of 2. if i mount 2x SRM4 it will fire a single volley of 8. <-this is the problem with the current system.
also i think Tabrias was simply making sure that the current issue was fully understood. i saw no declarations of whether the system was good or bad just a detailed assessment.
Edited by blinkin, 01 March 2013 - 02:55 PM.
#11
Posted 01 March 2013 - 03:18 PM
Bhael Fire, on 24 January 2013 - 03:44 PM, said:
Yeah I know that's how it works for LRMs...I just think that's kinda silly. The missile launcher installed should dictate the number of holes, not the other way around. Meaning, if you install a LRM/10...the missile launcher should have 10 holes...and this should be represented on the model.
I don't know...just seems odd.
Yep, definately not Battletech. In Battletech if you can load an LRM20 it fires the same on every Mech. The launch tubes are built into the launcher, not the Mech. Now you know this is true, so can we dispense with the 2-missile missile streams and have a return to Battletech?
#12
Posted 01 March 2013 - 03:21 PM
#13
Posted 01 March 2013 - 03:38 PM
1) Not enough spread-The thing about this is that being in 'melee range' there is no spread, making a weapon that has the risk/reward being lighter then a large laser, and does more damage then a large laser for less heat and tonnage, and range doesn't come into play because of the CoD size maps.
even with all maps like Alpine, Fights will generate into brawls 90% of the time, and you get into the same situation where unlike Balanced BT, SRMS are clearly better then taking a LL.
A change in the spread from the moment they are fired so its a much, much larger cone, and less spread after that. A larger cone means that no matter what range you hit the damage will be well spread out.
Another possibility is to have missiles collide and detonate , so having 3+ more srms becomes a hindrance as very few missiles hit.
2) Too much damage:
This one is pretty self explanatory. All SRMS should do 2 and LRM 1. There is NO reason for damage to be more then BT value, not when everything else match up, and missiles are the easiest, and most boated weapon because of it.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users