

#1
Posted 24 January 2013 - 11:35 PM
there it was suggested to go open in the Forum. When the Dev's should recognize it.
The Flame got as standard a LRM5 Missle Port, but when i made up my mind buying one i saw several Flames using their SRM6 as a oneshot Weapon.
With the last Patch on 23rd January it is now corrected and the a SRM6 is now a two Wave launcher, splittet in 4/2 Missle Waves.
It is far inferior to the 6 Missle Launch and somehow a hidden Nerf on a 4500 MC Dragon, because of the Brawler Setup mostly used on him, a two Shot SRM Launcher which is fired together with the Ballistic slot will only hit on the first wave.
so in the long run i will reduce the Launcher size to a SRM4. Which cost me some Punch, especially in Alpha Bursting play. I already saw several Flames with reduced Launcher Size.
The Devs said that is no real reduction in useability that the SRM6 fires in two waves now, but it is imo and i feel a little deceived about that. I would have to expose my Mech longer to have all Missles hit the target, which is quite deadly for me.
What do you think is a reduction of Launcher Tube Slots a reduction in Performance on a SRM Launcher? The Dev's say No, i say it is. Please comments.
( Again the SRM6 was before the Patch a single SRM6 shot, after the Patch it is a SRM4 then SRM2 shot )
#2
Posted 25 January 2013 - 12:15 AM
In my opinion, it is definitely a bit of a downgrade. I guess you just have an SRM4 and an extra ton to play with now.
#3
Posted 25 January 2013 - 12:27 AM
It is nice to have an extra Heatsink on caustic, but the 5 Damage Points per volley are realy be missing, especially when you see a Zombi Cent killing you with a lucky hit from his 3 Streak launchers...
He was deep red CT and the 5 more damage per Volley are realy missed in this situation. ( hit him 4 times with the SRM4)
The non Ballistic High Speed Flames with bigger Engine will realy miss the SRM6, because they have the SRM as the only big Punch weapons and the 4 M-Lasers as burning down Weapon. So guess i am lucky as i use a Ballistic Flame.
Its a big different if you have 45 Alpha or 40 Alpha. Especially when you depend on putting out 4 Alpha in a row without overheating ( the 15th DHS only gives me a slight time advantage on #5 of 2 secs in real Combat where i have to aim i can get it out in about the same time)
Edited by Elkarlo, 25 January 2013 - 12:34 AM.
#4
Posted 25 January 2013 - 12:40 AM
I think the 5N fires 1 volley, or used to anyway.......haven't used the 5n for a long time.
That said I don't use the missile slot on the Flame anyway so its nothing drastic for me, however I can see how it would effect some.
#5
Posted 25 January 2013 - 12:46 AM
Fang got a 6 Tube Launcher
Flame got a 5 Tube Launcher, but till 23rd January was able to fire a SRM6 in a single Volley like the Fang.
I watched Flame Pilots using their SRM6 firing it in a single Volley tested the config i wanted to use on the DRG-1C and it is realy great, then i bought mayself the Hero Mech..
No i feel deceived because it is patched and downgraded to a srm4/2 making the second shot nearly miss everytime, so running a SRM4 is better. (Less Ammo one Heatsink more) but still 10% Punch is missing.
#6
Posted 25 January 2013 - 02:57 AM
Game files say its a 5 tube, so you should have 1x srm5 shot and a spare single srm from that. Imho it's a better addiction whenever you have a static and big target (srm4+srm2 will have a much tighter spread), but it's a downside whenever you have a single "window" to shoot once all the launcher at point blank.
Not good for a premium mech at all.
#7
Posted 25 January 2013 - 03:08 AM
you are a simply Dead in a bright red Dragon when you stand still.
So you have to keep up good passing speed and traversal speeds, to avoid fire.
So you have only a tight Window to hit. So only in Backstabbing Actions the SRM6 4/2 would be usefull, in normal combat it isn't. Switched tactics Flame works for me but i miss somehow my Highspeed big Punch.
Now it is realy different to the DRG-1C. Which is now the best of all Dragon Chassis.
(before the Flame was the best)
How about giving him an Energypoint at the Chin? I have one ton to spare for a Flamer now, then it would realy be a "Flame"
Edited by Elkarlo, 25 January 2013 - 03:09 AM.
#8
Posted 25 January 2013 - 03:58 AM
#9
Posted 25 January 2013 - 08:41 AM
Niko Snow, on 25 January 2013 - 08:37 AM, said:
Have you fixed the Cataphract-2X spitting out x2 SRM-6/SRM-4 in 1 volley?
Edited by Stingz, 25 January 2013 - 08:43 AM.
#10
Posted 25 January 2013 - 08:47 AM
Niko Snow, on 25 January 2013 - 08:37 AM, said:
Firing missiles in waves definately has a drawback: DPS.
The cooldown cycle of a launcher starts when the last missile left the launcher.
When fired in waves (for example 3 waves of 5 missiles when using an LRM15 with a 5 tube launcher model) the whole salvo might take a whole second - which is added to the overall refire rate.
Simple test:
Put a LRM20 into the left arm of a Raven (1 tube only).
Check when the reloading cycle starts.
Jup, takes some time...
Edited by Ragor, 25 January 2013 - 08:57 AM.
#11
Posted 25 January 2013 - 08:55 AM
Niko Snow, on 25 January 2013 - 08:37 AM, said:
As several people said, it is most certain a 5 point damage loss in a Real Combat situation,
forget the Looks give me the Power !
We drive this Baby's hot and fast, so the second will miss, especially at the current good sniper position you have a very tight Window to launch your weapons in one burst. When you are not in cover in time your Shoulders or Torso will get pounded by the Gauss and AC/20 Snipers out there. You can't simply afford it to wait for the second wave to start.
This is most certain Looks over Substance. And a Hidden Nerf.
#12
Posted 25 January 2013 - 09:21 AM
#13
Posted 25 January 2013 - 11:51 AM
#14
Posted 26 January 2013 - 03:47 PM
#15
Posted 26 January 2013 - 05:03 PM
#16
Posted 28 January 2013 - 03:44 PM
Now, I could be wrong here, as I have never been a TT player, but have played some of the computer and console versions of BT/MW. When I dropped a LRM 20 in to replace an LRM 10, I was not firing two blocks of 10. I was firing 20 at once. Why? Because missile tubes are not static. One would not use a larger barrel on a rifle that fires a larger caliber (say a .45 ACP) to fire a small caliber (say a .22 LR). Now, if your mech chassis simply does not have a large enough area to fit what you want to put in, (say a LRM 20 rack into the side torso of a Centurion, talking about the physical size and dimensions not the critical space) without heavy modification then I could understand. But there are many instances of cannon mechs switching out weapon A for weapon B and they differ greatly in size/shape... and they look visually different.
Would changing the visual appearance of models to reflect different weapons be possibly very difficult with many inherent problems? Yeah, most likely, so I can understand not doing that. Yet, if there is the room for it, and a team of engineers can make it work, why not?
"Ya want me ta what? Cut off some of that armor slab there to fit in anuther missile tube fer ya? Well... it'll cost ya, but my boys can do it, you know, after they finish tha oil change on that there Jenner." This is the kind of thing I expect the mechanics (who are likely more mercenary than my Pilot) would respond if I want to put a SRM6 in to replace a LRM5. If the mech does not already have the tubes for it, why not apply an extra cost and maybe even an armor reduction to add another tube?
#17
Posted 30 January 2013 - 09:42 AM
#18
Posted 30 January 2013 - 09:55 AM
That said it's still bad compared to other Heavies and such.
Truth is this is a fairly significant change, and I don't know how a QA team can say the effect on gameplay is negligible. The longer you need to expose yourself to fire, the more vulnerable you are. Even if it's 0.25 seconds, that could be the .25 seconds that someone on the other team needs to line up their Gauss/PPC/AC10 shot on you.
If anything I wish the launch point was higher up.
#19
Posted 30 January 2013 - 01:20 PM
#20
Posted 30 January 2013 - 01:23 PM
Volume, on 30 January 2013 - 09:55 AM, said:
That said it's still bad compared to other Heavies and such.
Truth is this is a fairly significant change, and I don't know how a QA team can say the effect on gameplay is negligible. The longer you need to expose yourself to fire, the more vulnerable you are. Even if it's 0.25 seconds, that could be the .25 seconds that someone on the other team needs to line up their Gauss/PPC/AC10 shot on you.
If anything I wish the launch point was higher up.
There was never a change. The Flame has always been a 5 tube launcher.
12 user(s) are reading this topic
0 members, 12 guests, 0 anonymous users