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Are There Any Official Plans To Balance The Ssrms?


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#61 Davers

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Posted 13 February 2013 - 02:24 PM

View Postcrabcakes66, on 13 February 2013 - 01:53 PM, said:


Yes, you are the best player in the game and have no problem killing anything. You average 6 kills per match in your commando and have a giant dong. Thanks for posting.

I believe Hurlock is a medium mech pilot.

#62 Tetatae Squawkins

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Posted 13 February 2013 - 02:25 PM

View PostDavers, on 13 February 2013 - 02:24 PM, said:

I believe Hurlock is a medium mech pilot.



Killing noobs in a Cent D does not make you good either.

#63 Konrad

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Posted 13 February 2013 - 02:27 PM

They seem fine to me. Kill them before they close on you.

#64 Byk

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Posted 13 February 2013 - 02:27 PM

I really think that taking away the 100% chance for ssrm's to hit would fix a majority of the problems. They were perfectly fine and fair before they added in the 100% chance for them to hit. They're supposed to be guided. They're not supposed to do crazy turns and always hit the center torso.

#65 Kyone Akashi

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Posted 13 February 2013 - 02:38 PM

View PostBren McGuire, on 12 February 2013 - 11:21 PM, said:

Streak srm's have been nerfed to hell. They no longer only hit the center torso; they hit anyhing above the waist, closest first.
The nature of how missiles work renders this inconsequential. Missile weapons deal splash damage in a 3.5 meter radius to all components in the impact area. This is why even when just a single SSRM hits you, it is usually multiple components that will light up in your status board (depending on how large they are). Watch out for it and you will notice.

The result of this is that missiles have always spread their damage across the torso region just like they do now. For example, if a Streak hits you in the right torso, a Light's comparatively small profile means that your center torso will take damage as well. And if you take damage to the center torso, your right torso will take damage. Even if a SSRM somehow manages to hit your right arm (very rare!), your right torso will still take damage.

View PostBren McGuire, on 12 February 2013 - 11:21 PM, said:

Only ECM mechs use streaks now.
lol, I think that is precisely the issue. :ph34r:
A weapon that deals 5 damage per salvo, every 3.5 seconds, with little heat build-up and a 100% to-hit ratio, and on top of it you can launch it when your target is behind you. And only 4 variants of 'Mechs can use it.

Better yet, Streak missiles have a habit of not only phasing through whoever launched them, but their target as well. Last night I got killed by two ECM-Streakmandos chasing me through River City Night. I ran, trying to shake them between the buildings, then died due to my left torso being blown up. Strangely, I still had armor on that location, but the magic missiles hit me in the front. Whilst I was running away from their launch position. Yeeeaahhhh ...

View PostFlapdrol, on 13 February 2013 - 07:04 AM, said:

Before the ECM the jenner D with 2 ssrm dominated light vs light. Streaks have not changed since then.
If you consider these two posts [1][2], you will find that SSRMs ( a ) do more damage and ( b ) stopped missing at around the same time that ECM was introduced. Wouldn't you agree that this may affect their efficiency?

Honestly, Streak Missiles are awesome. I used them myself because they are the go-to weapon for killing off other Lights. Even back when they actually had a chance to miss if you launched them within the so-called Circle of Death. Now this weapon was monopolized by some very few models which proceeded to boat them, and they no longer miss, and they deal more damage. Huh?


My suggestion would be to re-introduce a turn radius limitation like I vaguely recall from CB, thus severely limiting their threat level in a "knife fight". Additionally, MWO could take a page from the TT rules/canon and ( a ) require achieving a new lock after each salvo and ( b ) have Streaks not care about ECM, making them a viable choice for everyone again.

#66 SpiralRazor

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Posted 13 February 2013 - 04:25 PM

View Postp00k, on 12 February 2013 - 10:59 PM, said:

they're going to reduce the amount of cockpit shake they incur, and make it so they don't always home in on center torso


oh right, they did that like 5 patches ago
and since then, they've been playing with what is a valid lockon point for streaks (knee joints, etc) to try to spread out their damage more

in their current form, streaks are actually pretty fair. even if you were to completely remove ecm, the streakapult might make a resurgence but would be a far cry from its former glory



Pook is correct..the only OP thing about them is the complete inability for you to return them against ECM mechs.


Fail PGI is Fail.

#67 SkyCake

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Posted 14 February 2013 - 10:26 AM

streak ammo per ton 25
srm ammo power ton 50
solves a lot of problems

#68 Natasha Kerensky

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Posted 14 February 2013 - 10:44 AM

View PostKarl Franz, on 12 February 2013 - 11:41 PM, said:



That would be 90 damage every 3 second to CT, with weight of 2t per wepon (don't remember exactly), lovely.....





Because now we see 6xSRM6... even more OP from 6xSSRM2...

Havent seen normal Catapult for a long time, always 2xgaus, 2xac20 or 6xsrm... There is something wrong with this mech.
Similar for stalker, but not to the critical point, to slow probably.



Normally SRM missles are 2 damage a missile, not 2.5 like in this game.
LRMs should be one per missile and SRMs 2 per missile. Lets start with lowering the damage.

SSRMs currently don't just hit the center torso, stop saying that.

Make SSRMs miss if they have to do high banking turns.

#69 Pihb

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Posted 14 February 2013 - 10:49 AM

View PostKarl Franz, on 12 February 2013 - 11:03 PM, said:

SSRM2 are not a problem now, wait for CSSRM6 ;)


God i hope they just forget these and move on. We don't need any more lock on weapons in this game.





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