SRMs have been nerfed from 2.5 to 1.5 damage per missile (meaning 3, 6, and 9 instead of 5, 10, and 15 for 2/4/6). LRMs went from 1.8 damage each to 0.7 (meaning 3.5/7/10.5/14 instead of 9/18/27/36). I had thought they were just removing splash damage. This is a pretty big nerf, just a heads up for missile lovers.
I think this will be great; it may take a little more adjusting to get it exactly right, missiles will now do the job they were intended for... Supporting the rest of the team as a second line damage dealer instead of being the primary destroyer of any team. I love using SRM's and the like but they shouldn't be the deciding factor in an engagement. Mythweaver
I haven't noticed a hit in my damage on SRMs (did 600-some with my 3 ML/2 SRM6 trebuchet in a 8v8), but I have noticed my LRM trebuchet is doing barely any damage. The nerf hit them harder, though. LRMs are supposed to be indirect fire support, but they should at least do some damage.
In my CN9-A (3xSRM6+ART, 2xML). The damage has dropped a bit But I can still hit 500+. I cannot get that kill shot as often. But I do seem to leg Ravens and Jenners more often. The biggest difference is kill shots Before 600+ damage (1-3 kills avg) After 500+ damage (0-2 kills avg), but more leg damage to light mechs. I can live with the reduced damage as long I can knock a leg off those pesky lights.
One of my unit members was saying that the missiles should be doing more damage than shows up in my scoresheet...this should be fixed, IMHO. I did notice that my splat stalker had a significant drop in damage done, because I primarily use SRMs, whereas my Trebuchet (which uses an even mix) didn't drop as much. I have abandoned hope of playing an LRM boat at this time, and my SRM boat is seeing less use. The primary reason is that as I play, I'm building experience and CBills, and if I don't get credit for doing as much damage as I actually am, I don't get as many CBills. Personally I wish they'd have just removed splash damage and made these do the expected damage value. I have noticed a significant drop in Catapult A1s since the nerf. I think the legging has to do with the changes to geometry and your advancing skill as a pilot, and not the SRM nerf.
My Centurion CN9-A went from 57 Firepower to 39 firepower after the nerf. It's still effective but no longer the killing machine it was. I am putting the finishing touches on a video guide that shows how missiles are working now by utilizing single launchers of the following types against a stock Catapult on the training grounds. SRM2 SRM4 SRM6 SRM2+Artemis SRM4+Artemis SRM6+Artemis SSRM2 and putting down some cold hard numbers.
I can see them now as a way to get campers/sniper/missle boats to move into the opening. They might also be trying to make more front-line classes because of how many support classes there are.
We will see. It has taken almost 8 hours of drops on Testing Grounds (to get the same maps for each test) and production time.
Well, the issue is I've been out in the open with a 2xLRM15 build and gotten several solid hits...only to do 132 damage. I think maybe they went too far with the nerf. People in my unit are suggesting 1 damage-per-missile instead of 0.7. Personally, I'd like to see them make it show the "extra" damage in your meter at the end, to accurately show what was done (and give me more CBills). If you do the math, it was more than a 60% nerf to LRM damage. SRMs are in a decent place right now, although I only felt they were really OP when done in a large group. They got nerfed by 40%.
I feel that dropping LRM damage as low as they did was a bit much. I thought their damage was fine before the nerf, they just needed to fix that nutty splash damage that they had said was going to be turned off in the last patch. I really don't understand why any of this missile stuff ever became an issue and it wouldn't have if they did what they said they were going to do to begin with. I am not a heavy missile user at all but I believe this was a big move in the wrong direction for LRMs.
After running my 4sp and DDC a bit more now since the "nerf" I can say that SRM6s still work just as well.
I agree Tuku, I haven't noticed much of a change with SRMs. I have noticed that SSRMs seem to have became a good bit weaker. Perhaps a hair weaker than they should be as well. I am sure it will get balanced out it just seems that the 'nerf' was more of a 'knee jerk reflex' than an actual thought out plan. I can see this being the case, though, since the hot fix was a rush job.
They keep dancing around the tabletop numbers. They should just put them at 1.0 for LRMs and 2.0 for SRMs/SSRMs like they're supposed to be. These are likely going to be just about perfect damage numbers, despite the changes they have made to the fire rates and such.
I really expected some changes to missiles in the last patch. Hopefully they are collecting data and we can expect something in the Highlander patch. SRMs/SSRMs seem weaker but ok. LRMs are nerfed into the ground right now - i'd like to see that change sometime soon.
Actually the feedback I was getting was that "SSRMs are useless now but LRM-boats seem to have a large advantage because they can walk into the open because I can't use my thermal vision to see them across the map now" Also "Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaawwwwaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa waaaaaaaaaaaaaaa" LOL Missiles will be worked on soon; don't you worry. They are scheduled to get a state rewind right after Ballistics.
Regarding vision modes, I've noticed it's kinda hard to pick up mechs sometimes on NVGs, because they blend into the buildings so well (granted, it's better than before, where everything sparkled), and lasers will white it out. My gripe with thermal is that it is now very hard to tell one mech from another in the brawl, and even harder to tell which direction a mech is facing. It's not really thermal vision, it's more like a black-and-white vision where hot things have extra white, but cool things show their colors. Not very thermal IMHO. I do like that they are working on vision modes, though.
Night vision is much better and although thermal is easier to look at; it is no longer thermal vision. Myth.:sad:
It's like a mix between thermal and black-and-white. I will agree, NVGs are better, it's just kinda hard to see the mechs if they aren't moving, because they blend in with the buildings. Oh, and if you wanna have fun, when you're the only person alive and you have teammates in teamspeak, turn on NVGs on an already-bright map. At least if you have fun by annoying your teammates