Ok, let's see who can make the 1st 1K+ with the Kintaros. I really find this Mech deserves so much more Reputation.. Really like this Missile Hardpoint Heavy Med -> Especially NOW after the SRM Patch.
FYI, just heard it from Phil's stream again. The major coding change to SRMs has NOT been made live yet. It sounds like it might be in the May 6th patch, but no official word yet. So far it has just been HSR and visual explosion fixes to correct damage. It has resulted in improvements, but the major improvement is yet to come apparently.
I ran a series of tests this morning, and it's not good. Build: Oxide with 4 SRM4s (5t) and XL280. No arties, SRM only. Pre-patch series (series A): April 29th Post-patch series (series B): May 2nd Both series count 10 games: 6 wins/4 loss on series A; 5 wins/5 loss on series B. Ping was pretty stable the whole sessions and similar on both series. Roughly 135-140 depending on the game, with only small fluctuations during a game (+/-2). It's a range of ping where I usually have decent hit registration (I noticed there is a "gap" when for some reason I'm over 160-170). On average, the damage dealt is pretty similar (A=428; B=419; -2%), but the number of missiles shot is higher in series B (A=349 ; B=390). => their efficiency (damage/theoretical max damage) is significantly lower on series B (53%) than on series A (60%)(that's a -11.3% variation). I must admit my aim sometimes seemed a bit off during the series B. But I'm not sure it can explain the difference. Just to be sure, I did not count best and worst games of each series, in order to reduce the influence of extremely good and bad performances. => the difference is lower but still significant: - out of the 8 median games: -7.8% - out of the 6 median games: -8.7% - out of the 4 median games: -8.5% My conclusion is (with all the reservations due to an uncontrolled test environment and a sometime sloppy aim) the patch certainly not improved my hit reg. Complementary test by someone in a similar ping-zone appreciated.
Ok, they have upped the damage in the latest patch. SRM2 – Damage up from 2.0 to 2.15 – Spread from 6 to 4.8 SRM4 – Damage up from 2.0 to 2.15 – Spread from 6 to 5.2 SRM6 – Damage up from 2.0 to 2.15 – Spread from 6 to 5.7 Which invalidates our previous testing. And now they claim to have a permanent fix. Hm. So we need to redo the test, from scratch, if we want measurable results.
This is actually why I stopped doing a lot of the video tests. The game has become more about "follow the bouncing ball" and will never be static. No point doing 2 hours or more of video work only to have it invalidated next week when they need to tweak things for the FOTM.
Yeah I'll admit I was doing the non scientific testing via a couple of mechs with heavy srm loads and.... never really saw much difference tbh so was never tempted to do a more organised test. :blush:
Yeah, true. It's annoying as hell but then again also somehow a little interesting aswell to have our own set of data as the SRM are iterated/evolved by the Devs. I think I will run my tests again, if nothing else to see (roughly) the scale of improvements we see. How much the Devs jump one major weapon group.
I did few drops in SRM boats on the tests servers, and it feels really fine! (for example 750dmg with the Oxide, not even depleting the ammo) Unfortunately I don't think I'll have time to run a control series before the patch so I'll have to use my "old" test results, but I'll do post-patch testing next weak.
Just saying Summoner with a Streak SRM6 and 4-5 Streak SRM 4's .... watched one ripping up mechs like there was no tomorrow on the PTS as it leapt around like a mad dervish. Ran out two battles in my LG with 4 SRM 6 (2 ML as support). Didn't have any of those instances where you volley fire into a point blank pinned target and they barely take damage. Holding my breath a bit but fix seems to work.
Yeah, the PTS servers really did shine for SRM's. I had a lot of fun with clan ctreak sixes. I will do five plus five drops tonight on my selected builds. Will do it the easy way, record all games, drop in one build and upon death, exit and drop in the second.
Yepp. We will see a lot of distancekeeping now, let a SRM brawler in close and you will get your face torn off.
I was just thinking the same, S7! There are quite a few lights that may come back now. Or that rare bird, the Kint?
Not possible. First, the only commando with 3 missiles hardpoints and ECM (COM-2D) has its engine capped at 210 (~150kph). Second, missiles are too heavy too allow a missile heavy commando to reach the highest speed. Mount 2 SMR6s on a COM-3A, plus 2 tons of ammo (you wish you could load one more), you don't have the tonnage for more than a 225 (160kph). And it's not even a viable build since you have no backup weapon and a very low ammo count. 3 SRM4s are possible on a COM-2D, but it's either very slow, either without ECM and with low armor. If you ask me, Jenner all the way.
http://mwo.smurfy-net.de/mechlab#i=154&l=fdae9070f77c3e4d4077332c75be97850b6625c9 gonna run this to test. not that works bad now http://postimg.org/image/tt87qw7s5/full/
On the 2D i run 2SRM4@2t Ammo + MLas + ECM + XL210 On the other ones can load 2SRM4@2t Ammo + 2MLas + XL225. Sure the Jenner is better in every case, but it also has some Tonnage more and JJs. You can't compare chickens with ducks. But with the SRM.Buff finally 500+ Scores with the little COMs are easier to achieve. All the Highscores until now are with QuadMLas in the DK. With the Buff the other Variants are more playable than before. I like it.
http://mwo.smurfy-net.de/mechlab#i=5&l=ee5744bd6a0fae5b028911703a5133582f32f6e0 I think you're right well I have the jenners mastered anyway
http://mwo.smurfy-net.de/mechlab#i=157&l=860c4916b05c76955c1921d97cac8887c06fd5b2 That was the LG fit I was testing on PTS and it worked like a dream. Literal bombs as I leapt in on the target....