focuspark, on 30 March 2013 - 11:41 PM, said:
At least with the Stalker the pilot needs to aim and then keep the laser on target for a full second.
So... he pushes the button and tracks a 'dot' or 'picture' with a cursor.
We don't make a big deal about monkeys doing this. We make a big deal about monkeys being able to do this with neural implants.
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Streaks on the other hand, just need a lock which can be attained at great range so long as your reticle is somwhere "near" the target. Then to keep the lock, one must only pass the reticle near the target every 2-3 seconds.
Because keeping track of time amidst an environment where other things are going on requires sufficiently less skill than keeping one picture placed atop another picture.
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Once a lock is obtained, Streak pilots need only hold down the fire button as the weapons will not fire if there's no lock or if the target is out range.
That's like saying all I need to do is look at a mech and mash the laser button. The lasers aren't going to go anywhere other than where my mech is looking.
Any pilot with any sense would wait until the probability of scoring a hit on the desired part presents itself (such as when the mech turns to shoot at you - you can hit it in the face).
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When fired, the missiles will travel at any angle (straight ahead, 90 degrees to the side, or 180 degrees behind) to reach their target; even to the point of passing through the launching mech's geometry to do so. To make matters worse, the missiles will make incredible aerobatic maneuvers to strike the CT nearly every time.
Actually, streaks under-perform according to current missile technology. The fact that they travel through a launching mech's geometry is an artifact of the lazy missile implementation used by PGI (missiles should never "chase" their target).
The only time I've noticed streaks being CT homing nightmares is against mechs with horribly disproportionate CT hitboxes. I've watched plenty of flat-torsoed mechs take streaks to everything but the CT (even when the pilot wasn't trying to avoid them).
That said - an implementation of a more 'true' missile behavior would aleviate some of the "CT homing" issue - as missiles would act to collide with the target instead of simply 'chase' it (which will naturally lead to a lot of CT hits as they will lag the target and align to its vector of motion).
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Have I mentioned that the lock on duration and 360 lock on modules make Streaks completely amazing? There's basically no escaping an ECM mech with these modules.
Honestly, never had much of a problem with these platforms until I started piloting lights. I could see mediums having a bit of difficulty - but most mediums, heavies, and assaults have more than enough firepower in their backup arsenal to compensate.
The problem is... as you say... people don't seem to have enough of this... "skill" thing to understand target lead and "keep one picture atop another picture" to effectively use that arsenal to put down a light mech.
And because another player actually understands how to utilize his/her weapon system - they gain a tactical advantage.
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So, there you have it. I may not have defined skill, but I've definitely defined the absence of it.
Skill is building a realistic-looking model or performing some acrobatic feat.
The things people like to attribute to skill in videogames are basic cognitive functions. The two higher levels of thinking are tactical and strategic thought - which involve thinking about how to use your weapon system to defeat an opponent or control territory, respectively.
You've no more defined what skill isn't than you've established that any weapon system requires "skill" to utilize. It's not like we're dealing with swordcraft, here.
blinkin, on 31 March 2013 - 12:34 AM, said:
what are we supposed to do when we don't have the advantage? run away? i enjoy a hard fight, but when i am beaten by barely conscious morons, who spend most of their time running into buildings, just because they have mastered W+m1 i think it is BS.
If you enter into a fight where you know you have a steep disadvantage, then you should be surprised when you succeed.
If you would rather survive - then you should probably run away. I can't set a player's priorities for them.
Honestly, though, if these people spend so much time acting stupid by trying to procreate with buildings - your demise is hardly a reflection of the weapon system they are using. One must ask: "why are you unable to exploit their stupidity?"
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the advantage they have that no one can mitigate is THEY DON'T HAVE TO AIM. it is not a matter of having a better build. it is all about whether or not they mount ONE WEAPON.
I think streaks do need to be modified in their homing behavior - because they are a little too effective in light on light combat.
Though I suppose the way they could 'correct' this is to make streaks what they were in the table top. SRMs gain a lock-on and homing ability (but can fire without a lock) while Streaks only deduct ammo for each streak that hits.
I can only imagine how that's going to go over.
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what will happen when the SRM6 shows up? should the developers just remove every light mech that does not have any missile hard points?
The current hardpoint system is botched to begin with. It should be a better hybrid of the MW4 system, where there are a certain number of criticals available in each section of the mech for a given weapon system (with support equipment like Artemis taking up a generic critical rather than a weapon specific).
That said - such has always been the problem in the mechwarrior series for online game play. You can't have 'rare' weapon systems that construe huge advantages to the players that attain them (pay to win atmosphere or simply insurmountable competition) - you have to make all of those systems available... which means that other weapon systems are rendered largely obsolete.
The reason lasers were prefered for light mechs over missiles was because a laser could be operated very distant from supply lines - great for the "meta" role of a light mech. They were also very useful amidst the complex battlefield - which would include various vehicles and other such things that you don't want to 'waste' missiles on (particularly when you might find yourself facing off against a battlemech - where you'd want those missiles).
And that is a bit of the reason for the balance issues inherent in Mechwarrior. We are playing solaris - while a lot of the canon mech builds (and their advantages/disadvantages) were geared for war-time use - where you would be considered insane for using your all-LRM build to blow up a tank (though LRM 5s could be useful in this regard).
Builds designed to be effective in Solaris were really only ported to the battlefield when it became necessary to fight against the very mech-driven Clan invasion (so your primary target was a mech).
Part of the "problem" is that a lot of the weapons in the game were not necessarily designed with mechs as their prefered target. And that's all we have in the game - other mechs.
And you can't simulate the fact that a lot of the components everyone is running with right now were exceptionally rare at this time in the lore (even decades afterward). Not and maintain a game where everyone has a realistic opportunity to become competitive. XL engines, ER lasers, double heatsinks, Streak SRMs, Ultra ACs, ECM - all of that is exceptionally rare equipment in the lore.
But you can't limit the supply, or the few players that gain access to those components become exceptionally difficult to compete with.
By 3070 - most of the stuff we are using now is considered "obsolete" even when strictly looking at what is available in the inner sphere. Yet the builds running in 3000 were still very common and maintained into the Word of Blake Jihad by militaries because those parts were available and affordable.
It's that aspect of "the generic stuff is still the most frequent" that cannot be properly simulated in the game. Almost all of us who have been playing a month or more are running at least one premier build that would have only been seen in the most elite of companies or as a noble's personal ride.