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Streaks Leaving Launchers At Ridiculous Angles


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#1 MoonUnitBeta

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Posted 02 March 2013 - 07:51 PM

Thoughts on streaks doing this?
Posted Image

Do you think it's fine?

Should there be a min range before they can take hard turns?

Should there be a minimum turning radius for streaks?

Both?






The story:
My CT was bright red so a gentle breeze would have killed me. A Raven ran past me who was not even looking at me (ie, i saw the side profile of his mech as he ran past), but he managed to fire off some streaks. The first one hit and killed me (not surprised) and I popped to 3rd person view. I saw something interesting happen though and as he was tap dancing away, the remaining streaks were coming out of his launchers sideways.
Like. Literally. Side ways. The ones in his left arm were clipping through his mech and hit my corpse.

I find this rather... absurd. lol

I don't know what else to say. I had always thought that there was a kind of minimum angle they can turn, but these possess more agility than rave dancers on ecstasy. but oh well!

Just tell me what you guys think please.
inb4 he mad he died from streaks
inb4 he mad he died from raven
inb4 he mad he died
inb4 he mad

Edited by MoonUnitBeta, 03 March 2013 - 12:12 AM.


#2 Doc Holliday

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Posted 02 March 2013 - 07:56 PM

Yeah I think there should be both a minimum range before turning, as well as a minimum turning radius. This would go a long way towards balancing streaks IMO.

#3 MoonUnitBeta

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Posted 02 March 2013 - 08:06 PM

View PostDoc Holliday, on 02 March 2013 - 07:56 PM, said:

Yeah I think there should be both a minimum range before turning, as well as a minimum turning radius. This would go a long way towards balancing streaks IMO.

In all honesty I thought this already was the case, but then I take saw this and was like "WHOA!" lol. Pretty stupid in my books. Hope they change it. I think it'd be a good way to straighten them out (pun intended).

#4 ArcDemon

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Posted 02 March 2013 - 08:18 PM

Ha, only turning 90 degrees? As an occasional COM-2D pilot I can tell you that under the right conditions streaks can fire backwards (making an instant 180 degree turn out of the tube), clipping right through your own body and shooting out from your back (collisions are only turned on after the missile has cleared the mech's hitbox, otherwise they would register as a hit on the shooter the moment they where fired).

I've talked about streaks before and I do think they need to be tuned down from the 'always hits' mechanic, since that is a hold over of how hits are decided in the tabletop game (dice) rather then in MWO where you actually aim at things. Give them more LRM like tracking behavoir, as well as requiring them to 'dumb fire' a certain distance ahead of your mech before maneuvering starts. This would make them more realistic and maybe take out some of their OP nature when used by light mechs against other light mechs (a Raven 3L dominates other lights not because of ECM but because it becomes a math game of armor vs guaranteed streak hits). My Commando 1B is very fun and rewarding to pilot, when it gets to actually play with lights that don't rely on streaks.

#5 Suki

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Posted 02 March 2013 - 08:32 PM

View PostArcDemon, on 02 March 2013 - 08:18 PM, said:

Ha, only turning 90 degrees? As an occasional COM-2D pilot I can tell you that under the right conditions streaks can fire backwards (making an instant 180 degree turn out of the tube), clipping right through your own body and shooting out from your back (collisions are only turned on after the missile has cleared the mech's hitbox, otherwise they would register as a hit on the shooter the moment they where fired).

I've talked about streaks before and I do think they need to be tuned down from the 'always hits' mechanic, since that is a hold over of how hits are decided in the tabletop game (dice) rather then in MWO where you actually aim at things. Give them more LRM like tracking behavoir, as well as requiring them to 'dumb fire' a certain distance ahead of your mech before maneuvering starts. This would make them more realistic and maybe take out some of their OP nature when used by light mechs against other light mechs (a Raven 3L dominates other lights not because of ECM but because it becomes a math game of armor vs guaranteed streak hits). My Commando 1B is very fun and rewarding to pilot, when it gets to actually play with lights that don't rely on streaks.

Raven 3L dominates the other lighst ONLY "because of ECM", because other lights can't do the same - use guided missiles against it.

#6 Monky

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Posted 02 March 2013 - 08:36 PM

I'm starting to think 'streaks are garaunteed to hit' is something from tabletop that needs to go the way of the dinosaur. replace it with 'streaks are highly likely to hit' and you're good.

#7 FupDup

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Posted 02 March 2013 - 08:45 PM

I think that Streaks should only hit whatever the reticule is over when the user clicks the mouse. So, if you're aiming at the left leg and click, your Streaks should not go for the CT. This would make them much less easy to use effectively against other lights.

Edited by FupDup, 02 March 2013 - 08:45 PM.


#8 Mr Mantis

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Posted 02 March 2013 - 08:47 PM

Not that i care that they always hit, they are not much of a problem unless they are on an ECM raven. I would like that they don't travel forward before seeking out their target changed.

on a side note it would be more balanced if they would possibly come back and hit you if the lock was behind you.

#9 Kaspirikay

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Posted 02 March 2013 - 08:50 PM

Yeah, they gotta nerf the turn rate on streaks

#10 Doc Holliday

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Posted 02 March 2013 - 08:59 PM

View PostMonky, on 02 March 2013 - 08:36 PM, said:

I'm starting to think 'streaks are garaunteed to hit' is something from tabletop that needs to go the way of the dinosaur. replace it with 'streaks are highly likely to hit' and you're good.

No, that's entirely the wrong way to approach it. You don't want to make it random. They already tried that, and guess what - it makes streaks WORSE than SRMs. Why? Because the pilot has no control over random odds. You have better control over SRMs.

Best solution is as originally suggested - nerf streaks' ability to track targets at sharp angles. This gives faster mechs a better chance to evade them, which is as it should be, since faster mechs depend on evasion instead of heavy armor in general.

#11 TheGreatNoNo

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Posted 02 March 2013 - 09:08 PM

I would have to agree, make them behave like LRM with the dumb fire ability because it sucks losing firepower because of ECM.

On a side note: I know I have said this once before recently, but I am leaving MWO for a week or so because I`m just so ******* tired of Streaks , I`m seeing them EVERYWHERE and on every mech that can stuff them as if ECM never existed. Could go on a rant about people screaming about rubber banding or about how I deal with 9-15 fps (like a few people I know) But yea, taking a break, getting too rage-tastic at this game.

#12 Mavairo

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Posted 02 March 2013 - 09:17 PM

Ever watch a sidewinder fire?

It can literally flip completely around 180 just after being dropped from the jet and splash it's target.

#13 Suki

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Posted 02 March 2013 - 09:22 PM

never saw any streaks on any other mech except ECM-raven and ECM-commando - the only 2 mechs using them exclusively on all 100% of it's power. On all other mechs streaks are useless 70% of time.

#14 Team Leader

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Posted 02 March 2013 - 09:30 PM

View PostMavairo, on 02 March 2013 - 09:17 PM, said:

Ever watch a sidewinder fire?

It can literally flip completely around 180 just after being dropped from the jet and splash it's target.

Except it doesn't pass through the body of the jet to do that sooooo

#15 MoonUnitBeta

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Posted 02 March 2013 - 09:31 PM

View PostMavairo, on 02 March 2013 - 09:17 PM, said:

Ever watch a sidewinder fire?

It can literally flip completely around 180 just after being dropped from the jet and splash it's target.

But can it pass through the plane that launched it so it can hit the other plane?
:D

I just watched some videos, and I see what you mean, but it's not actually how you describe it. There is at least ~50+ feet (or more, I'm not good at gauging distance in youtube videos) before they are able to turn, and they do not have a 0 degree turning radius. There is a notable arc and delay before it can perform its, compared to streaks in MWO, sub-standard acrobatics

EDIT:

View PostTeam Leader, on 02 March 2013 - 09:30 PM, said:

Except it doesn't pass through the body of the jet to do that sooooo
Hey, hivemind! 1 minute between our posts lol.

Edit edit:
I think I've hopped the fence now. Seeing the thoughts of other people about the matter I think I agree that there's a need for change regarding the turning radius and range before it can turn, however, if the streaks have the ability to hit within those limits, then they should.

Edited by MoonUnitBeta, 02 March 2013 - 09:35 PM.


#16 General Taskeen

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Posted 02 March 2013 - 09:40 PM

I've been saying this for a while, actually what DocBach said. The change should apply to Streaks, LRMs, and any future missile system that 'tracks' toward target included later in the game. There are many different LRM type launchers alone, Streak LRMs, Clan LRMs, anyone? SSRM4/6? ATMs? MMLs? This should be 'nipped' in the bud sooner than later.

If anyone has played MW3 or MW:LL, they made it so they have the minimum turn radius, minimum range before they turn, etc. Brings more skill to the table to use those types of weapons.

Edited by General Taskeen, 02 March 2013 - 09:44 PM.


#17 BlueSanta

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Posted 02 March 2013 - 09:59 PM

Someone's kid son (elementary age) was using a 2D and got three kills in a match with it one time. He thought he was ******* awesome at MWO. I was in the same TS channel and it was one of the most ridiculous things I have ever seen. Proof positive the Streak+ECM combo is broken. Both of their flaws combined results in stupid.

#18 Gralzeim

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Posted 02 March 2013 - 10:26 PM

I find it particularly silly to watch a cluster of Streaks that were launched at a target that died after they left their tubes buzz around angrily in a tiny little circle over the corpse for a few moments before self destructing. They're more like bees than missiles. They reaaaaaaally need to tone the maneuvering capabilities of Streaks down. Hopefully before we start to see Clan Streak 4 and 6 launchers. Streak 2s are silly enough already, imagine a bunch of auto-hit Streak 6s.

The "auto hit" thing from tabletop is weird anyway, isn't it more like "they can't launch unless they will hit"? Which is a remnant from the dice-roll nature of the original game (i.e. you roll a miss, you don't waste ammo).

And I know the Raven is MWO's official whipping boy for now, but the ECM Commando with three Streaks is even worse.

#19 TheGreatNoNo

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Posted 02 March 2013 - 10:33 PM

View PostGralzeim, on 02 March 2013 - 10:26 PM, said:

And I know the Raven is MWO's official whipping boy for now, but the ECM Commando with three Streaks is even worse.

At least the TrollMando is chewy , Ravens are anything but.

#20 Zerstorer Stallin

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Posted 02 March 2013 - 10:47 PM

View PostSuki, on 02 March 2013 - 09:22 PM, said:

never saw any streaks on any other mech except ECM-raven and ECM-commando - the only 2 mechs using them exclusively on all 100% of it's power. On all other mechs streaks are useless 70% of time.


Atlas DDC.





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