I know this will cause a lot of hate and love, however regardless of your stance from a competitive standpoint Streak SRM's need to be nerfed. For 0.5 tons more you can get a SRM 2, which does decent damage and splash damage, which will never miss and always seems to hit the center torso. So in the game there is a never miss weapon, which goes against this type of gameplay. The problem with this is you can load up a mech to utterly destroy any light and medium mechs with no difficulty and do decent damage against heavys and assaults. I know that many will argue that ECM's fix this problem. However, if you (or a friendly) has an ECM on disrupt, you can ignore the enemy’s ECM. Also with TAG and NARC you can also get around ECM's, or shut them down with a PPC. On top of this, many mechs cannot equip an ECM. And even then they only delay the lock-on, allowing a player to still attack. I am not saying the weapon needs to be removed, but anything this easy to use must have a serious drawback; which is non-existent at the moment. I am sure many have enjoyed the Commando/Raven rush where they will dominate half of the team. And now you have people loading up Catapults, Stalkers, Trebuchets and basically any mech that has a large amount of missile slots. Nothing that does that much damage should be so easy to use. I know many will argue other weapons are just as bad, but they require you to actual target and hit your enemy, where streaks require no skill at all.
As for how to nerf them I recommend these suggestions (which may be used in tandem or alone):
->Decrease their damage.
->Increase their cycle time.
->Decrease their ammo per ton.
->Increase their weight.
->Decrease their splash damage.
->Allow AMS to have a chance to shoot them down.
->Slow the missiles down.
These are just my suggestions, but I hope the upcoming patch will do something against this weapon which is being abused at the moment. No one who uses Streaks can answer this question: “If Streaks do as much damage as a standard SRM 2 then why don’t you use a SRM 2? It is lighter and costs less.” And the reason is it’s so easy to dominate with a homing never miss weapon. Thus it comes down to people choosing an easy win over skill (which people will always do), but it shouldn't be this easy.


Streak Srm's
Started by DESTROYER3, Mar 01 2013 05:48 PM
10 replies to this topic
#1
Posted 01 March 2013 - 05:48 PM
#2
Posted 01 March 2013 - 06:26 PM
here are a few points:
SSRMs do not do splash damage - any splash you are experiencing is from several missiles hitting your moving mech in different spots, which leads into point two
SSRMs do not always hit CT, they always try, but because the firer and target are (in most cases) moving they do not always hit CT and because they are always trying to hit CT, you cannot use them to target damaged mech parts, such as arms or legs
SSRMs do in fact get shot down by AMS. SSRMs fired at over 150m from a target with AMS do get shot down (a dev posted the exact ratio but i am to lazy to find the post).
SSRMs are not affected by NARC or Tag
SSRMs cannot fire if jammed by ECM
SSRMs were designed to be fired from light mechs to allow lights to move and still deal reliable damage. you want to fix
SSRMs? Here is how you do it - make it so the firer must keep the crosshair inside the target box in order to maintain lock. Right now after you get the first lock, all one must do is keep the target in line of sight, which is a bit ridiculous imo. Every other MW game has had SSRMs and they were never as much of an issue as they are in MWO.
SSRMs do not do splash damage - any splash you are experiencing is from several missiles hitting your moving mech in different spots, which leads into point two
SSRMs do not always hit CT, they always try, but because the firer and target are (in most cases) moving they do not always hit CT and because they are always trying to hit CT, you cannot use them to target damaged mech parts, such as arms or legs
SSRMs do in fact get shot down by AMS. SSRMs fired at over 150m from a target with AMS do get shot down (a dev posted the exact ratio but i am to lazy to find the post).
SSRMs are not affected by NARC or Tag
SSRMs cannot fire if jammed by ECM
SSRMs were designed to be fired from light mechs to allow lights to move and still deal reliable damage. you want to fix
SSRMs? Here is how you do it - make it so the firer must keep the crosshair inside the target box in order to maintain lock. Right now after you get the first lock, all one must do is keep the target in line of sight, which is a bit ridiculous imo. Every other MW game has had SSRMs and they were never as much of an issue as they are in MWO.
#3
Posted 01 March 2013 - 10:47 PM
Quote
SSRMs do not do splash damage - any splash you are experiencing is from several missiles hitting your moving mech in different spots, which leads into point two
First, all missiles have splash damage.
Quote
SSRMs do not always hit CT, they always try, but because the firer and target are (in most cases) moving they do not always hit CT and because they are always trying to hit CT, you cannot use them to target damaged mech parts, such as arms or legs
Because of their speed they are most likely going to hit your center torso due to the nature of fighting an opponent you are turned toward them.
Quote
SSRMs do in fact get shot down by AMS. SSRMs fired at over 150m from a target with AMS do get shot down (a dev posted the exact ratio but i am to lazy to find the post)
If they are affected by AMS I have never seen it or the probability of them being shot down is too low.
Quote
SSRMs are not affected by NARC or Tag
Actually Streak SRM's are affected by Tag and NARC (They affect any missiles with a lock).
Quote
SSRMs cannot fire if jammed by ECM
Also untrue, ECM's double the time to get a lock. Again helps but doesn't fix the problem.
As for your fix, I agree that could help. It might not be enough but it would be something. Also your point on their purpose I agree, some just use Streaks because they know they will never miss.
#4
Posted 02 March 2013 - 01:04 AM
DESTROYER3, on 01 March 2013 - 10:47 PM, said:
Actually Streak SRM's are affected by Tag and NARC (They affect any missiles with a lock).
Also untrue, ECM's double the time to get a lock. Again helps but doesn't fix the problem.
As for your fix, I agree that could help. It might not be enough but it would be something. Also your point on their purpose I agree, some just use Streaks because they know they will never miss.
Also untrue, ECM's double the time to get a lock. Again helps but doesn't fix the problem.
As for your fix, I agree that could help. It might not be enough but it would be something. Also your point on their purpose I agree, some just use Streaks because they know they will never miss.
LoL
ECM prevents the SSRMs from locking on, it doesn't just increase the time needed. In addition, SSRMs are the only defense of players piloting light Mechs with a high ping vs players piloting light Mechs with a low ping. Basically, players from the US or Canada have a significant advantages against players from Asia, or Europe.
Streak also don't do much damage. If you're fighting anything else than light Mechs, 'normal' SRMs are more effective.
All that' completely destrroying game balance, is the completely overpowered ECM!
#5
Posted 02 March 2013 - 01:39 AM
(First, all missiles have splash damage.)
I stand corrected as this was apparently added in a November patch - however if you take away the splash damage, it means that the damage would instead hit one section vs. being divided among several and in effect turning missiles into ballistic weapons that lock on. This was done to help balance the damage caused by all missiles.
(Because of their speed they are most likely going to hit your center torso due to the nature of fighting an opponent you are turned toward them.)
torso twist maybe? i try to not stare at a mech and let them hit me in my CT. Twist right before they fire, or when your weapons are cycling.
(If they are affected by AMS I have never seen it or the probability of them being shot down is too low.)
http://mwomercs.com/...6-ams-and-ssrm/
PGI talking about AMS vs SSRM, perhaps you should look more closely at those SSRMs as they are in fact getting shot down.
(Actually Streak SRM's are affected by Tag and NARC (They affect any missiles with a lock).)
do you read your own links? your point was that people say that TAG and NARC can be used to get around ECM and fire SSRMs. However, nether TAG or NARC will help you fire your SSRMs if you are effected by ECM
http://mwowiki.org/w...Range_Missile_2
In TT, the benefits from TAG for SSRMs is that it makes the missiles more tightly packed, which is a moot point in MWO as they apparently (as stated by you) always hit CT anyway. As for NARC, it allows for more missiles to hit on target, but apparently, SSRMs have a 100% to hit anyway, so no benefit.
(Also untrue, ECM's double the time to get a lock. Again helps but doesn't fix the problem.)
in TT yes, however in MWO ECM stops you from firing SSRMs, have you ever used SSRMs in MWO? if you wish to test this, please fit a streakcat and i will come in my commando and we will see who wins.
I stand corrected as this was apparently added in a November patch - however if you take away the splash damage, it means that the damage would instead hit one section vs. being divided among several and in effect turning missiles into ballistic weapons that lock on. This was done to help balance the damage caused by all missiles.
(Because of their speed they are most likely going to hit your center torso due to the nature of fighting an opponent you are turned toward them.)
torso twist maybe? i try to not stare at a mech and let them hit me in my CT. Twist right before they fire, or when your weapons are cycling.
(If they are affected by AMS I have never seen it or the probability of them being shot down is too low.)
http://mwomercs.com/...6-ams-and-ssrm/
PGI talking about AMS vs SSRM, perhaps you should look more closely at those SSRMs as they are in fact getting shot down.
(Actually Streak SRM's are affected by Tag and NARC (They affect any missiles with a lock).)
do you read your own links? your point was that people say that TAG and NARC can be used to get around ECM and fire SSRMs. However, nether TAG or NARC will help you fire your SSRMs if you are effected by ECM
http://mwowiki.org/w...Range_Missile_2
In TT, the benefits from TAG for SSRMs is that it makes the missiles more tightly packed, which is a moot point in MWO as they apparently (as stated by you) always hit CT anyway. As for NARC, it allows for more missiles to hit on target, but apparently, SSRMs have a 100% to hit anyway, so no benefit.
(Also untrue, ECM's double the time to get a lock. Again helps but doesn't fix the problem.)
in TT yes, however in MWO ECM stops you from firing SSRMs, have you ever used SSRMs in MWO? if you wish to test this, please fit a streakcat and i will come in my commando and we will see who wins.
#6
Posted 02 March 2013 - 01:17 PM
Eddy Hawkins, on 01 March 2013 - 06:26 PM, said:
you want to fix SSRMs? Here is how you do it - make it so the firer must keep the crosshair inside the target box in order to maintain lock. Right now after you get the first lock, all one must do is keep the target in line of sight, which is a bit ridiculous imo. Every other MW game has had SSRMs and they were never as much of an issue as they are in MWO.
This would solve 100% of our problems.
#7
Posted 02 March 2013 - 01:33 PM
Fix SSRMs?
1) in canon, they deliver 2 pts of damage, not 2.5 as in MW:O - drop the damage to canon levels\
2) Lights/DC-D with ECM on and carrying SSRMs? They shouldn't get a lock on either.
1) in canon, they deliver 2 pts of damage, not 2.5 as in MW:O - drop the damage to canon levels\
2) Lights/DC-D with ECM on and carrying SSRMs? They shouldn't get a lock on either.
#8
Posted 02 March 2013 - 04:02 PM
All they need to do is implement them as they are in TT. they only fire if they get a clean lock. but if they do fire they hit unless blocked or PDedthey don't co around corners or try again. they fly very straight and very fast. By 20th century standars they are crude and simple.
#9
Posted 02 March 2013 - 06:19 PM
Yeah, it should be possible for the game's physics engine to determine, "If he fired now, would the missiles hit? Above a 75% chance? Okay, they fire, using the exact same firing pattern as normal SRMs. They don't turn in mid air. They still just dumbfire straight forward."
#10
Posted 03 March 2013 - 12:26 AM
MasterErrant, on 02 March 2013 - 04:02 PM, said:
All they need to do is implement them as they are in TT. they only fire if they get a clean lock. but if they do fire they hit unless blocked or PDedthey don't co around corners or try again. they fly very straight and very fast. By 20th century standars they are crude and simple.
I'd like to see this implementation as well. I certainly don't think that TT is the perfect solution to everything, but I get the impression that streaks were never meant to be 100% accurate magic bullets. They currently seem a bit off.
#11
Posted 04 March 2013 - 05:22 PM
As far as AMS is concerned, it may be helping. However I have noticed when being chased and over 150 meters away that the AMS doesn't even fire. It might be a glitch but I have seen that many times. Otherwise if AMS does what the developer post states, than I was wrong.
My point on the TAG and NARC is that it is a way to circumvent ECM (I never said it could be done by a single person),
And as far as ECM not allowing a mech to get a target lock at all, if that’s true than when I watched this Raven with ECM get destroyed by a Streak Catapult I was dreaming. Again, it might be a glitch. But it is still in the game and is still a problem.
My point on the TAG and NARC is that it is a way to circumvent ECM (I never said it could be done by a single person),
And as far as ECM not allowing a mech to get a target lock at all, if that’s true than when I watched this Raven with ECM get destroyed by a Streak Catapult I was dreaming. Again, it might be a glitch. But it is still in the game and is still a problem.
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