If you've never played in lights before, you probably weren't bothered by SSRM's save for some occasional Raven flock or Trollmando(3xSSRM's). SSRM's do negligibe damage to heavies considering their armor. You're probably more worried about AC20's, Gauss and LRM's. Which are fine, nothing game breaking(except the current LRMs).
I see light mechs as requiring fast reflexes, fast thinking and relying on speed and manueverability to defeat your enemies. With mechs like Spiders, you don't even need to kill something or do damage, just keeping 2-3 mechs busy chasing you is enough to win your team time to clean up the rest. Lights are very fragile however, every laser scratch hurts and taking any AC or missile damage is completely murderous.
Most weapons in this game require good aim to be effective; lasers are instant hits but need to be held on one location to be effective, ballistics and PPC's give instant burst damage but require careful aim, LRM's require nothing other than basic windows mouse skills but can be defeated by speed, positioning, getting in minimum range and can be softened by AMS.
SSRM's completely negate every single advantage of lights.
SSRM's;
- Cannot be avoided, too fast
- Can be shot at incredible angles
- Always hit
- Huge range for a "short range" missile
- Offer reliable and murderious DPS for lights
The point is, if you're in a non-ECM capable light and there is a mech with SSRM in the area, you're completely shutdown. You might as well quit. Before you can manage to go out of range, you'll probably be stripped of armor, lost a few limbs and already out of game. Even if we factor out the current borked splash damage, they single handedly make every non-ECM light variant obsolete.
Even ECM variants are not safe, other ECM lights who use Streaks for their sole damaging weapon completely destroy them; leaving Raven 3L and COM2D as the sole "long term viable" light mechs. A fight against a light mech with streaks with a non-streak light is straight up suicide.
I understand why PGI kept Streaks overpowered, for a long time bad netcode and resulting lagshield prevented lights from being shot effectively, making them nearly invulnerable. SSRM's were seen as hardcounter for lights, a non-optimal solution for the problem.
Now, with the netcode improving; what I want from PGI is some love for light gameplay. If SSRM's can be made somewhat avoidable, I believe every single light variant will become more viable and Ravens will get in-line with other lights.
Here are some quick suggestions for a possible solution(every one of them different, not stacking with each other);
- Introduce a more limited "cone of fire", SSRM's can only hit mechs in that cone in front of center torso. This will require fast tracking on the firing guy's part, reintroducing that "skill" factor. If the target gets out of cone, SSRM will stop tracking. So it's not fire and forget but semi-active targeting.
- Make SSRM's targetable by AMS. So, if you can manage to put a range (say 60m) between you and the enemy, AMS will shoot the missiles down.
- Lower SSRM missile manueverability, so that it won't track after abrupt course changes(target jumpjetting out of view, turning hard etc)
TL;DR: See the title.
Edited by Tahribator, 20 March 2013 - 10:22 AM.























