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Streaks, Tt And Balance


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#1 Drenzul

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Posted 06 April 2013 - 11:52 PM

Ok, Just wanted to put something out there.

Streaks in TT aren't homing missiles, they had the same to-hit chance as normal SRMs and no homing capability, and didn't require any sort of lock, their advantage was that they wouldn't fire if the barrage wasn't going to hit, which was very useful for low ammo builds.

This compared to our current streaks in MWO, which are lock-on only weapons with full guidance/homing capacity as well as superb maneuverability.

Ok, we aren't going to get TT style streaks.

This seems a bit much for weapons with the same weight and crit slots, however as various stock builds require these to be kept the same I'd instead suggest:

1> Reduce SSRM ammo to 50 per ton
2> Reduce SSRM damage by 20%
3> Allow SSRMs to fire when the pilot (and only the pilot, not other mechs) has a personal lock on the target regardless of ECM
4> Reduce SSRM missile velocity by 25%

All in all makes SSRM builds need more ammo, be slightly easier to avoid and reduces the streak/ECM synergy, also might hopefully mean SSRM6s won't kill everything on sight :(

Like/Hate? ;)

#2 Child3k

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Posted 06 April 2013 - 11:55 PM

Hate.

#3 One Medic Army

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Posted 07 April 2013 - 12:01 AM

The more accurate way to run it would be to just slow their fire rate.

Edited by One Medic Army, 07 April 2013 - 12:01 AM.


#4 MoonUnitBeta

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Posted 07 April 2013 - 12:03 AM

Hate.

What about this idea:
- Keep the homing/lock-on.
- Implement minimum range before missiles are capable of any type of horizontal or vertical movement (must travel min 30m away from the launcher before missiles can begin "homing in")
- Implement minimum turning radius speed. (Maximum: 90 degrees over 40m, for example. To clarify, at the point which it is required to make a 90 degree turn, it would begin at 0m and when it has traveled 40m, it should be facing 90degrees the other way. Or, 180 degrees over 80m.)
- Like LRM's, a lock must be sustained for the duration of the flight time. (this is a maybe/a thought lingering in the back of my mind. It isn't an unreasonable requirement, but not quite a necessary one... for now. It would largely depend on the effectiveness of the min range, and the turning radius)

What this will do:
Make sure that "fly-by lock-on and fire" don't happen. Or they might, but you are required to be staring directly at your target, and AIM at the spot you want to hit, just like regular SRM's if you are below the minimum range.
Will also require that you compensate for moving targets, keeping the physical limits of your arsenal in mind.

Really; it's all about just adding a skill requirement to the current no-skill requirement of homing missiles. That's a huge leap for mankind if that ever gets implemented.


Edited by MoonUnitBeta, 07 April 2013 - 12:27 AM.


#5 Dreamslave

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Posted 07 April 2013 - 12:08 AM

So you want to make SSRM's do .75 damage per missile? I just can't even wrap my mind around how that ever sounded like a good idea to you. Like, ever.

I personally feel as though the "super homing" aspect of the Streaks should be removed entirely like in TT. MAYBE reduce the damage a bit, but not as drastic a 50%, make it so the targeting reticule has to be directly on the enemy in order for them to launch but don't make it require a lock like LRM's and last but not least, remove the highly accurate homing they have in place of a missile that DOES have homing, just not "Always hit if I have a lock" homing.

#6 GODzillaGSPB

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Posted 07 April 2013 - 12:09 AM

View PostMoonUnitBeta, on 07 April 2013 - 12:03 AM, said:

Hate.

What about this idea:
- Keep the homing/lock-on.
- Implement minimum range before missiles are capable of any type of horizontal or vertical movement (must travel min 30m away from the launcher before missiles can begin "homing in")
- Implement minimum turning radius speed. (turns 90 degrees over 40m, for example)

What this will do:
Make sure that "fly-by lock-on and fire" don't happen. Or they might, but you are required to be staring directly at your target, and AIM at the spot you want to hit, just like regular SRM's if you are below the minimum range. R
Will also require that you compensate for moving targets, keeping the physical limits of your arsenal in mind.


I too think that nerfing the streaks damage is the wrong way. I was always among those who favored a harder aiming / target lock mechanic. For instance a more narrow targetting angle and the inability to fire the streaks when the enemy is more then 45° to your left or right. Currently streaks can be fired when the enemy is beside you (90°) or eben passed you (120 to 180°C). That's a bit insane. Some goes for LRMs by the way. So this firing mechanic could need a general overhaul.

I also like your idea. A combination of the above and your ideas would be ideal imho.

#7 kuangmk11

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Posted 07 April 2013 - 12:13 AM

I sent a bunch of streaks into orbit around a 4x yesterday. They shot past him and the circled him 3 times as close as they could be without touching him then slammed into his CT. It was very strange looking, and made me laugh.

#8 Drehl

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Posted 07 April 2013 - 12:19 AM

Remove this homing crap while under friendly and enemy ecm (so thei're normal srm2 while under the ecm bubble) and add the possibility to turn of your ecm off and they will be fine.

This would also nerf this goddman raven 3l and bring it back in line with the other lights.

Edited by Drehl, 07 April 2013 - 12:29 AM.


#9 Goose

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Posted 07 April 2013 - 12:52 AM



That SRMs behave like MRMs is an artistic choice: Fine.

I don't know what they will do with Targeting Comps: Meh.

What if Streaks "look" like a TC for SRMs? They fly the same as SRMs, but get whatever it is a TC does for non-missiles.

What'z'at? You've got one Streak and five SRM-6s? Yeeeeaaaaah: No more mixing Streaks and SRMs.

#10 Kobold

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Posted 07 April 2013 - 12:53 AM

I think I've given up on hoping PGI fixes the streak functionality. I'd settle for significantly longer recycle times instead.





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