Alistair Winter, on 07 May 2013 - 10:33 AM, said:
I think you'll find we agree on the Com-2D and Raven 3L if you look through my post history. But I think you'll also find that most of the solutions offered by both PGI and the fans don't really address the core of the problem, which is ECM + Streaks. Which is why people are saying stuff like "Just wait for collision" or "Just wait for Host State Rewinding" or a number of other solutions that apply to all light mechs, instead of the two mechs which have been a problem since December.
Personally, I don't think any mech dedicated to attack a certain weightclass, whether it's light or assault, should make short work of anything. And I don't subscribe to the idea that heavy and assault mech should be kings of the battlefield, but I don't want to get into that discussion here.
I haven't tried the Streakcat since I started playing the game (Forgive me, for I knew not what I did), nor have I been using Streaks on my Raven 3L for that matter. But TS seems to be saying that he's had great success with the Streakcat, and I'm assuming he hasn't just been killing light mechs. Even if that were the case, it still highlights one of my biggest complaints against the current weapon balance (besides PPCs, MGs, Flamers, AC5s and AC2s...), namely the fact that Streaks are simply too effective against light mechs and shouldn't be able to circle around a mech 20 times per second before hitting it snugly on the nose.
I agree with the latter part.
Their seeking capability is perhaps TOO high, and they should NOT home CT. Period. Wherever the pipper was, factoring in movement, terrain and such, is where the streak should be homing, and it should always take the shortest route to it (meaning for instance if you targeted the front RT, and the mech spins before impact putting the rear RT in between the original target, the rear RT should take the hit, not the missiles swarming around to get the front, and certainly not the CT.
Also, no missile should have splash, but especially streaks, as they are generally shaped charged, armor defeating missiles. Means focused damage to maximize chance of penetration. That said, let's say LRMs return to 1.5ish damage, and SRMs to the 2.5 they were rocking pre-Splashapocalypse, then the SSRM should fall somewhere in between for damage, to compensate for the seeker advantage. But when you factor in the IS version being heavier than the SRM2, and and the fact it still eats the same hard point, I don't believe a heavier nerf is in order. (Aside from more random to hit, reduced damage v comparable SRM). While the streaks make hitting a light easier, you are also firing a max of 12 missiles, vs the 36 a splatcat can punch out (if both return to 2.5 you are talking 30 potential damage, vs 90, in my scenario, 24 vs 90. Seems pretty fair trade to me).
Will the Clans break balance? Sadly, yes. But then again, 300 year superior technology is supposed to be superior. And tbh, I am not a twitch shooter who feels balance in all things is god. I like the "Inferior Numbers" solution used in TT. (Which is yet another reason to prevent Clan and IS from mixing, as you say a differing argument for another time)