Streaks Are Not Working As Intended [Video Evidence]
#1
Posted 11 May 2013 - 01:47 AM
thank you for taking the time mechwarriors, now go answer your skype messages. lol. -redlance.
#2
Posted 11 May 2013 - 02:00 AM
The CT focus is something that was reported about LRMs and is part of the reason they got their damage nerf and the reduction - but not outright removal - of splash damage. It is unsurprising to me that Streaks have the same problem. I remember that they once intentionally added the ability to Streaks to hit different spots, seems that code got removed, more or less by accident probably. It could also be related to Artemis -that changes the flight patterns of SRMs and LRMs, it might also have a side effect of changing the flight pattern of Streaks.
The "weird angle" problem - I think in these cases, the player should either lose lock, or the Streaks shouldn't fire.
Edited by MustrumRidcully, 11 May 2013 - 02:01 AM.
#3
Posted 11 May 2013 - 02:00 AM
#4
Posted 11 May 2013 - 02:28 AM
Edited by armyof1, 11 May 2013 - 02:35 AM.
#6
Posted 11 May 2013 - 02:33 AM
Look at the Commando at the beginning, 12 Streaks were doing 30 damage before the nerf and 18 damage now. The pre-nerf value and a bit of extra splash damage would be just enough to kill a Commando's CT.
Edit: I can kill a scout mech with one salvo of tagged 40 LRMs offline, medium and heavy often in two. Atlas in three. I needed 200 missiles online to kill a standing Jenner...
Edited by Kitane, 11 May 2013 - 02:35 AM.
#7
Posted 11 May 2013 - 02:37 AM
Kitane, on 11 May 2013 - 02:33 AM, said:
Look at the Commando at the beginning, 12 Streaks were doing 30 damage before the nerf and 18 damage now. The pre-nerf value and a bit of extra splash damage would be just enough to kill a Commando's CT.
Edit: I can kill a scout mech with one salvo of tagged 40 LRMs offline, medium and heavy often in two. Atlas in three. I needed 200 missiles online to kill a standing Jenner...
the mech's standing around in training mode carry stock load outs and much less armor than real players carry in live game play online. lights also have the easiest time dodging LRMs because they move very fast.
#8
Posted 11 May 2013 - 02:59 AM
redlance, on 11 May 2013 - 02:37 AM, said:
the mech's standing around in training mode carry stock load outs and much less armor than real players carry in live game play online. lights also have the easiest time dodging LRMs because they move very fast.
I used 200 tagged Artemis buffed missiles to kill an immobile Jenner (he was busy trying to kill a disconnected assault and ignored my missiles)
In your Commando example, your first salvo shaved a bit of his armor, your second salvo damaged his internals and the third salvo cored him. 2 salvos (12 damage) touched the internals with a bit of armor remaining. Commando CT has 22 points of internal hp.
That just doesn't add up.
You can see a similar difference between offline and online mode with all missile types.
#9
Posted 11 May 2013 - 03:01 AM
Kitane, on 11 May 2013 - 02:59 AM, said:
I used 200 tagged Artemis buffed missiles to kill an immobile Jenner (he was busy trying to kill a disconnected assault and ignored my missiles)
In your Commando example, your first salvo shaved a bit of his armor, your second salvo damaged his internals and the third salvo cored him. 2 salvos (12 damage) touched the internals with a bit of armor remaining. Commando CT has 22 points of internal hp.
That just doesn't add up.
You can see a similar difference between offline and online mode with all missile types.
regardless, it is the fact that streaks always damage the CT and leave the rest of the mech intact that is at the core of this weapon balancing problem.
#10
Posted 11 May 2013 - 03:13 AM
... in my opinion the only solution to this is: Get rid of splash damage altogether - but, do we really want that?
#11
Posted 11 May 2013 - 03:19 AM
Child3k, on 11 May 2013 - 03:13 AM, said:
... in my opinion the only solution to this is: Get rid of splash damage altogether - but, do we really want that?
Most damage on CT I can agree with would generally make sense, but getting cored through CT where you have the most armor, while all your arms and legs and a lot of times side torsos just show yellow damage in armor? That I most certainly don't agree with.
#12
Posted 11 May 2013 - 03:22 AM
Child3k, on 11 May 2013 - 03:13 AM, said:
... in my opinion the only solution to this is: Get rid of splash damage altogether - but, do we really want that?
armyof1, on 11 May 2013 - 03:19 AM, said:
Most damage on CT I can agree with would generally make sense, but getting cored through CT where you have the most armor, while all your arms and legs and a lot of times side torsos just show yellow damage in armor? That I most certainly don't agree with.
getting rid of splash damage may actually be a great solution, in the video i describe how a low risk weapon should not offer high rewards. splash damage should be reserved for the SRM's since they are a skill shot based weapon.
Edited by redlance, 11 May 2013 - 03:23 AM.
#13
Posted 11 May 2013 - 03:34 AM
#14
Posted 11 May 2013 - 03:37 AM
Neverfar, on 11 May 2013 - 03:31 AM, said:
I'm willing to see the center-torso bias of them removed because I'm not one of those "only things that matter are things that benefit me" types. Still, the outright spergy rage coming from the CoD/Counterstrike crowd that likes to use the word Skill™ a lot seems to demand that anything with a guidance system be nerfed into oblivion (see LRMs).
I hope it's not taken too far, especially when the guys that hate Streaks so much are often bloat-boating PPCs and saying "everything is fine here, get over it, L2P".
if you will notice, my standpoint on "nerfing" is that we don't ever want to have anything that is fun to use nerfed into the dirt. we need t change how they behave so that they are fun AND balanced.
#15
Posted 11 May 2013 - 03:43 AM
#16
Posted 11 May 2013 - 03:57 AM
Quote
while this is true, it is important to remember that regardless of a lack of actual combat footage it is the damage consistently hitting the CT that is the problem that i am attempting to address.
#17
Posted 11 May 2013 - 04:06 AM
#18
Posted 11 May 2013 - 04:11 AM
redlance, on 11 May 2013 - 01:47 AM, said:
thank you for taking the time mechwarriors, now go answer your skype messages. lol. -redlance.
PGI is already aware that splash damage is causing this issue, and they've said they intend to address it. It's in the answers to the last ask the devs.
#19
Posted 11 May 2013 - 04:15 AM
Huntsman, on 11 May 2013 - 04:11 AM, said:
PGI is already aware that splash damage is causing this issue, and they've said they intend to address it. It's in the answers to the last ask the devs.
then yay for us. but if we don't make enough noise about the issue and offer constructive suggestions then what may end up happening is that SSRMS get nerfed to the point of in-viability. or they may believe that this is a low priority issue. the video also demonstrates that the streaks themselves aren't always to blame, the fact that some mech's lack a way to protect their CT at all is also a cause, hit boxing needs to be thoughtfully re-addressed as well.
i think i also demonstrate that the way streaks can launch though my own mech to then hit an enemy is pretty friggin' ridiculous.
Edited by redlance, 11 May 2013 - 04:25 AM.
#20
Posted 11 May 2013 - 04:18 AM
Edit: Also, LRMs are supposed to target CT all the time, but due to spread some missiles also hit other components or miss entirely. And I don't really understand why devs introduced splash damage for missiles at all.
Edited by Krzysztof z Bagien, 11 May 2013 - 04:21 AM.
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