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Bap: The Return Of The A1


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#21 Curccu

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Posted 13 May 2013 - 01:23 PM

View PostKaarde, on 13 May 2013 - 05:13 AM, said:

I'm not sure why everyone thinks streaks home in on only ct still. The one mech I use them on has the 4 missiles from the two launchers spreading out to hit all over the mech now.

Granted I've not run that mech since before the last patch so something could have reverted.
True streaks won't always hit CT but splash damage does... I made this video for you, count how many times those streaks won't do damage to CT.
https://www.dropbox....aks_ct_test.avi

#22 General Taskeen

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Posted 13 May 2013 - 02:58 PM

View PostCurccu, on 13 May 2013 - 01:23 PM, said:

True streaks won't always hit CT but splash damage does... I made this video for you, count how many times those streaks won't do damage to CT.
https://www.dropbox....aks_ct_test.avi


And Streaks should be changed to require skill or aim like past Mech games with some other programmed functionality? Yes or No. Because that's what this all really boils down too.

Edited by General Taskeen, 13 May 2013 - 03:00 PM.


#23 Xandergod

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Posted 13 May 2013 - 03:49 PM

View PostGeneral Taskeen, on 13 May 2013 - 02:58 PM, said:


And Streaks should be changed to require skill or aim like past Mech games with some other programmed functionality? Yes or No. Because that's what this all really boils down too.

Then what would make it different than regular SRMs? They are tracking SRMs, I think they function fine the way are implemented now.

#24 General Taskeen

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Posted 13 May 2013 - 04:27 PM

View PostLexLuther, on 13 May 2013 - 03:49 PM, said:

Then what would make it different than regular SRMs? They are tracking SRMs, I think they function fine the way are implemented now.


... Think, for a moment. There are definitely better ways they could be functioning. Or perhaps look up other Mech games to see implementations.

The basics from other games:

Implementation A (MW3). SSRM missiles could not turn past 90 degrees and could only be fired in a certain arc in front of a Mech, unless mounted on an Arm. <- Required the player to think about when to fire and how to position their Mech to get the best possible hit

Implementation B (MW4). The SSRM moved where your cursor was located. (I.E., You shot, and the missile(s) went where you aim by tracking the aim cursor, which is not the same as current dumb-fire SRM's) <- No arbritrary "percentage" based hits, entirely based on the skill of a user's aim.

Implementation C. MW:LL - Min turn arcs, firing arcs, missiles track the "blob" of the Mech, not individual parts.

Edited by General Taskeen, 13 May 2013 - 04:28 PM.


#25 Pinselborste

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Posted 13 May 2013 - 04:37 PM

View PostGeneral Taskeen, on 13 May 2013 - 04:27 PM, said:


Implementation C. MW:LL - Min turn arcs, firing arcs, missiles track the "blob" of the Mech, not individual parts.


missiles in mwll where the best, lrm's didnt bounce like a paintball at min range, but instead where unable to lock on the enemy, streaks didnt do 360 turns. and the best thing of all, they balanced the weapons for a realtime game where you aim yourself instead of using numbers that where designed for a turn based game.

#26 KharnZor

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Posted 13 May 2013 - 10:38 PM

Meh.

#27 Xandergod

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Posted 14 May 2013 - 08:39 AM

View PostGeneral Taskeen, on 13 May 2013 - 04:27 PM, said:


... Think, for a moment. There are definitely better ways they could be functioning. Or perhaps look up other Mech games to see implementations.

The basics from other games:

Implementation A (MW3). SSRM missiles could not turn past 90 degrees and could only be fired in a certain arc in front of a Mech, unless mounted on an Arm. <- Required the player to think about when to fire and how to position their Mech to get the best possible hit

Implementation B (MW4). The SSRM moved where your cursor was located. (I.E., You shot, and the missile(s) went where you aim by tracking the aim cursor, which is not the same as current dumb-fire SRM's) <- No arbritrary "percentage" based hits, entirely based on the skill of a user's aim.

Implementation C. MW:LL - Min turn arcs, firing arcs, missiles track the "blob" of the Mech, not individual parts.

So I want to lower my chances of hitting the enemy? No thanks, I'll stick with the MWO version of SSRMs

#28 General Taskeen

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Posted 14 May 2013 - 06:44 PM

View PostLexLuther, on 14 May 2013 - 08:39 AM, said:

So I want to lower my chances of hitting the enemy? No thanks, I'll stick with the MWO version of SSRMs


So yes, you like easy-mode non-skill Streaks. Got it.

Enjoy an SSRM6 future near you.

Edited by General Taskeen, 14 May 2013 - 06:44 PM.


#29 OneEyed Jack

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Posted 14 May 2013 - 07:01 PM

View PostKaarde, on 13 May 2013 - 05:13 AM, said:

I'm not sure why everyone thinks streaks home in on only ct still. The one mech I use them on has the 4 missiles from the two launchers spreading out to hit all over the mech now.

Granted I've not run that mech since before the last patch so something could have reverted.

Oh, they know they don't, but they need excuses whenever they die for why something was broken on the mech that killed them. Never let the facts interfere with a good QQ."

#30 Felicitatem Parco

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Posted 14 May 2013 - 07:04 PM

It's been mebntioned that this thread should go elsewhere... and it's true. The Metagame forums section is actually intended to be used for the "Metagame" regarding the Economy, Factions, Planetary Capture metagame and not the "current prominent battlefield tactics" metagame.

I'm going to move this over to the Mechs and Loadouts subforum, since it is quite specific to one Mech and one Loadout :D

#31 FrostCollar

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Posted 14 May 2013 - 09:52 PM

I remember that day in December, the first match in my 3L with ECM equipped. How I laughed at the Streakcat on the other team and his complete and utter helplessness against me. I delighted in his suffering and his demise as I got revenge for all the times I had been ground into the dirt by his ilk. It was only after, seeing that burnt out Cat below me, that I realized what a monster game balance has created.

But I can hear them now... the Streakcats are coming for revenge.


Which would be a greater issue if lights were actually common these days and their numbers weren't whittled down by massed PPC fire. I think the A1's train came too late, and now the window for revenge has passed.

#32 Villz

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Posted 15 May 2013 - 02:44 AM

The A1 Is For Noobs.

The REAL META mech next patch is the 5M-Stalker

4PPC + 5SSRM2

http://i.imgur.com/F9r3Xs1.jpg

.
..
...
....
...
..
.

Lights will love it

Edited by Villz, 15 May 2013 - 02:44 AM.


#33 Wintersdark

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Posted 15 May 2013 - 11:48 AM

BAP only disables ECM within 150m.

ECM Light remains 150m-270m (or just moves in and out of that range to break locks). Light lols at useless streaks.

Seriously, I see A1 streakcats regularly now. Even with SSRM's tending to hit CT too often, they're really not very intimidating. I can pretty much always hit a CT as well with practically any weapon (as can anyone who's not terrible), but actually do better damage. They simply lack the damage output.

I'm really, really not afraid of BAP equipped streakcats.

#34 shabowie

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Posted 15 May 2013 - 11:55 AM

Streak cats will not be a dominant mech again. There are too many mechs out there that can carry 3-5 streaks plus other weapons like 4-6 PPC, 4-6 LL, 2-3 PPC or LL + Gauss, etc.

#35 General Taskeen

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Posted 15 May 2013 - 11:57 AM

View PostWintersdark, on 15 May 2013 - 11:48 AM, said:

BAP only disables ECM within 150m.

ECM Light remains 150m-270m (or just moves in and out of that range to break locks). Light lols at useless streaks.

Seriously, I see A1 streakcats regularly now. Even with SSRM's tending to hit CT too often, they're really not very intimidating. I can pretty much always hit a CT as well with practically any weapon (as can anyone who's not terrible), but actually do better damage. They simply lack the damage output.

I'm really, really not afraid of BAP equipped streakcats.


Not really, there is a gap between 180-200m where targeting happens again. So if someone trys to run away from a non-skill SSRM, they will be hit plenty of times due to those gaps -> 0-150M - 180m-200m (extended by module as well), plus everyone and there mother with 10,000 hard counters. You're not afraid because you may not be aware of what exists in high ELO where one can still regularly see roving bands of ECM and Streaks circle strafing Assault Mechs in combination of the rest of the min/max warrior builds. The Lone Wolves group of Ronin Kensei will be dropping with our LoL Cats once again for easy times.

Edited by General Taskeen, 15 May 2013 - 12:00 PM.


#36 Corvus Antaka

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Posted 15 May 2013 - 11:58 AM

View PostGeneral Taskeen, on 13 May 2013 - 04:27 PM, said:


... Think, for a moment. There are definitely better ways they could be functioning. Or perhaps look up other Mech games to see implementations.

The basics from other games:

Implementation A (MW3). SSRM missiles could not turn past 90 degrees and could only be fired in a certain arc in front of a Mech, unless mounted on an Arm. <- Required the player to think about when to fire and how to position their Mech to get the best possible hit

Implementation B (MW4). The SSRM moved where your cursor was located. (I.E., You shot, and the missile(s) went where you aim by tracking the aim cursor, which is not the same as current dumb-fire SRM's) <- No arbritrary "percentage" based hits, entirely based on the skill of a user's aim.

Implementation C. MW:LL - Min turn arcs, firing arcs, missiles track the "blob" of the Mech, not individual parts.



THIS is the most significant problem in MWO right now. missiles turn on a dime and seem unavoidable, esp ssrms. if ssrms could be dodge with powerful thrust jumpjets and smart rapdi turning, and if you could take a volley and not have a portion of it pretty much always hit the CT...and if ssrm2's didnt cause more shake than an AC/20...well...they wouldnt be such a big deal.

the ssrm2 isnt far removed from a machinegun, with the ssrm6 on its way this is still something that needs watching.

#37 St10invalid_argument

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Posted 15 May 2013 - 12:03 PM

I've been saving up for an A1 in prep for this, but I'm not sure I want such a gimmick mech. They're bound to fix streaks at some point and then what will this mech be worth?

#38 627

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Posted 15 May 2013 - 12:30 PM

you can always splat or mix it with lrm or pure lrms.

2xssrm2, 2xsrm6 and 2lrm15 is a good combo...

#39 Xandergod

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Posted 15 May 2013 - 01:14 PM

I think people are missing the point of this thread. I'm not saying that the streak cat will be some unstoppable force of nature, but this patch will open up some new options for game play. Mainly, I'll be able to take out my A1 and not fear ECM lockdown. As a secondary line mech, the A1 is often susceptible to ECM scouts that slip by the front lines. I've sat in my mech, unable to fire anything, because some **** decided LRMs had no place in that match.

#40 Villz

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Posted 15 May 2013 - 09:51 PM

lol streak cats will be trash any1 who thinks a streak cats will be able to do anything than kill shot already cored out targets or maul lights and crapply armoured mediums is dillusional





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