Once again lets examine a post and point out the flaws:
Nikijih, on 19 May 2013 - 02:17 PM, said:
That being said, I want to adress the second half of your sentence: you are wrong.
1) zig zagging can make SSRM tagging quite hard. It requires a solid 3-4 seconds of target hovering to get a lock on lights without a TAG. Dont give him that.
This is full of so many holes I don't know where to start. How about the middle. Zig Zagging does nothing, you are not trying to use your weapons to actually hit the mech itself, you are locking on to a box sized outline of a mech. Magically easy. And it's 2 seconds btw, but lets take your "Suggestion" and call it fact. Even if you can dodge the willy nilly out of him this isn't counter play.
Picture counter play like a chess match, he makes his move and then you make your move. The above is having your bishop spend the length of the match running away from his queen. It isn't an answer it's only delay'n the inevitable.
Your not actually involved your just avoiding engagement.
How does this differ from someone with lasers or ballistics?
The more time you spend being evasive the harder it is to hit, the more time you spend being precise with your shots the more accurate you are. It's like a slider bar, you go full evasive (dodge, turn torso, ect ect) when it's their turn to fire and slow down to plant your shots when they go full evasive. That's counter play.
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2) Cover. You see someone with SSRM behind ya? Turn the first corner you see. Not only will it make him loose the tag or interrupt the missile's path, but when used well in conjonction with zig-zagging it can make tagging nearly impossible for longuer than 2-3 seconds at a time.
Once again your advice is: don't get locked up by streaks..... (=|
The only way not to get locked up by streaks is to not play the game. It's going to happen, you can run as long as you like but once again that's not good counter play your just running away from the engagement instead of being involved in it.
As I mentioned in the previous post once he has lock he only needs to occasionally have LOS every 3.5 secs to maintain that lock, the rest of the time he just holds down the trigger.
I'll say this again:
If SSRM'***** a building, that is not skill on your part.
That is lazyness on my part because I am holding down the button and don't give a XXXX.
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3) dead angles. If you are faster than him, then all you have to do is stay in his back. Most mechs with missiles have them hooked on the Torsos and not the arms, meaning that you are also untaggable from the sides.
1+2+3 = your counter to SSRMs.
There is no dead angle. Even the fastest mechs versus the slowest mechs can only stay with in a targets rear arc for a few moments at best, and as I said above once he has lock (2 secs) it takes almost zero effort to maintain it. (Touch yer mech with my cursor once every 3.5 secs)
So your advice boils down to:
1. Don't get locked up by streaks by running away.
2. Don't get locked up by streaks by putting a building between you.
3. Don't get locked up by streaks by being out of their LOS.
None of this helps a person against streaks.
What helps a person against Lasers, ballistics, SRM's and LRMs
Evasion - changing elevation, going over rough terrain, jump jetting these all help generate a miss or minimize the amount of damage, like lasers you have to stay on target to deal the full damage.
Torso Rolling - This helps a lot in the case of Lasers in that you can spread his damage out over several locations, it helps a lot in the case of Direct fire weapons in that you can minimize where you don't want to be hit.
Minimum Ranges / Maximum Ranges - You know em, get under them or get over them.
Weapon Speeds - Changing throttle controls can make a person overshoot or undershoot depending on how slow the projectile is.
Mech Locations - Some mechs arms ride low by having higher elevation you can make their ***** hit the dirt, some mechs have horrible vertical torso pitch, being above or below them limits their options.
All of these things are options you can utilize to minimize or avoid damage.
With Streaks doing any of the above doesn't help you.
Evasion - Once they have lock on your missiles don't miss. The guy firing them can be lazy and launch them into cover but it's not evasion on your part. Torso Rolling - Seems like it would work but bug right now where they always tag the Torso's and always do full damage. You can't minimize it at all. Weapon Speeds - It has zero missile agility which means it does instant turns out of the launcher, you don't need LOS just lock on. Min/max - Projectile still fires to fast to out run it. Mech Locations - Missile agility means it doesn't matter where it's fired from it's going to track you.
These are all issues of why Streaks are a bad weapon because they lack counter play.