Currently, SSRMs enjoy a glitchy locking system and the ability to fire at any angle from the equipped mech, and turn at excessive rates to strike targets.
In order to be balanced and not appear to deal excessive damage despite supposedly solid mechanics, SSRMs need to eventually fire in the direction of their mounting and have a fixed turn rate, requiring the target to either be within the lock reticule or miss.
The reason this needs to be so, is that unlike LRMs, SSRMs completely circumvent any form of dodging other than being lucky enough to get under cover. On many maps, this is impossible when the other player is in a Light. Currently, the Light game is dominated by SSRMs to the point that non-streak mechs will lose to streaked mechs 9/10 times, simply because dodging or getting behind them serves no purpose when the streaker is even remotely capable of piloting.
Good work PGI, keep it up.


Instate Ssrm Max Turn-Rates
Started by TheFlyingScotsman, May 28 2013 02:28 PM
9 replies to this topic
#1
Posted 28 May 2013 - 02:28 PM
#2
Posted 28 May 2013 - 02:29 PM
Institute max whining rates.
You could say the same damn thing about splas- they're hard to dodge because they get used up close...
You could say the same damn thing about splas- they're hard to dodge because they get used up close...
#4
Posted 28 May 2013 - 02:43 PM
SSRMs fire up close in MW:LL can be dodged with skill and hitting them thus requires more thought process than shoot and forget...because they're better balanced.
#5
Posted 28 May 2013 - 02:46 PM
ever seen a streak cat looking into your soul?
#6
Posted 28 May 2013 - 03:11 PM
TheFlyingScotsman, on 28 May 2013 - 02:28 PM, said:
Currently, SSRMs enjoy a glitchy locking system and the ability to fire at any angle from the equipped mech, and turn at excessive rates to strike targets.
In order to be balanced and not appear to deal excessive damage despite supposedly solid mechanics, SSRMs need to eventually fire in the direction of their mounting and have a fixed turn rate, requiring the target to either be within the lock reticule or miss.
The reason this needs to be so, is that unlike LRMs, SSRMs completely circumvent any form of dodging other than being lucky enough to get under cover. On many maps, this is impossible when the other player is in a Light. Currently, the Light game is dominated by SSRMs to the point that non-streak mechs will lose to streaked mechs 9/10 times, simply because dodging or getting behind them serves no purpose when the streaker is even remotely capable of piloting.
Good work PGI, keep it up.
In order to be balanced and not appear to deal excessive damage despite supposedly solid mechanics, SSRMs need to eventually fire in the direction of their mounting and have a fixed turn rate, requiring the target to either be within the lock reticule or miss.
The reason this needs to be so, is that unlike LRMs, SSRMs completely circumvent any form of dodging other than being lucky enough to get under cover. On many maps, this is impossible when the other player is in a Light. Currently, the Light game is dominated by SSRMs to the point that non-streak mechs will lose to streaked mechs 9/10 times, simply because dodging or getting behind them serves no purpose when the streaker is even remotely capable of piloting.
Good work PGI, keep it up.
THE QQ is STRONG in this 1 LOL
#7
Posted 28 May 2013 - 03:34 PM
but yeah they need to change the flight behavior somehow. By restricting its turn rate, especially in the time when just leaving the missile pods.
Also need to add an expiration time, after which it explodes. (should be equivalent to the time it takes sSRMs to travel 270m). This way if you dodge the missle for long enough, it will expire and do no damage to you.
even realistically, its very hard for missiles to change velocity like that when shooting out the mount, especially if it still needs to accelerate to full speed right after launch.
kind of off topic.but i've seen sSRMs orbiting around smaller faster mechs, its pretty funny to watch.
Also need to add an expiration time, after which it explodes. (should be equivalent to the time it takes sSRMs to travel 270m). This way if you dodge the missle for long enough, it will expire and do no damage to you.
even realistically, its very hard for missiles to change velocity like that when shooting out the mount, especially if it still needs to accelerate to full speed right after launch.
kind of off topic.but i've seen sSRMs orbiting around smaller faster mechs, its pretty funny to watch.
Edited by Tennex, 28 May 2013 - 03:40 PM.
#8
Posted 28 May 2013 - 03:42 PM
…
How's about we boost the Streaks velocity, trash it's ability to turn, and, with Host-State Rewind, have the thing veto launches that would miss?
Still want to know what a Targeting Comp will "look" like …
How's about we boost the Streaks velocity, trash it's ability to turn, and, with Host-State Rewind, have the thing veto launches that would miss?
Still want to know what a Targeting Comp will "look" like …
#9
Posted 28 May 2013 - 03:43 PM
Agreed. Streaks need both a maximum flight distance and a cap on their maximum turn rate. Having them occasionally target a location other than the CT would help too.
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