Streaks Completely Worthless Now
#41
Posted 30 July 2013 - 01:45 AM
But they also need to have their lock on mechanism revised; players should need to reacquire lock after firing.
Otherwise, SSRMs will always be in a perpetual disbalance... i.e. they're too easy to use right now... and if they're worth a damn, then they're too good and everyone abuses them, or if they're not, they become ineffectual weapons that have only a niche role on the battlefield.
But if they represent an equivalent difficulty for players to use, just in a different manner (because reacquiring lock isn't always easy against lighter faster mechs, and also slows down the refire rate in general).
At minimum, you're guaranteeing reduced DPS from streaks because of target reacquisition; so players then get to make the call whether they want weapons that deal more DPS (SRMs) without the guarantee of hitting, or weapons that take longer to fire, but don't really waste ammo.
#42
Posted 30 July 2013 - 01:48 AM
Colonel Pada Vinson, on 30 July 2013 - 01:38 AM, said:
On the contrary, people will still use SRMs for higher damage.
SSRMs need to target only 5 locations (upper body parts minus the head) instead of 7.
I also welcome MW4 Streak system as it is viable and involves skill.
Zaptruder, on 30 July 2013 - 01:45 AM, said:
Reacquiring lock after each firing will make SSRMs even worse than what we have now as reacquiring adds significant time to weapon cooldown. Have fun trying to reacquire locks when there is enemy ECM around.
#43
Posted 30 July 2013 - 03:16 AM
People got used to Streaks being way too good. Now they are what they ought to be - a backup weapon that is only really effective agianst very light mechs that are hard to hit.
Of course their damage should go match the regular SRM so they do need a small boost.
But also you need to look ahead to clan techand SSRM6s - stuff 3-4 of them in a mech and what do you think is going to happen if they worked like they used to?
#44
Posted 30 July 2013 - 03:36 AM
You would do way better with every other Weapon as soon Hit Detection would work well.
Now we have a pathetic Weapon with SSRM.
#45
Posted 30 July 2013 - 03:42 AM
<sarcasm off>
I have been using lights most of the time and use SSRM mainly to soften up target.
But somewhat of a mute point given hit detection so off that they do any damage anyway.
#46
Posted 30 July 2013 - 04:08 AM
Yes the 2´s are weak and are really only good to scre away fleas and APC´s (and we don´t have any APC´s in this game.) but that will change. Why not prepare for that now so we might avoid streakaggedon 4 and 6?
#47
Posted 30 July 2013 - 04:30 AM
jakucha, on 29 July 2013 - 09:13 PM, said:
Agreed
They are not a difficult weapon to use. Therefor damage needs to be lower. When level of skill required for use increases, increase the damage. They hit random mech sections in tabletop as well. In MWO SRMs are manually aimed, requiring some level of skill, instead of missile hits being decided by a roll of the virtual dice.
Besides, they are an SSRM2. Do you use SRM2s? You dont hear people b_tching about how bad they are. When SSRM4s and 6s are available, SSRM2s will get shoved into the same closet as the rest of the gear in this game gets shoved into.
This subject needs to die in a fire. I find that people that b_tch about SSRMs are often the ones that use them the most, in other words, those that have the least skill....
#48
Posted 30 July 2013 - 04:37 AM
El Bandito, on 30 July 2013 - 01:48 AM, said:
Enemy ECM kills lock whether or not you have to reacquire. Also, I'm proposing a damage buff with a lock reacqusition mechanic; not nerfing it doubly.
#49
Posted 30 July 2013 - 05:11 AM
Colonel Pada Vinson, on 30 July 2013 - 01:38 AM, said:
the SSRM2 only wieghs 1.5 tons and is gaurenteed to hit. make them any better, and the SRM sucks again.
The SSRM2 weighs 1.5 tons and is guaranteed to hit... provided you are at really close range and have held the reticle over an enemy for several seconds, exposing your torso to counter-fire.
I took my brand new Sarah's Jenner for a spin in its base config last night. Tried it out. The Streaks were "nice" but felt kind of pointless, they did pretty much nothing against the armor of anything Heavy or higher and against other lights, it was next to impossible to get lock reliably or keep it even with the Beagle that comes stock, and the damage went anywhere but where it was needed.
No, I agree with others. The Streak SRM2 is currently a bit underpowered.
#50
Posted 30 July 2013 - 05:53 AM
#51
Posted 30 July 2013 - 06:00 AM
The people mounting 3 or 6 of them and using them to destroy heavy and assault mechs were pretty much exploiters. Think about it, 6 SSRM2 is equal in firepower to 2 SRM6. That's the same as a 30 ton Javelin, a little more than a stock Commando, or just the top half of a HBK-4SP.
OF COURSE it's going to take forever to kill anything with armor, because your armament is WEAK. The only reason they worked quickly before was the CT only seeking exploit. Now it's been fixed.
Edited by PanchoTortilla, 30 July 2013 - 06:03 AM.
#52
Posted 30 July 2013 - 07:18 AM
I equipped 3 SSRM2 and fired at a Commando from the front till he was dead.
After a few shots I noticed that not a single missile hit the LT or RT. The LT only took damage after the LA was gone.
Missiles seem to only hit LA, RA, CT, LL, RL.
Maybe someone can confirm?
#53
Posted 30 July 2013 - 07:35 AM
Kaldor, on 30 July 2013 - 04:30 AM, said:
I still use SRM2 in my Victor. I find it more useful than current garbage SSRM2.
Can't wait to laugh at all the SSRM6 fearmongers when SSRM6 turns out to be an inferior weapon--as long as current damage and tracking % stays.
Edited by El Bandito, 30 July 2013 - 07:37 AM.
#55
Posted 30 July 2013 - 08:56 AM
Frankly, I see this as an amazing opportunity for lights. They can now explore new builds and variants without feeling like they are putting themselves at a disadvantage against other lights. Rejoice: The shackles have been removed!
#56
Posted 30 July 2013 - 09:18 AM
El Bandito, on 30 July 2013 - 07:35 AM, said:
I still use SRM2 in my Victor. I find it more useful than current garbage SSRM2.
Can't wait to laugh at all the SSRM6 fearmongers when SSRM6 turns out to be an inferior weapon--as long as current damage and tracking % stays.
I actually agree with you on the SRM vs SSRM argument, except I would rather run a 4 unless youre that tight on tonnage.
SSRM4s and 6s will change the game. I would prefer they buff them at the point they arrive in game, rather than having them OP, and then getting nerfed. Myself, I wont use them, Ill stick with CSRMs.
#57
Posted 30 July 2013 - 10:31 AM
It's a SSRM-2. It fires 2 SRMs. It was WRONG that it was used as the main damage dealer just because it auto-hit and auto-hit the CT to boot. Now it's back where it should be, the second weakest missile weapon in the game.
#58
Posted 30 July 2013 - 10:42 AM
Master Q, on 30 July 2013 - 05:11 AM, said:
No, I agree with others. The Streak SRM2 is currently a bit underpowered.
Key points here. Would you take 2 SRM2 for anything heavier than a light/medium fight? unlikely. Same with the SSRM2 - except that you have the benefit of a lock on. vs lights the SSRM2 remains very useful, 3 SSRM are a great light deterent even with the nurf.
The SSRM4 and the SSRM6 will be much more useful against med/hvy/assault, and will hit significantly harder than the ssrm - which is like the small laser of missiles.
given that you have solid odds to leg or hit a torso with the SSRM2, in a light fight they remain very useful to cause cockpit shake and peel armour, but you can no longer rely on them to core your enemies every time.
the SSRM2 will however still hit the CT, and in fact the randomness can make it dumb luck, sometimes you hit CT, sometimes you get a leg. exploiting what is weakest is the name of the game now, not just "shoot the ct"
all that said, in theory one might think that adding in "if hovering over CT SSRM will guide to this point" is a good thing, but then aagain we will see the SSRM2 become just another CT coring gun and all cry because the CT goes down too fast again.
I myself have switched my commando 2D from 3 SSRM2 to 2 SRM4 &1 SRM2, and in both cases I find the mech viable - once as a light hunter/killer, with SRMS it struggles vs lights, but it loves tearing up bigger, slower mechs.
#60
Posted 30 July 2013 - 10:55 AM
Quote
Unless streaks tracking guidance and ability to maneuver is provided by magical fairies that 50% weight difference is rather spoken for.
I agree with other the damage is appropriate and allows for a better path to implement SSRM4s and 6s. SRMs have gained back the ability to be an effective weapon - an SRM2 is only a small amount of additional damage and not a primary weapon - a single SSRM2 should perform similarly. SSRM2s being self guided rockets able to follow and impact around corners, it's entirely appropriate that two to three SSRM2s are comparable in damage effectiveness to an SRM4 which has no guidance.
I also agree folks got way to used to the broken balance - SSRMs are still a hugely effective weapon as an additional damage source. No changes are needed.
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