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Revise Streak Srms


69 replies to this topic

Poll: Revise Streaks? (56 member(s) have cast votes)

Do you like Option A?

  1. Yes. (13 votes [23.21%])

    Percentage of vote: 23.21%

  2. No, but they do need to be revised. (14 votes [25.00%])

    Percentage of vote: 25.00%

  3. Streaks are fine as they are. (29 votes [51.79%])

    Percentage of vote: 51.79%

Do you like Option B?

  1. Yes. (10 votes [17.86%])

    Percentage of vote: 17.86%

  2. No, but they do need to be revised. (17 votes [30.36%])

    Percentage of vote: 30.36%

  3. Streaks are fine as they are. (29 votes [51.79%])

    Percentage of vote: 51.79%

Do you like Option C?

  1. Yes. (4 votes [7.14%])

    Percentage of vote: 7.14%

  2. No, but they do need to be revised. (23 votes [41.07%])

    Percentage of vote: 41.07%

  3. Streaks are fine as they are. (29 votes [51.79%])

    Percentage of vote: 51.79%

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#1 Bhael Fire

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Posted 05 August 2013 - 06:02 PM

Streak SRMs are practically useless. I really despise that that the missiles arbitrarily pick a random bone on the mech to target. They really aren't worth their tonnage and crit space now.

I mean, I understand why they were nerfed; back in the old days they were a nightmare because they practically went dead center on the torso for pinpoint damage. But now, it takes about 40 volleys to take down a puny little Commando in Testing Grounds. That seems a little absurd.

So, instead of randomly picking a location on the mech to lock onto, I propose two different ideas to make more useful without making them overpowered:

Option A: Soft Lock
Streak missiles could be guided by a "soft" lock. That is, they will gradually move toward wherever the reticle is aimed at. This removes the "fire and forget" element, but also gives players a means to control the missile's flight path, being able to make small corrections in their course to allow for better accuracy than standard SRMs.

Option B: Reduce Cooldown
If a soft lock is not feasible, then at least reduce their cooldown by half so that it doesn't take those 40 volleys as long to do their work on that Commando. Because right now, depending on how many Streaks you have and how you have them grouped, it can take upwards of 2.33 minutes to wear down that little twerp. By then, they could have eviscerated you twice over with lasers.

Option C: Both
If both options prove to be not quite enough by themselves individually, then implement them both.

Edited by Bhael Fire, 05 August 2013 - 08:10 PM.


#2 El Bandito

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Posted 05 August 2013 - 06:07 PM

Just use SSRM targeting mechanic from Mechwarrior 4.

Can target individual parts and require skill.

And no stupid lock-on mechanic.

Edited by El Bandito, 05 August 2013 - 06:16 PM.


#3 Sephlock

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Posted 05 August 2013 - 06:12 PM

Nope, they're "fine" as is. They're "finally balanced".

The ignorant masses have spoken.

http://mwomercs.com/...05#entry2625705

#4 Levi Porphyrogenitus

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Posted 05 August 2013 - 06:12 PM

The new Streak guidance system works great, and should be adapted for LRMs as well (they should cluster in groups of 5 missiles that center on the "bone" they are targeting, with Artemis IV tightening the cluster by a good bit).

What SSRMs need is for their damage to be bumped up (2.0, matching standard SRMs) now that their guidance is working correctly. They might also suffer from the borked hit detection that seems to be affecting the other missile types (especially standard SRMs), so once that's fixed they may see a boost in effectiveness.

As for CD on SSRMs, they should fire more slowly than the standard equivalent launcher. I prefer a half second longer reload timer. So with the current 3s, 3.5s, 4s cd setup for the three SRM launchers, the SSRMs would be at 3.5s, 4s, and 4.5s.

#5 Bhael Fire

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Posted 05 August 2013 - 06:17 PM

View PostEl Bandito, on 05 August 2013 - 06:07 PM, said:

Just use SSRM targeting mechanic from Mechwarrior 4.

Can target individual parts and require skill.

And no stupid lock-on mechanic.


That's Option A.

#6 Sephlock

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Posted 05 August 2013 - 06:17 PM

View PostLevi Porphyrogenitus, on 05 August 2013 - 06:12 PM, said:

The new Streak guidance system works great, and should be adapted for LRMs as well (they should cluster in groups of 5 missiles that center on the "bone" they are targeting


Whatever you say, Kotomi



Quote

What SSRMs need is for their damage to be bumped up (2.0, matching standard SRMs) now that their guidance is working correctly.


It'd need to be a bigger boost than that, considering the fact that they won't stop targeting an already-destroyed leg (as specifically stated in patch notes).

And why lower the rate of fire?

#7 Unbound Inferno

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Posted 05 August 2013 - 06:19 PM

Something does need to be done, but not those options.

They are almost fine, but heading in the right direction.

Assuming we ger Streaks to match other SRM damage, add a corrected splash effect taht was once hinted at, then maybe they'll fit in.

Right now, its pathetic - but that targeting locations as they have it now is a possible right direction.
Personally I'd also adjust the % numbers to favor CT a hare more than now, add splash and 2 damage and that should do it.

#8 Ecrof

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Posted 05 August 2013 - 06:25 PM

Wow has some one been giving free lobotomies? Streaks are fine. lol

Edited by Ecrof, 05 August 2013 - 06:26 PM.


#9 El Bandito

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Posted 05 August 2013 - 06:28 PM

View PostBhael Fire, on 05 August 2013 - 06:17 PM, said:

That's Option A.


No, MW4 SSRMs were mostly fire-and-forget. If I aimed at a mech's leg and fire, it will try to hit that leg even if I move the cursor away. It is balanced by having no target decay time. You have to reacquire target everytime you move away the cursor.

View PostEcrof, on 05 August 2013 - 06:25 PM, said:

Wow has some one been giving free lobotomies? Streaks are fine. lol


You need lobotomy.

Edited by El Bandito, 05 August 2013 - 06:29 PM.


#10 Bhael Fire

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Posted 05 August 2013 - 06:37 PM

View PostEcrof, on 05 August 2013 - 06:25 PM, said:

Wow has some one been giving free lobotomies? Streaks are fine. lol


You obviously don't use them. :)

I'm sorry but it should NOT take 40 volleys of SSRM/2s (that's 80 missiles) to take down a tiny little Commando that is sitting perfectly still.

Something is wrong with that.

#11 80sGlamRockSensation David Bowie

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Posted 05 August 2013 - 06:38 PM

View PostEl Bandito, on 05 August 2013 - 06:28 PM, said:


No, MW4 SSRMs were mostly fire-and-forget. If I aimed at a mech's leg and fire, it will try to hit that leg even if I move the cursor away. It is balanced by having no target decay time. You have to reacquire target everytime you move away the cursor.



It also mean you had to actually AIM at what you wanted the streaks to hit. Not just have the reticule in the general direction of the locked mech.

#12 Ecrof

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Posted 05 August 2013 - 06:40 PM

View PostBhael Fire, on 05 August 2013 - 06:37 PM, said:


You obviously don't use them. :)

I'm sorry but it should NOT take 40 volleys of SSRM/2s (that's 80 missiles) to take down a tiny little Commando that is sitting perfectly still.

Something is wrong with that.


Streaks are junk they need some sort of buff.

#13 One Medic Army

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Posted 05 August 2013 - 06:43 PM

View PostBhael Fire, on 05 August 2013 - 06:37 PM, said:

You obviously don't use them. :)

I'm sorry but it should NOT take 40 volleys of SSRM/2s (that's 80 missiles) to take down a tiny little Commando that is sitting perfectly still.

Something is wrong with that.

It takes those same 40 volleys if the commando is jumping all over the place like a madman and you can't hit it with any of your actual weapons.
Or if he's sitting still, you hit him once or twice with a big weapon, and watch as your streaks finish off that section after the commando sees you and starts dodging like mad.

Streaks are no more a primary weapon than an SRM2. Period. If you can reliably hit things with an SRM2 then it's better to take it since it weighs less and doesn't require a lock.

#14 Bhael Fire

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Posted 05 August 2013 - 06:44 PM

View Postmwhighlander, on 05 August 2013 - 06:38 PM, said:



It also mean you had to actually AIM at what you wanted the streaks to hit. Not just have the reticule in the general direction of the locked mech.


That's why I suggest Option A. Instead of locking on, then firing, then forgetting...you'd actually have to keep the reticle on target on the spot you want to missiles to land. It would require a LOT more skill than they do now....AND they would actually be useful.

#15 One Medic Army

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Posted 05 August 2013 - 06:46 PM

View PostBhael Fire, on 05 August 2013 - 06:44 PM, said:

That's why I suggest Option A. Instead of locking on, then firing, then forgetting...you'd actually have to keep the reticle on target on the spot you want to missiles to land. It would require a LOT more skill than they do now....AND they would actually be useful.

I'm all for streaks requiring some skill to use, like they were before they got 100% hit and super turn radius.

#16 El Bandito

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Posted 05 August 2013 - 06:48 PM

View PostBhael Fire, on 05 August 2013 - 06:44 PM, said:

That's why I suggest Option A. Instead of locking on, then firing, then forgetting...you'd actually have to keep the reticle on target on the spot you want to missiles to land. It would require a LOT more skill than they do now....AND they would actually be useful.


But it is a different mechanic. I suggest you to put it (the MW4 mechanic) as option 3. :)

Edited by El Bandito, 05 August 2013 - 06:48 PM.


#17 Bhael Fire

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Posted 05 August 2013 - 06:57 PM

View PostOne Medic Army, on 05 August 2013 - 06:43 PM, said:

It takes those same 40 volleys if the commando is jumping all over the place like a madman and you can't hit it with any of your actual weapons.


Oh jeebus crispy crunch no...if that little freak was moving around, it'd take almost twice that amount...even with guided lock. With how slow the missiles fly, every other volley seems to miss (or partially miss) fast moving targets (regardless if HSR is working or not).

Streaks are garbage. At least for a primary short range weapon. They need to be revised.

#18 Joseph Mallan

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Posted 05 August 2013 - 07:01 PM

View PostBhael Fire, on 05 August 2013 - 06:57 PM, said:


Oh jeebus crispy crunch no...if that little freak was moving around, it'd take almost twice that amount...even with guided lock. With how slow the missiles fly, every other volley seems to miss (or partially miss) fast moving targets (regardless if HSR is working or not).

Streaks are garbage. At least for a primary short range weapon. They need to be revised.

In Universe, Streaks are a Supplemental weapons not a Primary. They are for finishing off a weakened enemy with guaranteed hits.

#19 El Bandito

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Posted 05 August 2013 - 07:05 PM

View PostJoseph Mallan, on 05 August 2013 - 07:01 PM, said:

In Universe, Streaks are a Supplemental weapons not a Primary. They are for finishing off a weakened enemy with guaranteed hits.


Except they are NOT GUARANTEED HITS. Not on the weakened enemy parts, anyway. Oh look, Jager with red side torso--too bad your triple SSRM2 chose to hit anywhere but the exposed part. You are better off with Triple SRM2 in such situation.

Not to mention SSRMs tend to derp around and hit already destroyed parts thus making it even more worthless, thanks to PGI.

This is why I am advocating the MW4 tracking for SSRMs.

Edited by El Bandito, 05 August 2013 - 07:09 PM.


#20 Joseph Mallan

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Posted 05 August 2013 - 07:08 PM

View PostEl Bandito, on 05 August 2013 - 07:05 PM, said:


Except they are NOT GUARANTEED HITS. Not on the weakened enemy parts, anyway. Oh look, Jager with red side torso--too bad your triple SSRM2 chose to hit anywhere but the exposed part. You are better off with SRM2 in such situation.

Not to mention SSRMs tend to derp around and hit already destroyed parts thanks to PGI.

Happened on TT also.

BattleTech truism;
I have stripped the CT now watch me hit every other location instead.





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