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Streak Damage Buff?


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#1 VitaminAcid

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Posted 20 August 2013 - 01:21 PM

why were streaks given a damage buff but not normal srms? or atleast to the same ratio, why are streaks actually more damage than srms. i dont understand the logic behind this. you could say it's cause you need a lock, but that also makes them hit nearly 100% of the time, you could say it was cause of srm6 cats, but the Alpha Strike heat increase definitely would've fix that. im just confused...

#2 stjobe

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Posted 20 August 2013 - 02:03 PM

Hell, I can't understand half the weapon balance in this patch.
The auto-aim SSRM-2 gets a damage buff to where it's more damaging than any other SRM.
The manually aimed SRM-2 doesn't, meaning it's harder to hit with and does less damage than the SSRM-2.
The already powerful UAC/5 gets a major, major buff. Did it really need one?
The rather weak but situationally powerful MG gets a nerf, again making it hard to justify in lower mounts than four.

I guess all those MGs didn't give the poor 2xPPC+Gauss builds enough of a chance to win, so it needed to be nerfed.

#3 Levi Porphyrogenitus

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Posted 20 August 2013 - 02:08 PM

I'm quite surprised that the SSRM2 got such a large damage boost. I fully expected them to go to 2.0 like the SRMs.

I also didn't expect to see any further damage changes to either SRMs or SSRMs until hit registration was working properly again, so that they could balance based on true performance rather than temporary buggy performance.

As for the UAC5, now that it jams less, how about equalizing its RoF with the standard AC5? Either nerf the UAC5 RoF or buff the AC5 RoF.

#4 NRP

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Posted 20 August 2013 - 02:11 PM

This is great. Streaks sucked really hard before, now they should be worthwhile. They might even be able to slightly damage a Spider now.

And stop crying for a nerf already, you idgits. We finally get a weapon system to counter the scary boogyman "PPC+Gauss" weapon system, and all you can do is cry?

Edited by NRP, 20 August 2013 - 02:14 PM.


#5 AC

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Posted 20 August 2013 - 02:13 PM

Back to spatcats.... lovely...

#6 DONTOR

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Posted 20 August 2013 - 02:14 PM

why would u ask this now when srms were .5 damage more pre patch? the SSRMs spread their damage and thus need more damage to even be remotly effective. I didnt see it coming but i am glad they increased the damage 1.5 was pitiful.

#7 stjobe

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Posted 20 August 2013 - 02:18 PM

View PostDONTOR, on 20 August 2013 - 02:14 PM, said:

why would u ask this now when srms were .5 damage more pre patch? the SSRMs spread their damage and thus need more damage to even be remotly effective. I didnt see it coming but i am glad they increased the damage 1.5 was pitiful.

Because you don't have to aim streaks. They can fire at targets behind you. And now they're also more powerful than regular SRM-2s - which you have to aim, and can only fire forwards.

It makes no sense at all to make the easier to use weapon more powerful. In fact, it's pants-on-head ********.

#8 KharnZor

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Posted 20 August 2013 - 02:21 PM

View PostNRP, on 20 August 2013 - 02:11 PM, said:

This is great. Streaks sucked really hard before, now they should be worthwhile. They might even be able to slightly damage a Spider now.

And stop crying for a nerf already, you idgits. We finally get a weapon system to counter the scary boogyman "PPC+Gauss" weapon system, and all you can do is cry?

What is this? I don't even...

#9 Lefty Lucy

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Posted 20 August 2013 - 02:21 PM

Even though normal SRMs have spread, at least you can choose where you aim. Streaks do not have this capability. While I think normal SRMs definitely still need a bit of a damage buff, the idea of streaks doing a bit more is fine.

#10 Asakara

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Posted 20 August 2013 - 02:24 PM

View Poststjobe, on 20 August 2013 - 02:18 PM, said:

Because you don't have to aim streaks. They can fire at targets behind you. And now they're also more powerful than regular SRM-2s - which you have to aim, and can only fire forwards.

It makes no sense at all to make the easier to use weapon more powerful. In fact, it's pants-on-head ********.


They can fire behind you? What? So my SSRM on the front of my mech can lock-on and fire at a target directly behind me? Is that what you are saying?

#11 ghos t in the shel l

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Posted 20 August 2013 - 02:24 PM

Increasing streak missile damage seems feasible to me, considering they are one of the worst weapons in the game at the moment, imo.

#12 stjobe

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Posted 20 August 2013 - 02:24 PM

View PostKharnZor, on 20 August 2013 - 02:21 PM, said:

What is this? I don't even...

Didn't you know? Streaks are the hard counter to 2xPPC+Gauss.

They tried to use the MG first, but it got so bad the poor 2xPPC+Gauss builds didn't stand a chance to win, so they nerfed the MG again.

#13 NRP

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Posted 20 August 2013 - 02:25 PM

View PostKharnZor, on 20 August 2013 - 02:21 PM, said:

What is this? I don't even...

I was referring to the subsequent comment to nerf UAC/5s. Should have been more clear about that.

#14 KharnZor

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Posted 20 August 2013 - 02:34 PM

View PostNRP, on 20 August 2013 - 02:25 PM, said:

I was referring to the subsequent comment to nerf UAC/5s. Should have been more clear about that.


:D lol yea you should've been

#15 stjobe

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Posted 20 August 2013 - 02:36 PM

View PostAsakara, on 20 August 2013 - 02:24 PM, said:

They can fire behind you? What? So my SSRM on the front of my mech can lock-on and fire at a target directly behind me? Is that what you are saying?

No, it cannot lock on behind you, but if you already have a lock it can indeed fire missiles straight out your back at an enemy behind you. Target decay module works wonders for this.

#16 Devilsfury

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Posted 20 August 2013 - 02:38 PM

*** take from my post***
Believe me. SSRM's are still complete {Scrap}, even with the buff. People that say other wise are trolls or delusional. I put 5 streaks on my Kit and shot a Jenner that was running out in the open with 5 full volleys and 3-4 full shots with 2 med lasers. His armor goes yellow all over but notthing comes off or even turns red. By the way, has anyone noticed that even with BAP that it takes sometimes 4-7 seconds of time on a mech for it to lock? WTH?

#17 Victor Morson

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Posted 20 August 2013 - 02:40 PM

View Poststjobe, on 20 August 2013 - 02:03 PM, said:

The auto-aim SSRM-2 gets a damage buff to where it's more damaging than any other SRM.


It auto-aims to random locations so yeah, yeah it did.

#18 stjobe

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Posted 20 August 2013 - 02:44 PM

View PostVictor Morson, on 20 August 2013 - 02:40 PM, said:


It auto-aims to random locations so yeah, yeah it did.

The manual-aim SRM-2 isn't exactly known for its pin-point accuracy. In fact, the spread is more or less random - and it can miss completely, something the SSRM-2 cannot (short of flying into obstacles, which the SRM-2 can as well).

#19 Lightfoot

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Posted 20 August 2013 - 02:45 PM

Why?, because SSRMs use a damage target roll now and SRMs use an aimed shotgun blast.

I think SSRMs are the only weapon where the computer picks random hit locations from a weighted list.

Also, no one was using SSRMs and they should be, cuts down on Gauss+PPC numbers, etc.

I tested the old SSRMs and fired over 100 missiles at a Jenner and didn't even strip a section of armor, so pretty bad.

#20 Victor Morson

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Posted 20 August 2013 - 02:47 PM

View Poststjobe, on 20 August 2013 - 02:44 PM, said:

The manual-aim SRM-2 isn't exactly known for its pin-point accuracy. In fact, the spread is more or less random - and it can miss completely, something the SSRM-2 cannot (short of flying into obstacles, which the SRM-2 can as well).


Thus the niche for an SSRM-2. It doesn't change the fact that SPL are better for anti-light combat or that regular SRMs are better for hitting anything that's over 40 tons accurately.

By contrast I land every single missile from my 3xSRM6 Cent 9A on the same location very, very often.





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