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Please Just Remove Ssrm's Until You Find A Proper Mechanic For Them.


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#181 Deathlike

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Posted 02 October 2013 - 02:43 PM

View PostPEEFsmash, on 02 October 2013 - 02:25 PM, said:

The biggest problem I have with them, unsurprisingly, is that they are a weapon that is ONLY GOOD AGAINST LIGHTS (and a couple mediums). Where are the weapon systems that only crush assault mechs?


These would be called SRMs, except they can only poke mechs at the moment.

#182 Farpenoodle

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Posted 02 October 2013 - 02:44 PM

For the record, I think streaks could stand to be nerfed. Same damage as regular SRMs because that only makes sense. And a tracking nerf. Because as hilarious as it is to see Streak missiles circle in a ring around a Spider at 700kph, it's kinda ********.

#183 PropagandaWar

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Posted 02 October 2013 - 02:46 PM

View PostTexAss, on 02 October 2013 - 01:30 PM, said:



lmao I was intrial grounds yesterday same map. 5 med lasers 2 srm4s one shot dragon in back it died (ill give it criticle) walked up to spider 4+ with hunch at spider and one didnt register at all.

#184 Bront

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Posted 02 October 2013 - 02:46 PM

View PostKunae, on 02 October 2013 - 02:01 PM, said:

Yes, they do, unless the light mech can put an obstacle between in the quarter second travel time.

Streaks are not the only option, this is the fallacy that has persisted because of broken mechanics. Once PGI fixes the few broken things on one or two chassis, plus HSR, it's going to be suicide to run a light.

Already, lasers and ballistics tear up the non-broken lights. And it will only get worse for them.


AMS can knock a streak down. It's rare, but it does happen.

#185 Kunae

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Posted 02 October 2013 - 02:48 PM

View PostFarpenoodle, on 02 October 2013 - 02:44 PM, said:

For the record, I think streaks could stand to be nerfed. Same damage as regular SRMs because that only makes sense. And a tracking nerf. Because as hilarious as it is to see Streak missiles circle in a ring around a Spider at 700kph, it's kinda ********.

It's like they've got a lighted Hula-Hoop. :P

May be NSFW, for some.
Spoiler

And yes... there was actually a lighted Hula-Hoop in that video. :D

View PostPropagandaWar, on 02 October 2013 - 02:46 PM, said:

lmao I was intrial grounds yesterday same map. 5 med lasers 2 srm4s one shot dragon in back it died (ill give it criticle) walked up to spider 4+ with hunch at spider and one didnt register at all.

Yeah, saw that.

Good catch.

Edited by Kunae, 02 October 2013 - 02:54 PM.


#186 NocturnalBeast

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Posted 02 October 2013 - 02:48 PM

View PostFarpenoodle, on 02 October 2013 - 02:44 PM, said:

For the record, I think streaks could stand to be nerfed. Same damage as regular SRMs because that only makes sense. And a tracking nerf. Because as hilarious as it is to see Streak missiles circle in a ring around a Spider at 700kph, it's kinda ********.


I am ok with this as long as they put knockdowns / collisions back in, fix broken hit boxes and SRM HSR.

#187 Kunae

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Posted 02 October 2013 - 02:50 PM

View PostEd Steele, on 02 October 2013 - 02:48 PM, said:

I am ok with this as long as they put knockdowns / collisions back in, fix broken hit boxes and SRM HSR.

Ah, the hope of every sane man... :P

#188 Dan Nashe

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Posted 02 October 2013 - 02:54 PM

SSRMs are good at 2.5.

First of all, it's a hard point and SSRM 4s and 6s are not in the game.
So those are apples and oranges.

3 SRM2s weigh: 3 tons. Because you don't get artemis for SRM2s.
3 SSRM2s weigh 6 tons. Because you cannot run SSRMs effectively without beagle.

Against a slow medium, heavy or assault mech,
SRM2: 4 damage to the CT.
SSRM2: 1/7 x 5 = .63 damage to the CT.

More reasonably:
Or, even being extraordinarily optimistic, SSRMs do 5/7 x 5 = 3.5 damage to meaningful locations (non-arms). SRM2s do 4 damage.

No, on a MEDIUM mech, which can easily afford the tonnage for 4 SRM4s and an SRM2:
18 x 2 = 36 damage
SSRM2: 10 x 2.5 = 25 damage.

Huh, SSRMs lose again.

SSRMs let a pilot do damage spread over an entire enemy fast mech.
That is worth it if you can't hit a specific location because you're not good enough, or you frequently miss.

Finally, let's point out that AMS will shoot down streaks.
So if your light mech shoots two SSRM2s at my light mech, I'll get hit by at most 3.

Now, let's compare the Kintaro to my medium mech that goes over 120 kph:
4 MLs, 2 SRM4As.
Damage: 36

5 SSRM2s: 25 max.

Hmm, SSRM boat is still losing.
Except against light mechs without ECM or light mechs with ECM that get within 150 meters.
Any decent light mech runs at least 136, and 150 with speed tweak.

Now, I can hit mechs at that range with an AC20.
And I can mount an AC20 on a mech that goes 90 kph with 3 MLs as backup.
The Kintaro with 5 SSRMs is a mech that's very good at one thing: killing light mechs at close range if you're a mediocre or bad pilot who can't hit light mechs.

What the Kintaro can't do is beat my hunchback in a fight. Because I could care less about damage to my arms and legs, it's not like that's going to be what kills me, and one of my torsos is expendable. So good luck dealing 5 damage to my CT every volley and winning. . .

My Centurian with 3 SRM6s and 2 MLs would murder the kintaro IF I have enough skill to hit with the SRMs. Some pilots do, some pilots don't.

I actually do not own a kintaro, I have played a lot in my light mechs recently (just mastered 3 jenners), and I personally like the Streak-Kintaro. It is a mech that has a specific role it does well but is simply not going to win a game. And I am confident TWO spiders can probably beat an equally skilled Kintaro streak boat.

So, TL;DR, streaks are fine at 2.5 even if hit detection is fixed, because streaks replace difficulty hitting with complete lack of control over hit location. They're a tradeoff.

At 2.0, they will never be worth taking on a non-light. And will be questionable at best on a light. Keeping in mind that a Medium Laser is 5 damage for 1 ton and 1 hard point and some jenners have 6 energy slots. The hunchback 4sp even has 5 MLs.
[2 SSRM2, 5 ML, 275 standard engine, fun build. Will annihilate streak Kintaro one on one, will do more damage to lights if piloted by a skilled pilot or against badly positioned lights. And can hurt things out to 500 meters without any risk of jamming].

#189 stjobe

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Posted 02 October 2013 - 02:54 PM

View PostEd Steele, on 02 October 2013 - 02:48 PM, said:

I am ok with this as long as they put knockdowns / collisions back in, fix broken hit boxes and SRM HSR.

I don't think anyone would say no to those.

Except for maybe knockdowns, which would have to be completely remade compared to the broken griefing tool we had in closed beta.

#190 Kunae

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Posted 02 October 2013 - 02:58 PM

View PostDanNashe, on 02 October 2013 - 02:54 PM, said:

<snip>

Your justifications are irrelevant. It isn't about the alpha-damage, it's about the auto-hit.

You still have to aim your lasers, SRMs, and AC20's. You don't have to with SSRMs. And most lights don't have the tonnage for AMS, and it's pointless anyway when you've got 10 lightning-fast SSRMs coming in at you.

#191 M4NTiC0R3X

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Posted 02 October 2013 - 02:58 PM

View PostBlackIronTarkus, on 02 October 2013 - 11:55 AM, said:

Command console.

No use, ingame since forever, game is released, still no use... and you expect them to remove something? Yeah right.


Game is not release until command console commands. :P

(not to troll, I used streaks (on a lot of chassis) right on up to the 1.5 damage nerf.. they are great for hunting lights and mediums which is what I love to do but if you run into a [srs bsns] team streaks won't get you far as your main weaponry, well they might but only luckily.)

Edited by M4NTiC0R3X, 02 October 2013 - 03:02 PM.


#192 Kunae

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Posted 02 October 2013 - 03:00 PM

View Poststjobe, on 02 October 2013 - 02:54 PM, said:

I don't think anyone would say no to those.

Except for maybe knockdowns, which would have to be completely remade compared to the broken griefing tool we had in closed beta.

I dunno about you, but I'd have preferred that they keep the broken griefing tool in, rather than taking it out completely. Not having it from OB start, and beyond, has created multiple generations of skill-less light pilots, which then generates hostility towards the class in general.

#193 NocturnalBeast

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Posted 02 October 2013 - 03:06 PM

View Poststjobe, on 02 October 2013 - 02:54 PM, said:

I don't think anyone would say no to those.

Except for maybe knockdowns, which would have to be completely remade compared to the broken griefing tool we had in closed beta.


Only thing broken was the weight / damage not scaling properly (i.e. Dragon bowling).

#194 Zordicron

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Posted 02 October 2013 - 03:06 PM

Not sure if serious....

I mean, not 5 minutes ago I was reading some thread where forumites were all "LOLKINTARO" and a couple nights ago I had my Streak Cat out (named LULZ) and got told by one of the enemy players I had been trolling "That's your loadout? CHANGE"

People have been all about how bad streaks are since the targeting change, and how poor Kintaros are because of the hitbox or whatever. So now we have a thread saying bad kintaros with bad weapons are OP.

LOL

Ah well, bads are bad I guess. Funny how I do fairly well and have lots of fun running in bad mechs with bad weapons all the time.

#195 Monky

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Posted 02 October 2013 - 03:10 PM

I am in a light mech. I am faster than a any mech that can take more than 3 streak launchers. I can mount weapons with longer range than streak launchers.

How do I solve this problem?

I will say they should have been stuck at 2 damage rather than 2.5, and that is a significant difference, but streaks are not a problem. Even medium laser loadouts can do most of their damage just outside of the streak launcher's range. It's simple.

Edited by Monky, 02 October 2013 - 03:13 PM.


#196 Kunae

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Posted 02 October 2013 - 03:12 PM

View PostEd Steele, on 02 October 2013 - 03:06 PM, said:

Only thing broken was the weight / damage not scaling properly (i.e. Dragon bowling).

Yep, and they had that fixed about a month before OB, iirc.

The unfortunate thing, is that they probably wouldn't have done all the various streak buffs, over the last year, if they wouldn't have taken knockdowns out.

#197 Mystere

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Posted 02 October 2013 - 03:17 PM

View Poststjobe, on 02 October 2013 - 02:38 PM, said:

Pfft. Commandos are DEATH INCARNATE and you know it. You TREMBLE before the might of the KING of BATTLE, hiding in your oversized cockpit, thinking mere TONS of armour can save you, even though you know it never can.

Problem, my shiny metal lower rear centre torso.

:P


And yet you shriek in utter terror upon sighting an itsy bitsy spider.

:D

#198 Avalios

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Posted 02 October 2013 - 03:20 PM

Different builds have different roles.....

kintaros boating streaks wreck lights. Try taking down an atlas with that same build.
Nothing is broken here, in fact it's working rather well.

#199 Iron War

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Posted 02 October 2013 - 03:24 PM

Are lights pilots complaining because they cant solo a mech boating SSRMs. A weapon that spreads damage all over a mech. The only thing I would fix with SSRM is their flightpath turn radius being to tight. They shouldnt be able to circle a mech the way they do but i would fix HDS first.

#200 Kunae

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Posted 02 October 2013 - 03:25 PM

View PostAvalios, on 02 October 2013 - 03:20 PM, said:

Different builds have different roles.....

kintaros boating streaks wreck lights. Try taking down an atlas with that same build.
Nothing is broken here, in fact it's working rather well.

You're missing the point.

An AC20 jaeger can wreck an atlas, if played well... and it can do that to any other mech too. Just as a well-played atlas, with whatever weapons, can wreck other mechs.

Streaks should not be an anti-light/med weapon. Especially considering how weight and crit-slot efficient they are. Every other weapon is an anti-light weapon, but they actually require you to aim.

How is this so difficult to understand?

Edited by Kunae, 02 October 2013 - 03:25 PM.






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