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


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#21 Robert blackseven Sohn

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Posted 02 October 2013 - 11:58 AM

View PostKunae, on 02 October 2013 - 11:48 AM, said:

While they were usable at 1.5...


They were? Maybe in a Kintaro with 5 launchers (10 tubes.)

Otherwise, no. 1.5 plus damage spread made them pathetic.

#22 Roughneck45

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Posted 02 October 2013 - 12:00 PM

View PostKunae, on 02 October 2013 - 11:50 AM, said:

Why are streaks anti-light weapons?

Because they lock on?

I would prefer a different mechanic as well, but as they stand now I still don't think they are overpowered, just easy mode.

If they put SSRM4's and 6's in then we might have a problem.

#23 Vodrin Thales

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Posted 02 October 2013 - 12:00 PM

View PostFupDup, on 02 October 2013 - 11:39 AM, said:

2013 is thisaway: KTO-19


But seriously, I do really own Kintaros and they do really $#%@ up enemy lights and mediums for very little effort.



While this is true, not getting into a situation where your light mech is 1v1 with a streak kintaro solves the problem, as any medium or heavier mech with a good pinpoint damage loadout will rip that kintaro to shreds. I wasted one in my AC20 TBT-7K last night. Sure I lost some armor, but he died.

#24 Kunae

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Posted 02 October 2013 - 12:00 PM

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

I agree, maneuvering *both using terrain and keeping an eye on the relative positions of your team's mechs and the enemy mechs in relation to each other* and using terrain *both to minimize your exposure and maximize the exposure time of the enemy during the proper windows of opportunity, and to take advantage of quick escape routes and obstacles if you have JJs or a better engine* play no part in this game.

Oh please.

What you are describing is actual skill. Getting a one-time lock and then spamming auto-hit missiles at a target takes pretty much no skill.

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

We should also remove LRMs and all lasers, since the latter take even less skill than the guided missile weapons due to them being hitscan!

What? Lasers aren't auto-hit due to you needing to move the reticle over the enemy before pulling the trigger?

What a coincidence!

Come now, you're smarter than that, Sephlock. You know the difference, so why are you being a smartass?


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

Oh wait... you're referring to the fact that you have a brief window of time that can be made slightly less brief with a module, wherein you can pull the trigger and still have a CHANCE of your missiles tracking your target properly and hitting, scattering damage all over (and around) the enemy?

Well... you need to hold the reticule over the enemy for a period of time in order to even be able to get a lock for even an optimal chance of bukkakeing your damage all over and around your enemy, so... yeah.

As you are making as if you don't understand how this game works, even though I know you do, this is unbecoming.

#25 Bacl

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Posted 02 October 2013 - 12:00 PM

They are fine since these days a single spider and certain light can own multiple heavy mechs on their own, it is supposed to kill fast movers but using that weapon on a heavy or a assault... ISHH! If the bigger ones dont use it your kinda toast becaise it means they probably have something much stronger and accurate to shoot you with.

I have a stalker 5m that boat 5 of them and i snipe with PPC and lasers, these are roughly my only defense against fast movers. If i have the badluck of facing 2 lights with ECM ( i have BAP) i'm toast. So no they are currenlty good how they are specially when most people play the variants with ECM.

#26 FupDup

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Posted 02 October 2013 - 12:01 PM

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

I agree, maneuvering *both using terrain and keeping an eye on the relative positions of your team's mechs and the enemy mechs in relation to each other* and using terrain *both to minimize your exposure and maximize the exposure time of the enemy during the proper windows of opportunity, and to take advantage of quick escape routes and obstacles if you have JJs or a better engine* play no part in this game.

Implying that those maneuvers are unique to Streaks and absent from all other weapons.


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

We should also remove LRMs and all lasers, since the latter take even less skill than the guided missile weapons due to them being hitscan!


What? Lasers aren't auto-hit due to you needing to move the reticle over the enemy before pulling the trigger?

What a coincidence!

Oh wait... you're referring to the fact that you have a brief window of time that can be made slightly less brief with a module, wherein you can pull the trigger and still have a CHANCE of your missiles tracking your target properly and hitting, scattering damage all over (and around) the enemy?

Well... you need to hold the reticule over the enemy for a period of time in order to even be able to get a lock for even an optimal chance of bukkakeing your damage all over and around your enemy, so... yeah.

Lasers require the user to point at the desired hitbox, so your comparison is invalid. Streaks only need you to keep the crosshairs somewhere within the red rectangle, and you don't have to make the effort to designate enemy hitboxes because the game does it for the user. You are acting as if enemy mechs are single hitbox and that aiming at different spots makes no different. Holding a laser over the enemy's CT or whatever needs a lot more effort than simply keeping your reticule *anywhere* inside of a red box.

Artemis also speeds up the lock and doesn't take up tonnage for Streaks. The "bukkake damage" doesn't matter as much against targets under 65 tons because they don't have that much armor to begin with.

Edited by FupDup, 02 October 2013 - 12:02 PM.


#27 Kunae

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Posted 02 October 2013 - 12:02 PM

View PostRobert blackseven Sohn, on 02 October 2013 - 11:58 AM, said:


They were? Maybe in a Kintaro with 5 launchers (10 tubes.)

Otherwise, no. 1.5 plus damage spread made them pathetic.

They were still useful as a deterrent against lights. They weren't really overpowered at that damage, but they could be useful for that purpose.

View PostBacl, on 02 October 2013 - 12:00 PM, said:

They are fine since these days a single spider and certain light can own multiple heavy mechs on their own, it is supposed to kill fast movers but using that weapon on a heavy or a assault... ISHH! If the bigger ones dont use it your kinda toast becaise it means they probably have something much stronger and accurate to shoot you with.

I have a stalker 5m that boat 5 of them and i snipe with PPC and lasers, these are roughly my only defense against fast movers. If i have the badluck of facing 2 lights with ECM ( i have BAP) i'm toast. So no they are currenlty good how they are specially when most people play the variants with ECM.

PGI should not be buffing something to counter a broken mech, which hurts many many other mechs in the process... as I said earlier.

#28 Deathlike

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Posted 02 October 2013 - 12:03 PM

Artemis is a "free upgrade" for Streaks. Use and abuse this knowledge because PGI won't fix it.

With that said, Streaktaros are light mech killers and great light escort protection. Any light that refuses to get out of the way in the presence of a Streaktaro is nom nom nom.

Edited by Deathlike, 02 October 2013 - 12:04 PM.


#29 Kunae

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Posted 02 October 2013 - 12:04 PM

View PostDeathlike, on 02 October 2013 - 12:03 PM, said:

Artemis is a "free upgrade" for Streaks. Use and abuse this knowledge because PGI won't fix it.

With that said, Streaktaros are light mech killers and great light escort protection. Any light that refuses to get out of the way in the presence of a Streaktaro is nom nom nom.

Not to mention, that Streaktaros are also running BAP, which speeds up locks even more.

#30 Deathlike

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Posted 02 October 2013 - 12:05 PM

View PostKunae, on 02 October 2013 - 12:04 PM, said:

Not to mention, that Streaktaros are also running BAP, which speeds up locks even more.


Artemis speeds up locks, not BAP. BAP only speeds up info gathering (like the module) in addition to the terribad hard ECM counter.

#31 PropagandaWar

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Posted 02 October 2013 - 12:06 PM

Thing that still bugs me the most is immersion. They are going to throw these missles back to 1.52.0 at the most when Streak 4's and 6's come into play. If people weren't using streaks before it was probably because they were glorified SRM 2's that generally guarenteed some sort of hit. I personally would like to see them back to 1.5 damage for the simple reason of immersion and the stupid fact that they are OP compaired to their dumbfiring brother that actually requires some sort of effor to hit with.

#32 General Taskeen

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Posted 02 October 2013 - 12:06 PM

SSRMs are a "shake your mech, you can't see **** captain" simulator. Gordi Laforge the game!

Anyways, I believe we have told PGI multiple times the auto-hit mechanic doesn't work. SSRMs should "track" the target, yes, but they need missile agility or minimum turn angles where missescan occur in order to provide a little "thought" before actually shooting them (accounting for angles, etc.).

I know PGI can do it, its not rocket science programming to do - but they are trying to keep the direct TT translation of "SSRM doesn't waste ammo, so that must mean SSRM must always hit in a Mech Warrior real time game" which obviously does not work in a real-time Mech Warrior. Hence why SSRMs had minimum turn or other skill factors in MW3/4/LL. Some TT cross over just do not work when trying to enact too literal translations.

Edited by General Taskeen, 02 October 2013 - 12:10 PM.


#33 Livewyr

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Posted 02 October 2013 - 12:06 PM

Streaks = 270m range. Period.

If you have light armor and rely on agility to survive.. stay away from Streaks.

(They could use an agility nerf I think, but they're not game-breaking, just useful against the light mechs that try and fight up close..)

#34 Vodrin Thales

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Posted 02 October 2013 - 12:06 PM

View PostDeathlike, on 02 October 2013 - 12:03 PM, said:

Artemis is a "free upgrade" for Streaks. Use and abuse this knowledge because PGI won't fix it.

With that said, Streaktaros are light mech killers and great light escort protection. Any light that refuses to get out of the way in the presence of a Streaktaro is nom nom nom.


I guess the one thing I can say is that streak Kintaros are very weak against 50 ton + mechs with pinpoint damage loadouts. I'm ok with them shredding light mechs because good light pilots can easily draw them into situations where they are easily dispatched.

#35 Robert blackseven Sohn

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Posted 02 October 2013 - 12:07 PM

View PostKunae, on 02 October 2013 - 12:02 PM, said:

They were still useful as a deterrent against lights. They weren't really overpowered at that damage, but they could be useful for that purpose.


9 damage spread randomly over a mech in 6 doses of 1.5 didn't deter anyone that wasn't already deep red in several locations. And even then a good sweep with ML would be more efffective since you could put the damage (roughly) where you wanted, instead of praying to RNG.

2.5 *might* be too high, but 1.5 was too low.

#36 RandomLurker

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Posted 02 October 2013 - 12:07 PM

View PostDeathlike, on 02 October 2013 - 12:05 PM, said:


Artemis speeds up locks, not BAP. BAP only speeds up info gathering (like the module) in addition to the terribad hard ECM counter.

Kind of like the terribad hard missile counter that ECM is?

#37 D1G17AL

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Posted 02 October 2013 - 12:08 PM

View PostKunae, on 02 October 2013 - 12:00 PM, said:

Oh please.

What you are describing is actual skill. Getting a one-time lock and then spamming auto-hit missiles at a target takes pretty much no skill.


Come now, you're smarter than that, Sephlock. You know the difference, so why are you being a smartass?



As you are making as if you don't understand how this game works, even though I know you do, this is unbecoming.


I think because he is trying to use the same absurd logic that you are. What you think is broken works fine for the rest of us. Your arguments for why streaks are broken can be overcome with a little skill and knowing when to avoid a fight. It really seems like you want this to be low effort for whatever light mech that you are piloting. Go back and learn better.

#38 Deathlike

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Posted 02 October 2013 - 12:08 PM

TBH, I thought the version of Streaks used in Closed Beta (having seen Koniving's vids) is the best solution.

Skill based evasion vs missiles that are not always fast enough to hit lights with precision. It'll hurt slower mechs more, but they're not going to evade much anyhow.

#39 Vodrin Thales

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Posted 02 October 2013 - 12:09 PM

I'm just really having trouble with the idea that people think any SRM including streaks are OP right now. I can't remember the last time I died to streaks in any medium or light I pilot.

#40 RandomLurker

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Posted 02 October 2013 - 12:10 PM

View PostVodrin Thales, on 02 October 2013 - 12:06 PM, said:


I guess the one thing I can say is that streak Kintaros are very weak against 50 ton + mechs with pinpoint damage loadouts. I'm ok with them shredding light mechs because good light pilots can easily draw them into situations where they are easily dispatched.


Speaking as both a Laserboat Medium pilot, and a Laser/Ballistic Victor pilot, I can confirm that streaktaros are laughably easy to kill for both builds. Streaktaros sacrifice a LOT to get their light mech pwning ability.





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