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


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#481 Imperius

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Posted 03 October 2013 - 10:33 PM

View PostKunae, on 03 October 2013 - 05:25 PM, said:

Here we go. Not exactly what I was looking for, but it serves the purpose.


------------------------------------------------------------------------------


Sorry, mate, this isn't Eve.


It's still relative to what a skirmish is. Picking apart sounds like hit and run tactics to me. I hope you have a handicap sticker, if not you may look into getting one. You're defiantly at this point a very qualified person.

Don't worry I'll make sure when they release the Flea, that boost you guys get I'm going to make sure it gets nerfed so bad you'll never dream if using it. Number one if you use it to long you should fall down. Number two if I even see any rubber banding caused by it il put up post after post and video after video showing it's breaking the game.

It's funny I've never even used SSRM's cause they aren't even that good or worth the hassel. That's why I know they are fine, I don't see too many people running them. The trend is everyone takes the path of least resistance to get to the goal. If they were such a win I would see them all the time.

I can't wait till they add thunderbolt missiles (AOE) timed missiles. God the cries and sweet n salty tears that will come from you 4-5 always crying light pilots.

Here is a little note for you to think about. PGI only cares about the guys that have 20 or less posts about an imbalance, why because it was imbalanced enough to make them come to the forum and talk about it. They really don't care about the light troll squad (that's you guys) ranting about how it's not fair to lights this or that. Role warfare is getting a big revamp talked about it in NGNG. I look forward to crashing more of your wine threads when they actually make you know your role and shut your mouth about being a light brawler (ain't going to happen) I'll make sure of that.

If lights can brawl then there would be no need for mediums or assaults. If anything MEDIUMS are the ones that should be talking about how crappy of a state they are in not lights.

#482 Imperius

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Posted 03 October 2013 - 10:36 PM

View PostxMEPHISTOx, on 03 October 2013 - 04:41 PM, said:



Don't doubt those whom say they're good are good...but ya. Dislike the overinflated egos based on pgi 'tourney' results. So few participate. So few care. Should have 1 vs. 1 based tourneys to establish more accurate epeen claims (for those w/claims that is).

I bet after that video he didn't save that on his twitch. Then print made 30 topics about how lights are underpowered. Let's go fight in the open and cry unfare when a group of assaults focus fires me in the open, while that teams light pilot did what he was supposed to do. Like any good light, relay information help call targets and harass. Nice video mate!

#483 Kaijin

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Posted 03 October 2013 - 10:49 PM

Problem solved
JR7-F
RVN-3L

Edited by Kaijin, 03 October 2013 - 10:56 PM.


#484 Johnny Reb

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Posted 03 October 2013 - 10:50 PM

Well, then lets get rid of all missile based weapons! Lets just all run the "approved" laser and ballistic mechs! Also, no skill for the streaks, gotta keep aim/lock on your fast ***.

#485 Johnny Reb

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Posted 03 October 2013 - 10:55 PM

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

Why are streaks anti-light weapons? Do you see anyone complaining about people exploiting or boating SRM2's?

It's a broken mechanic that is broken. The mechanic chosen for SSRMs, by PGI, is just bad, and should be rethought.

Well, its less broken, my streaks don't core you now just randomly spread damage.

#486 Johnny Reb

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Posted 03 October 2013 - 10:59 PM

View PostGeneral Taskeen, on 02 October 2013 - 12:06 PM, said:

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.

I would approve of that mechanic! I would also approve of lrms doing even more damage! Let the stupid suffer!
Also, do you think lrms are good then?

Edited by Johnny Reb, 03 October 2013 - 11:03 PM.


#487 GalaxyBluestar

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Posted 03 October 2013 - 11:03 PM

saw this thread when it was new and thought "i have opinions i'll write something" but i knew it was a mine field of controversy and lo and behold it's blown up to 25 pages already. yeah i'm going to get my head bitten off for sure here but i'll just through my vote in here.

i'm siding with wispy and peef etc. lights are very deserving of contributing more than spotting enemys, usually those other roles are sabotage and steeling info {loved MW2 taking out power generators and stealing info in a jennerIIC as nobody could catch me getting away with it!} but since the devs really wanted to avoid top chassis is assault chassis progression, they wanted to make lights more "fightable" and they did. however SSRMs are the killer so if they are too effective {like streakcat} with the Kintaro boat {please don't nerf kintaro this is one of it's few niche roles!} then they may need another mechanic to level it up like the gauss charge. i used to say why not make the missles refuse to fire unless you aim your reticle properly, there's your garrenteed to hit mechanic without sidewinders doing it for you like some sort of aimbot. of course when i did say that {like in janurary} people said "ya make muh streaks dum dums no that's what srms are for". really ssrms are srms except with a garrentee to hit mechanic, does it say SSRMs are HOMING missles? i'll be happy to be corrected. anyways even with the bone structure targetting if theres an OP trend {which i haven't seen myself but i'm not in a position to judge that} then i'm sure pgi will acknowlage it. they've nerf hammered a lot of things "sigh"

yeah i'm really on the fence with this one it's really too much of a hot potatoe topic for me. i'm rarely on the recieving end cause i simply stay away from them and harrass big slow targets with ballistic weapons cause i know they'll struggle to hit me but neither do i use SSRMs because waiving the reticle in the huge red box at close range makes it a bit of a noob weapon.
Remember lights --> assaults ___ mediums --> lights ___ heavies --> mediums ___ assaults --> heavies and so forth

okay now start bitting my head off.

#488 Johnny Reb

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Posted 03 October 2013 - 11:13 PM

Heh, if I fired my streaks dumbfire and they hit the same place like a true srm2, that sounds like a good idea to me, only? Why lock on to spread the damage, instead of guaranteed spread damage! Dumbfire streaks without lock on would obsolete the srm2! Prolly not what you intended or I missread/interpreted but....

Sure shot 5 in area if not let the lock happen 5 spread!

Edited by Johnny Reb, 03 October 2013 - 11:17 PM.


#489 GalaxyBluestar

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Posted 03 October 2013 - 11:24 PM

View PostJohnny Reb, on 03 October 2013 - 11:13 PM, said:

Heh, if I fired my streaks dumbfire and they hit the same place like a true srm2, that sounds like a good idea to me, only? Why lock on to spread the damage, instead of guaranteed spread damage! Dumbfire streaks without lock on would obsolete the srm2! Prolly not what you intended or I missread/interpreted but....

Sure shot 5 in area if not let the lock happen 5 spread!


yeah i thought

srm

pros: lighter tonage and faster reload firerate to maximise damage over time

cons: aim yourself so you may miss, not quiet as powerfull compared to ssrms on initial attack

SSRM

pros: garrentee to only fire when your aim garrentees a hit, all ammo utilised for maximum effect, also slightly stronger so group fire is encouraged but watch the heat.

cons: heavier, slower refire rate {cooldowns} so a good srm aimer will out gun the SSRMer depending on brawler skills.

so i was kinda thinking the SSRM user would have an easier time of slower targets but faster ones means they still require skill to point in the right direction but a least they know when they allow to fire they'll hit. the srm user needs more skill and confidence to time his shots because the computer won't hold the shot back if he/she misses.

just a combat style concept... i have no idea if it has merit though.

#490 Johnny Reb

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Posted 03 October 2013 - 11:40 PM

Its already that way, srm2 =1 ton, streak=1.5, you pay for the "luxury of hitting", just not a guarantee hit just can fire, terrain is always a *****! Also, faster targets are a ***** to keep lock on, thats why tag is a must in a proper streak kintaro!
http://mwo.smurfy-ne...038311e6e70b540
The tag is the difference. I dont use my er unless I want range or see a red leg!

EDIT: I'M A SECOND TIER TEAMMATE, DISREGARD MY OPINION!

Edited by Johnny Reb, 03 October 2013 - 11:42 PM.


#491 GalaxyBluestar

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Posted 03 October 2013 - 11:49 PM

well it seems some others don't see those shots hitting terrain that often... hell if there's another 20 of these threads then PGI proberbly will go that extra step to make the missle tracking trajectory less reliable so the lockon won't be as easy to obtain.

hell i'll just wait and see cause it's painfully obvious this is not my field of expertease {then why did it type in this thread...} oh DArn it!

Edited by GalaxyBluestar, 03 October 2013 - 11:49 PM.


#492 Johnny Reb

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Posted 03 October 2013 - 11:52 PM

View PostGalaxyBluestar, on 03 October 2013 - 11:49 PM, said:

well it seems some others don't see those shots hitting terrain that often... hell if there's another 20 of these threads then PGI proberbly will go that extra step to make the missle tracking trajectory less reliable so the lockon won't be as easy to obtain.

hell i'll just wait and see cause it's painfully obvious this is not my field of expertease {then why did it type in this thread...} oh DArn it!

Chase a light and you will see it, depending on the map.

#493 Rushin Roulette

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Posted 03 October 2013 - 11:57 PM

View PostKunae, on 03 October 2013 - 10:27 AM, said:

I believe what Wispsy is saying is that you can dodge lasers, or at least most of the duration, but you can't dodge streaks.


I beleive my 61,47% hit accuracy for SSRM2 says something else (and no I dont shoot streaks unless Im within range).

Streaks are dodgeable... it just takes good piloting skill and the luck that you have cover close by you at the moment. In an open field with no cover you are in trouble... but as soon as you have the posisbility of moving around any tight corner, the streaks will hit the cover instead of you. There is no difference between LRMs and SSRMs in that sence... you just need to react differently if going up agianst a Streakboat (i.e. Get the heck out of there and leave the Streaker to someone else on your team).

This thread is more about people complaingni that light hunters can kill light mechs than actual compaints about the SSRMs themselves. Any decent light will know which mechs he can attack and which mechs should be avoided at all costs. If you keep running up to A Kintaro with 5 SSRM launchers... then yes... he will destroy you over and over and over again.

#494 Johnny Reb

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Posted 04 October 2013 - 12:02 AM

I also thinks its the good lights ******** that us plebs can take them out!
edit: but and hurt!

Edited by Johnny Reb, 04 October 2013 - 12:03 AM.


#495 GalaxyBluestar

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Posted 04 October 2013 - 12:07 AM

View PostRushin Roulette, on 03 October 2013 - 11:57 PM, said:


I beleive my 61,47% hit accuracy for SSRM2 says something else (and no I dont shoot streaks unless Im within range).



yeah mine's simillar at about 70 so percent but i haven't used them often, it'd probably be a lot lower if i used them more :D

View PostRushin Roulette, on 03 October 2013 - 11:57 PM, said:


There is no difference between LRMs and SSRMs in that sence... you just need to react differently if going up agianst a Streakboat (i.e. Get the heck out of there and leave the Streaker to someone else on your team).


yep that's the main game idea don't take on something that totally outguns you, shame some people don't get that.

View PostRushin Roulette, on 03 October 2013 - 11:57 PM, said:


This thread is more about people complaingni that light hunters can kill light mechs than actual compaints about the SSRMs themselves. Any decent light will know which mechs he can attack and which mechs should be avoided at all costs. If you keep running up to A Kintaro with 5 SSRM launchers... then yes... he will destroy you over and over and over again.


yeah that's what i thought this thread was about, but then 25 pages later i thought oh dear there might be an issue with SSRMs yet again! i need to read more thread and practice more with said mechs the topics about before typing stuffs :lol:

#496 B0oN

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Posted 04 October 2013 - 12:23 AM

View PostKaijin, on 03 October 2013 - 10:49 PM, said:

Problem solved
JR7-F
RVN-3L


Fixed the Jenner for you, CB-till-now-approved :D

http://mwo.smurfy-ne...8a0bc0a78515409

Edited by Rad Hanzo, 04 October 2013 - 12:24 AM.


#497 Kaijin

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Posted 04 October 2013 - 01:00 AM

View PostRad Hanzo, on 04 October 2013 - 12:23 AM, said:

Fixed the Jenner for you, CB-till-now-approved :D

http://mwo.smurfy-ne...8a0bc0a78515409


Speed cap.

#498 Jay Kerensky

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Posted 04 October 2013 - 01:14 AM

Posted Image

#499 DemonRaziel

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Posted 04 October 2013 - 01:56 AM

View PostRushin Roulette, on 03 October 2013 - 11:57 PM, said:

This thread is more about people complaingni that light hunters can kill light mechs than actual compaints about the SSRMs themselves.

This wasn't the point of it, though it might have deteriorated to this now. Be it on a Trebuchet, Kintaro, StreakCat, Stalker, Atlas, Orion, Highlander and whatnot, the problem is how streaks are implemented.

Currently the only way to avoid streaks is hard cover, be it a terrain feature, another 'Mech or water and you don't always have the luxury of these at hand. And no - you can't reliably dodge them or avoid the lock as it can be acquired even without attacker's line of sight.

Reducing the damage to 2.0 would be a strange approach at fixing this, as the missiles would still essentially be a "free damage" in a sense, but at least it would be less crippling (20% less than it's now). Adjusting the missile behavior and ability to fire it (or hit the intended target) only when you are more or less facing him, would add a higher skill requirement for using them and the possibility of dodging them at the same time.

I don't mind people specializing in Light hunting, it's great that some 'Mechs have their niche, but if you are unable to approach half the 'Mechs on the battlefield because they equipped streaks as their secondary, or tertiary weaponry, well you're out of the game totally.

And please note that Jenners with 6 lasers and Spiders with moody hitboxes are not the only light 'Mechs in game. Relegating all of these to long range snipers (or LRM support in case of some Commando chassi, I guess?), as proposed earlier in this thread, is far from the problem solving answer, too.

#500 Rushin Roulette

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Posted 04 October 2013 - 02:02 AM

To be honest. I have not played any game in the last week or so with more than one Streaktaro on the opposing side (Cant comment on my own side, as we cant see our teammates loadouts). I saw a Streakapult about 3 Weeks ago and was seriously surprised that they still existed, the last one before that was quite a few months back.

So I really dont get your point about being forced to avoid half the enemy team in a match.

Edited by Rushin Roulette, 04 October 2013 - 02:03 AM.






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