Jump to content

New Missile Lock Nerf


51 replies to this topic

#1 MadKobold

    Member

  • PipPip
  • The Bludgeon
  • The Bludgeon
  • 21 posts

Posted 22 October 2013 - 12:54 PM

The changes to missile lock mechanics in the last patch is a pretty big nerf to streaks. It is extremely difficult to lock a light that's brawling you now (also true with fast mediums). If you haven't used streaks in a while, try it out again. They are a pain in the butt to use now.

The change did very little to LRMS since it's pretty easy to keep the crosshairs bracketed on a target 400+ meters away. But trying to keep it on a light or a fast medium that's trying to circle you inside of 200 meter make for a really frustrating experience.

Please revert back to the old locking system for streaks or cut their lock time in half, another possible solution is to increase the time before you lose lock or abort locking. This is a close in brawling weapon. It should not be ineffective for half the fight because my crosshairs stray outside of the target brackets for a second because I’m trying to spread damage or because of erratic movements in close combat fighting.

Edited by MadKobold, 22 October 2013 - 01:38 PM.


#2 Asakara

    Member

  • PipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 977 posts

Posted 22 October 2013 - 01:03 PM

Having streaks lock if the target was on the screen (but not under the cursor) was a bug that got fixed.

If you want to reduce lock time you might try Artemis IV (even though they should not work with streaks). It cuts the lock time in half, from about 3 seconds to about 1.5 seconds.

Edited by Asakara, 22 October 2013 - 01:03 PM.


#3 MadKobold

    Member

  • PipPip
  • The Bludgeon
  • The Bludgeon
  • 21 posts

Posted 22 October 2013 - 01:28 PM

Artemis thing helps a lot but it's a bug which will eventually get fixed. The point is they buff a bunch of lights with bigger engines to make them faster and at the same time severely nerf streaks to the point that they are almost unusable against a decent light pilot with jump jets.

So you have a weapon system that's designed as a smart close quarters weapon that gets more difficult the closer your target is to you. It also doesn't sense that we have a weapon system that has to rely on a game bug to make it viable.

I'm not saying that you should insta lock anything on screen, I'm just arguing that the current "fixed" state is very broken.

Edited by MadKobold, 22 October 2013 - 01:33 PM.


#4 Fuggles

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 518 posts

Posted 22 October 2013 - 01:34 PM

Use a Beagle probe

Edited by Fuggles, 22 October 2013 - 01:34 PM.


#5 MadKobold

    Member

  • PipPip
  • The Bludgeon
  • The Bludgeon
  • 21 posts

Posted 22 October 2013 - 01:35 PM

View PostFuggles, on 22 October 2013 - 01:34 PM, said:

Use a Beagle probe


bro do you even lift?

Edited by MadKobold, 22 October 2013 - 01:36 PM.


#6 FrDrake

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,086 posts
  • LocationTexas

Posted 22 October 2013 - 01:40 PM

View PostFuggles, on 22 October 2013 - 01:34 PM, said:

Use a Beagle probe


Contrary to popular belief, the BAP doesn't decrease lock times.

You get:
25% bonus distance for radar
decreased time to get targeting info on the selected target
nullify 1 ECM in 150m radius

#7 Trauglodyte

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,373 posts

Posted 22 October 2013 - 01:41 PM

SO, what you're saying is that Streaks are hard for you to use now? Meaning, a weapon that requires no skill to use whatsoever is slightly less skill-less is bad? Hrm, give me a second to think on that.

#8 dario03

    Member

  • PipPipPipPipPipPipPipPipPip
  • Galaxy Commander
  • 3,636 posts

Posted 22 October 2013 - 01:51 PM

I ran some streaks yesterday. They basically work the exact same and it isn't hard to get a lock. Are you talking about that glitch where you would automatically regain lock when a target came back into view? Like others said that was a glitch and would make no sense to leave it in the game. So I'll say it again, if anything streaks should be nerfed.
1. They basically auto hit, just make sure you're in range and don't fire right before the enemy gets to cover.
2. They do more damage than regular SRM for some strange reason.
3. Compared to other ammo based weapons they have the most damage potential per ton of ammo by a pretty big margin, again for some strange reason

#9 MadKobold

    Member

  • PipPip
  • The Bludgeon
  • The Bludgeon
  • 21 posts

Posted 22 October 2013 - 01:52 PM

No, what I'm saying is that if a weapon is designed to do something and it doesn't then it should be fixed.

Your argument whether holding the left mouse button after lock requiring less skill than running in circles while holding your left mouse button down is another topic all together.

#10 Roland

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 8,260 posts

Posted 22 October 2013 - 01:53 PM

This absolutely must be a troll thread.

If you can't lock a light mech with streaks, then you are bad.

#11 Cest7

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,781 posts
  • LocationMaple Ditch

Posted 22 October 2013 - 01:55 PM

Target decay and 360 target retention module B)

#12 MadKobold

    Member

  • PipPip
  • The Bludgeon
  • The Bludgeon
  • 21 posts

Posted 22 October 2013 - 01:57 PM

View PostRoland, on 22 October 2013 - 01:53 PM, said:

This absolutely must be a troll thread.

If you can't lock a light mech with streaks, then you are bad.


It could be. I've only been playing the game for two months so bad is very likely. However, there's also a chance that you just might be bad at lights, or maybe haven't ran into a good one.


View PostCest7, on 22 October 2013 - 01:55 PM, said:

Target decay and 360 target retention module B)


360 won't really help because you break lock as soon as your crosshairs leaves brakets (maybe a .1s delay). Target decay might be interesting, will have to test that out. Thanks!

Edited by MadKobold, 22 October 2013 - 01:59 PM.


#13 Rhent

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 2,045 posts

Posted 22 October 2013 - 01:58 PM

You add tag to your mech and you will decrease lock time with SSRMS.

#14 wintersborn

    Member

  • PipPipPipPipPipPip
  • 412 posts

Posted 22 October 2013 - 02:04 PM

I will run my Streak Kintaro and see how it works now.

Also the 360 target module does not retain a "Missile lock" just target information. BAP is almost useless now since it only counters one ECM and Spiders run in packs.

Spiders are the only reason to use Streaks IMO due to their broken hit registration. So if this nerf makes it even harder to kill/leg a Spider then that is just retardation on the part of the devs again.

As if the Speed buff Spiders received wasn't enough to **** off players.

#15 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 22 October 2013 - 02:12 PM

This isn't a "missile lock nerf" rather it's a removal of a bug that made missile locking true easy mode.

The current state of the missile lock code is like prior to the bug's existence, so it is working as intended.

If you are having problems locking on, I suggest you invest in Target Decay and Artemis.

FYI, it operated like this:
Any player on your screen would be easily targetable, as in you would be able to get their basic info with your cursor on them. The window to targeting a mech gave you like a generous 6 inches (in any direction) from the red box that encompasses the intended target.

How it operates now/before is that your cursor needs to be on the mech itself, with a little bit of wiggle room, but not as obscene as it was with the bug.

Please stop trying to advocate for a bug that clearly made lrms and particularly streaks to be "hover and click".

I speak from experience, having used streaks heavily. Don't even dare complain about the bug, because it's too easy as it is.

Edited by Deathlike, 22 October 2013 - 02:22 PM.


#16 Krivvan

    Member

  • PipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 4,318 posts
  • LocationUSA/Canada

Posted 22 October 2013 - 02:22 PM

Streaks are still light killers. It's just that now you have to at least do something to use them again.

I normally advocate for liking the basic streak mechanics (which is rare for a light pilot), but even I considered the bug to be absolutely ridiculous. It should be something that makes it easier to hit a light, not makes it impossible to not get a lock.

#17 TexAce

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,861 posts
  • LocationGermany

Posted 22 October 2013 - 02:24 PM

View PostMadKobold, on 22 October 2013 - 12:54 PM, said:

The changes to missile lock mechanics in the last patch is a pretty big nerf to streaks. It is extremely difficult to lock a light that's brawling you now (also true with fast mediums). If you haven't used streaks in a while, try it out again. They are a pain in the butt to use now.

The change did very little to LRMS since it's pretty easy to keep the crosshairs bracketed on a target 400+ meters away. But trying to keep it on a light or a fast medium that's trying to circle you inside of 200 meter make for a really frustrating experience.

Please revert back to the old locking system for streaks or cut their lock time in half, another possible solution is to increase the time before you lose lock or abort locking. This is a close in brawling weapon. It should not be ineffective for half the fight because my crosshairs stray outside of the target brackets for a second because I’m trying to spread damage or because of erratic movements in close combat fighting.


sorry but my Streaktaro eats lights for lunch even after the patch

#18 Tangelis

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 442 posts
  • LocationMontreal

Posted 22 October 2013 - 02:25 PM

I have to agree that it wasn't a nerf, but a glitch that was fixed that unfortunately you got used too. Personally, though I admit it can be difficult to lock on to a really good pilot, I don't find it any harder to get the lock than it was before, just harder to keep it.

#19 Adiuvo

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,078 posts

Posted 22 October 2013 - 02:25 PM

This is completely ridiculous. Light mechs are already easily torn apart by a dedicated weapon against them that you don't even need to aim with. It's a stupid fire and forget homing missile and you want it to be even easier to use?

No.

#20 kf envy

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 590 posts

Posted 22 October 2013 - 02:40 PM

both SSRM and LRM are well... how do i put this a steaming load of _______.

unless your using them on a noob or a commando running down that new 20ton trash mech there no point in having ssrm or lrm on in your load out on this game

View PostAdiuvo, on 22 October 2013 - 02:25 PM, said:

This is completely ridiculous. Light mechs are already easily torn apart by a dedicated weapon against them that you don't even need to aim with. It's a stupid fire and forget homing missile and you want it to be even easier to use?

No.


what are these fire and furget homing missile at???





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users