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What Would Be Worse: Streaks Getting Artemis Lock-On Bonus (Bug), Or Having Separate Streak/lrm Target Lock Reticules?


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#1 Felio

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Posted 06 January 2014 - 02:25 PM

Streak missiles get a bonus to lock-on speed if the mech has the Artemis IV guidance system upgrade, only they aren't supposed to. They do because they share the same targeting reticule that LRMs do.

To fix the bug, you'd have to separate the reticules for mechs that have both kinds of launchers. It might clutter the UI a bit, and it might not be very intuitive the first time people see it.

I think what they may end up doing is keeping just the one reticule but finding some other way to balance it that doesn't involve weight or space -- they don't want to invalidate any existing loadouts. They'll probably just increase heat, because that's their go-to balancing crutch.

#2 Dirus Nigh

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Posted 06 January 2014 - 02:31 PM

The bug should be fix, and will eventually.

I think it would be helpful if streaks did not start to lock on until 350m. BAP and enhanced range module can increase that depending on bonuses.

If this were implemented then two different icons would be helpful.

Edited by Dirus Nigh, 06 January 2014 - 02:31 PM.


#3 DONTOR

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Posted 06 January 2014 - 02:36 PM

Im not to uppset with the bonus lock on speed for streaks it costs nearly 1 mil Cbills anyhow. But I would prefer there was a module for advanced lock on time for streaks, but I think this will be a weapon module they might add in later. Regardless streaks take to long to lock on without it, especially ECM mechs when you have tag.

#4 Lightfoot

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Posted 06 January 2014 - 02:44 PM

The bug is that SSRMs aren't Missiles at all, they are fuzzy dice. They have no guidence, they just roll some hit chance dice and what ever comes up, is where they hit. How you aim them and deliver them to the launch point has no bearing on the hit chance. I fired 100 SSRMs at a Jenner with no AMS and it only turned the armor orange. On a mech with no armor you have a slight chance for a critical hit.

I would rather PGI fix MWO than SSRMs, which MWO doesn't really have anyway.

#5 Felio

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Posted 06 January 2014 - 03:04 PM

View PostLightfoot, on 06 January 2014 - 02:44 PM, said:

The bug is that SSRMs aren't Missiles at all, they are fuzzy dice. They have no guidence, they just roll some hit chance dice and what ever comes up, is where they hit. How you aim them and deliver them to the launch point has no bearing on the hit chance. I fired 100 SSRMs at a Jenner with no AMS and it only turned the armor orange. On a mech with no armor you have a slight chance for a critical hit.

I would rather PGI fix MWO than SSRMs, which MWO doesn't really have anyway.


Well, a Jenner has a maximum of 238 armor, and a streak missile does 2.5 damage. You fire two at a time. They can't hit the cockpit, so that leaves 220 armor.

Back when SSRMs dealt 2 damage per missile, I fired about 100 missiles at a Jenner I was chasing for a long time and turned all of its armor red. Which is about right -- 200 damage should be most of his armor.

But now that they deal 2.5 damage, 100 ammo should expose some sections, unless some of the missiles struck terrain or other mechs or were shot down by a nearby AMS.

#6 Sephlock

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Posted 07 January 2014 - 12:32 AM

Please don't give them EVEN MORE IDEAS for making streaks EVEN WEAKER.

As it is, they'll probably implement both of the above, plus the range limitation that was suggested, plus a damage nerf.

Then they'll make LRMs weaker, and make Clan LRMs weaker still.

#7 TheDruid

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Posted 06 March 2014 - 10:34 PM

Artemis is night and day for SSRM's. Love it. 1-2 second locks instead of 4-5 seconds (which=nearly impossible on some lights).

#8 Thorqemada

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Posted 06 March 2014 - 11:48 PM

The Game is balanced with Streaks in their current form so "Fixing" this "Bug" would make a rebalance necessary!

Like LRM the Streaks be pretty useless in small numbers (<6) and borderline pathetic.

The only reason Streaks exist is that they be a lightweight supplental armament that has some "Scare Away Value" against Lights.

#9 SnagaDance

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Posted 06 March 2014 - 11:56 PM

It may be a 'bug' but when considering what I mainly use Streaks against (fast moving Lights/Mediums) they become almost unplayable without that Artemis bonus. And as was said, especially vs ECM mechs (even vs slow mechs under ECM cover), and that's with a BAP of course.

Which is something that I still find annoying btw. BAP negates ECM but not really because while you can lock on you stil get longer lock-on times, trololol ECM is teh bestest!1!

#10 Colonel Fubar

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Posted 12 March 2014 - 12:38 AM

Oh no, please don't suggest any more things for PGI to fix.

#11 Kaeb Odellas

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Posted 12 March 2014 - 12:42 AM

Multiple reticles would be easier to implement if they just disable them when the target is outside the weapon's range.

SSRMs shouldn't lock-on beyond 270m, and LRMs shouldn't lock on inside 180m or beyond 1000m

#12 Alcom Isst

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Posted 12 March 2014 - 12:54 AM

They do?
*recalls below average performance in recently acquired KTO-18*
*recalls that the KTO-18 in question does not come with Artemis*
Okay. Artemis got. Lock on time is indeed shorter.

Also, how is this a metagame issue?

Edited by Alcom Isst, 12 March 2014 - 12:57 AM.


#13 Bobzilla

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Posted 12 March 2014 - 04:25 AM

Why couldn't they just do 2 but always keep them in the exact same spot so it appears to be one? Or if there are ssrms and lrms on a mech, just not render one.

Maybe it would be to complicated because they designed the lockon as target spacific not weapon spacific, and you can only have 1 target.

#14 Davers

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Posted 12 March 2014 - 02:31 PM

I would rather not have even more reticules clogging up my HUD. It's bad enough trying to aim at things with the reticule we already have.





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