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Clan Streaks Cooldown

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#21 Adiuvo

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Posted 21 June 2014 - 10:46 AM

What is it with people and an infatuation for auto-aim weaponry.

#22 Reza Malin

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Posted 21 June 2014 - 10:47 AM

View PostGetterRobo, on 20 June 2014 - 03:58 PM, said:

Sooo now the Clan Streaks has been "normalised" with normal SRMs in terms of damage, heat can you also normalise the cooldown PGI? It already weighs twice as much as a normal SRM and weighs even MORE than an LRM.

It absolutely does not make sense for a C-SSRM6 to take as long as 7s (before any cooldown penalties) to cooldown - it does nothing but hurt brawling mechs who are taking 3-4 C-SSRM6s.

This game is full arbitrary balancing mechanics which is total nonsense - and the cooldown is made even worse by additional penalties when you are putting it on the TBR-S.

In the time it takes to cooldown I could fire off 3-4 shots of ERLL/ERML combined - hello PGI?


Dont take Streaks then take SRM's. They are far better for brawling anyway.

Streaks have a 360m range which personally i think makes the cooldown fair. Stop wanting everything.

You cant even brawl properly with streaks, because you have to look at them while you get a lock. You shouldnt be looking at someone in a brawl except when you are firing......

Edited by Fade Akira, 21 June 2014 - 10:50 AM.


#23 Scratx

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Posted 21 June 2014 - 10:48 AM

View PostAdiuvo, on 21 June 2014 - 10:46 AM, said:

What is it with people and an infatuation for auto-aim weaponry.


Because they don't want to L2P? Or so I think the accusations would boil down to. I don't care, unless I'm in a Kit Fox or a Locust, SSRMs aren't (overly) scary to me.

#24 Reza Malin

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Posted 21 June 2014 - 10:48 AM

View PostAdiuvo, on 21 June 2014 - 10:46 AM, said:

What is it with people and an infatuation for auto-aim weaponry.


Lack of skill

#25 Pale Jackal

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Posted 21 June 2014 - 10:49 AM

The long cooldown is one of the things PGI got right in terms of Clan balance.

#26 AssaultPig

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Posted 21 June 2014 - 10:58 AM

it's almost as though the long cooldown is a big part of the way that clan SSRMs were balanced against their IS counterparts!

2xCSSRM6 and 4xSSRM2 will both fire 24 missiles in ~7s (one recycle for the clan SSRM, two cycles for the IS SSRMs.) The IS version is a bit hotter, but has the benefit of more consistent damage.

Clan streaks are actually a lot better balanced than I thought they'd be.





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