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Clan Streaks Cooldown

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#1 Primetimex

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Posted 20 June 2014 - 03:58 PM

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?

Edited by GetterRobo, 20 June 2014 - 04:00 PM.


#2 Pookie The Krogan

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Posted 20 June 2014 - 03:58 PM

LRMs are op cause you cant even our run them in a light mech /:

#3 Felio

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Posted 20 June 2014 - 04:05 PM

Dude, they aim themselves.

#4 Primetimex

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Posted 20 June 2014 - 04:10 PM

View PostFelio, on 20 June 2014 - 04:05 PM, said:

Dude, they aim themselves.


So? If it takes so long to cooldown that doesn't matter - during the waits you'd be well dead before you can fire them. And oh yeah don't forget ECM completely negates Streaks too - no need for more nerfs there.

#5 levitas

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Posted 20 June 2014 - 04:12 PM

As it is, you can disintegrate a light mech at a glance with 3-4ssrm6s. A timber wolf can fit a streak cat in each torso while still spitting out 35 points per shot with ermlas.

The clan ssrms also have a range of 360, making engaging in mid range combat with a streak boat possible, while srms are capped at 270. You don't have to lead fire, and you can turn back and retreat as soon as you get your salvo off.

I'd say that the cool down is warranted.

You can also negate ECM with either a UAV or a clan probe. Streak srm6s are really good.

Edited by solar levitas, 20 June 2014 - 04:13 PM.


#6 Xarian

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Posted 20 June 2014 - 04:23 PM

Clan SSRMs are burst weapons. The long cooldown is necessary to prevent them from being a "hold button and watch light mech die" weapon.

#7 Dr HaxZaw

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Posted 20 June 2014 - 04:24 PM

Those saying the cooldown is warranted clearly havent run them. They make putting them in your light mech completely useless due to the massive spread the missiles have. Completely unrealistic in my book.

Your extremely lucky if you can get 2 missiles to hit the same section of mech.

Also I've noticed at times they do 0 damage to a mech but as I don't have screen capture I can't prove it.

#8 Koniks

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Posted 20 June 2014 - 08:35 PM

If you want faster recycle times, use SRMs and aim them yourself.

#9 Levi Porphyrogenitus

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Posted 20 June 2014 - 09:06 PM

So long as SSRMs are within about a second longer reload time compared to the equivalent standard SRM launcher they are fine.

#10 Co Ward

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Posted 20 June 2014 - 09:18 PM

View PostDr HaxZaw, on 20 June 2014 - 04:24 PM, said:

Those saying the cooldown is warranted clearly havent run them. They make putting them in your light mech completely useless due to the massive spread the missiles have. Completely unrealistic in my book.

Your extremely lucky if you can get 2 missiles to hit the same section of mech.

Also I've noticed at times they do 0 damage to a mech but as I don't have screen capture I can't prove it.


THEY ARE NOT LIGHT MECH WEAPONS.

thats your problem, you think that you should be able to run just ssrm6s.

that **** isnt gonna work, they are a deterrent for assault mechs against light mechs.

go run normal srms and you'll be fine, stop trying to easymode your way to wins, fuckn noob.

#11 mogs01gt

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Posted 20 June 2014 - 09:22 PM

View PostDr HaxZaw, on 20 June 2014 - 04:24 PM, said:

Those saying the cooldown is warranted clearly havent run them. They make putting them in your light mech completely useless due to the massive spread the missiles have. Completely unrealistic in my book.

Your extremely lucky if you can get 2 missiles to hit the same section of mech.

Also I've noticed at times they do 0 damage to a mech but as I don't have screen capture I can't prove it.

They arent for light mechs to carry....

#12 Scratx

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Posted 20 June 2014 - 09:25 PM

View PostDr HaxZaw, on 20 June 2014 - 04:24 PM, said:

Those saying the cooldown is warranted clearly havent run them. They make putting them in your light mech completely useless due to the massive spread the missiles have. Completely unrealistic in my book.

Your extremely lucky if you can get 2 missiles to hit the same section of mech.

Also I've noticed at times they do 0 damage to a mech but as I don't have screen capture I can't prove it.


SSRMs are essentially anti-light mech weapons. They're not general purpose. And they're not actually all that practical or a good idea to run in a light mech unless you're a light mech hunter. And even so that's debatable. Considering it's clan streaks we're talking about, light clan mechs are no good at the light hunting game anyway. Too slow for that.

So, time to go back to the drawing board.

#13 Sephlock

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Posted 20 June 2014 - 09:29 PM

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.


No, that would make SENSE.

PGI doesn't do SENSE. PGI does NERFS.

And look at all the people that would be crying if they were fun.

#14 Marmon Rzohr

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Posted 20 June 2014 - 09:34 PM

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?


You couldn't. The ML has a 3 sec cooldown, not counting the beam duration. They also weigh 3 tonnes and do 12 damage. Compared to the LRM 10 that is 3.5 t and does 11 damage.

While I do agree with you that 7 seconds may be a bit long, keep in mind that it was a good idea for PGI to do the Clan balance conservatively. Even with that you have people talking about how OP and SUPER OP the Clans are. Either way I think it might be viable to buff them to 6 seconds perhaps give them a bigger Ghost heat penalty to compensate. Keep in mind that you are looking at a weapon that is very devastating against light mechs. You have to keep it powerful, but you can't make it too good, otherwise there is no way to play around it.

While I generally don't think highly of SSRMs due to the unreliable nature of random damage weapons, try working around the cooldown by avoiding the enemy between shots instead of staying close like the typical brawler and ALWAYS carry a Probe.

#15 Felio

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Posted 21 June 2014 - 05:37 AM

View PostDr HaxZaw, on 20 June 2014 - 04:24 PM, said:

Those saying the cooldown is warranted clearly havent run them. They make putting them in your light mech completely useless due to the massive spread the missiles have. Completely unrealistic in my book.

Your extremely lucky if you can get 2 missiles to hit the same section of mech.


http://mwomercs.com/...te-june-112013/

#16 Bishop Steiner

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Posted 21 June 2014 - 05:54 AM

View PostScratx, on 20 June 2014 - 09:25 PM, said:


SSRMs are essentially anti-light mech weapons. They're not general purpose. And they're not actually all that practical or a good idea to run in a light mech unless you're a light mech hunter. And even so that's debatable. Considering it's clan streaks we're talking about, light clan mechs are no good at the light hunting game anyway. Too slow for that.

So, time to go back to the drawing board.


Eben then, just like inner sphere lights, you pack a bunch of ssrm2s. Of wait..... Fast cycle time?

People seem to not get the whole firing 3x as many missiles, thing. Or to be comparing them to IS Arms and seems which they need to balance against

#17 Lykaon

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Posted 21 June 2014 - 07:17 AM

View Postsolar levitas, on 20 June 2014 - 04:12 PM, said:

You can also negate ECM with either a UAV or a clan probe. Streak srm6s are really good.


Negate is not the word to use here I would say mitigate.

Using the well known I.S. streaks in this example so...

Streaks have a 270m max range

ECM prevents locks from 0-180m and prevents sensor detection from over 200m.Essentially ECM makes streaks function within a 181m-200m "doughnut" so essentially a very narrow window of 19m where a streak launcher will function while ECM is present on the target.(it gets even weirder when ECM is coming from a source that isn't the target and can effectivley "negate" streak use)

Now with a BAP the BAP will cancel the effects of a single ECM within the BAP's counter measure range of 120m.(and only the closest ECM if more than one is in use )

This means that a mech with streaks and a BAP will remove the ECM effects between the ranges of 0-120m from a target with ECM on board.Also the previously mentioned "doughnut" of 181m-200m.(and again if the ECM is not mounted on the target all the potential variables are impossible to account for)

This means that the BAP "negating" ECM and allowing streaks to lock has the actual effect of allowing ECM to reduce effective streak locking ranges from 270m to 120m.

So I would say BAP mitigates ECM since even with a BAP active the ECM still cuts your streak range by more than half. (270m down to 120m)

Edited by Lykaon, 21 June 2014 - 07:19 AM.


#18 Screech

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Posted 21 June 2014 - 08:08 AM

View PostDr HaxZaw, on 20 June 2014 - 04:24 PM, said:

Your extremely lucky if you can get 2 missiles to hit the same section of mech.


Maybe you should try SRMs then.

#19 Ngamok

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Posted 21 June 2014 - 10:43 AM

View PostBishop Steiner, on 21 June 2014 - 05:54 AM, said:

Eben then, just like inner sphere lights, you pack a bunch of ssrm2s. Of wait..... Fast cycle time?

People seem to not get the whole firing 3x as many missiles, thing. Or to be comparing them to IS Arms and seems which they need to balance against


SMN-B

Yea, I only have 16 2/3 volleys but this with ADV Sensor Range. Pretty sure most lights will get rocked. And again, a troll build.

#20 LordKnightFandragon

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Posted 21 June 2014 - 10:44 AM

Streaks are a pain in the ass. I dont like em cuz we lose lock to often, its entirely to easy to lose it. Move behind a building, lock gone. Mech blocks the view of the target, lock gone.

I find by the time the damn things are locked, the target has moved. So I switch to the next target, nope...next? nope..

I run Standard SRMs and dumbfire them ive im going to SRM at all.





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