Edited by DONTOR, 25 September 2014 - 11:45 AM.
Get Rid Of Magic Cockpit Anti-Ssrm Force Field
#21
Posted 25 September 2014 - 11:43 AM
#22
Posted 25 September 2014 - 11:44 AM
Kevjack, on 25 September 2014 - 11:41 AM, said:
How much more can they nerf them though? You already see GH after the 3rd launcher, and they have a 5 second cooldown. Plus there is no cooldown module for the Streak 4 or 6.
Can't wait to test an Ice Ferret with 2x Streak 4 and a couple lasers.
That reminds me, will 6x chain-fired streaks make a comeback? With a 5 second cooldown, that's more than 1 SSRM4 a second if you time them right, even faster for 2s.
#23
Posted 25 September 2014 - 11:49 AM
SSRMs are hardly broken right now (they are neither UP nor OP, they seem just about how they should be). Don't "fix" what isn't broken.
#24
Posted 25 September 2014 - 11:59 AM
Levi Porphyrogenitus, on 25 September 2014 - 11:49 AM, said:
Given that the parts hit by SSRMs are governed by probabilities, and as long as the probability of hitting the cockpit is directly proportional to its size in relation to other parts, there is little danger that mechs will suddenly die to SSRM head shots in droves.
Levi Porphyrogenitus, on 25 September 2014 - 11:49 AM, said:
Just like people consider ECM "broken", I consider this also as such.
#25
Posted 25 September 2014 - 12:08 PM
#26
Posted 25 September 2014 - 12:08 PM
Kevjack, on 25 September 2014 - 11:41 AM, said:
How much more can they nerf them though? You already see GH after the 3rd launcher, and they have a 5 second cooldown. Plus there is no cooldown module for the Streak 4 or 6.
Can't wait to test an Ice Ferret with 2x Streak 4 and a couple lasers.
Bunch of stuff you could do, especially if they separated lock on between lrm and ssrm. stuff like
-Fix Artemis so it no longer gives ssrm faster lock on with no crit or weight cost.
-lower damage
-revert the cool down back to ~5 and ~7 seconds for cssrm4/6
-longer time to acquire lock based on amount of streaks
-require re locking after firing (could also make it so you can't get lock until the weapon reloads)
-require direct line of sight, so no sharing locks and pre locking before seeing the target
-reduce range (especially for clan ssrm, no reason they should have longer range than srm, could also base it on size of the launcher like AC's even though yes that doesn't make much sense)
-lower missle health and increase the effectiveness of ams at close range
I think some of those could work fine.
Edited by dario03, 25 September 2014 - 12:09 PM.
#27
Posted 25 September 2014 - 12:27 PM
dario03, on 25 September 2014 - 12:08 PM, said:
Bunch of stuff you could do, especially if they separated lock on between lrm and ssrm. stuff like
-Fix Artemis so it no longer gives ssrm faster lock on with no crit or weight cost.
-lower damage
-revert the cool down back to ~5 and ~7 seconds for cssrm4/6
-longer time to acquire lock based on amount of streaks
-require re locking after firing (could also make it so you can't get lock until the weapon reloads)
-require direct line of sight, so no sharing locks and pre locking before seeing the target
-reduce range (especially for clan ssrm, no reason they should have longer range than srm, could also base it on size of the launcher like AC's even though yes that doesn't make much sense)
-lower missle health and increase the effectiveness of ams at close range
I think some of those could work fine.
Some good ideas there. Of them all the cooldown reversion is the only one I'm totally against, just because 6 secs and 7 secs were waaay too long, and they were completely unviable. If you nerf the range and increase lock time. there's no reason to make the reload longer.
Edited by Kevjack, 25 September 2014 - 12:28 PM.
#28
Posted 25 September 2014 - 12:50 PM
Kevjack, on 25 September 2014 - 12:27 PM, said:
Agreed, the list was a pick and choose, definitely not a do all of these list.
#29
Posted 25 September 2014 - 01:05 PM
#31
Posted 25 September 2014 - 01:58 PM
Mystere, on 25 September 2014 - 10:49 AM, said:
Answer this: What's so special about the cockpit that it needs special treatment against damage?
You can make streaks hit the cockpit on some mechs - can I ask *why* you're posting this? The headshot achievement should not be helped substantially by weapons that aim themselves, it's supposed to be hard to do. If you get close and twist while firing you can do it. To hit ECM mechs I've even targeted a distant mech, positioned the ECM mech between me and the distant mech, and let 'er rip.
Seriously though, the thread came on pretty strong - what gives?
FupDup, on 25 September 2014 - 12:08 PM, said:
You could just use aim-able missiles though, too. Streaks do that so there's a point to real SRMs. If you can aim at the spot, use SRMs. If you can't aim at a spot, use streaks. I know you've been playing long enough to know this.
#32
Posted 25 September 2014 - 02:07 PM
Fierostetz, on 25 September 2014 - 01:57 PM, said:
You can make streaks hit the cockpit on some mechs - can I ask *why* you're posting this? The headshot achievement should not be helped substantially by weapons that aim themselves, it's supposed to be hard to do. If you get close and twist while firing you can do it. To hit ECM mechs I've even targeted a distant mech, positioned the ECM mech between me and the distant mech, and let 'er rip.
Seriously though, the thread came on pretty strong - what gives?
From what I can gather, SSRMs never damage the head. It is hardcoded into MWO. I want that removed.
As for why I am posting this, it most certainly was not because of the achievement. I actually was not even thinking about that one. This topic came about because people in another thread were asking for the cockpit to be immune from artillery and air strikes.
Edited by Mystere, 25 September 2014 - 02:08 PM.
#33
Posted 25 September 2014 - 02:08 PM
Kassatsu, on 25 September 2014 - 11:44 AM, said:
That reminds me, will 6x chain-fired streaks make a comeback? With a 5 second cooldown, that's more than 1 SSRM4 a second if you time them right, even faster for 2s.
Tried that on a Mad Dog, wasnt as impressive as I'd hoped, 6 srm4s are just flat out better really for the instant fire ability and no need to get a lock.
#34
Posted 25 September 2014 - 02:33 PM
Fierostetz, on 25 September 2014 - 01:58 PM, said:
Aren't Streaks in Battle Tech an upgrade to SRMs?
In this game they are a downgrade.
They weigh more, they practically require Active Probe - they have longer cooldowns than SRMs and with all of those drawbacks they end up crappier with a crappy homing mechanic that makes them a waste of tonnage vs. "not light mechs" in comparison to SRMs.
I really do not think this is the best that can be done with this weapon system.
Edited by Ultimatum X, 25 September 2014 - 02:34 PM.
#35
Posted 25 September 2014 - 02:54 PM
I know in CoD, people YOLO around looking for their l33t snipr nest to kamp, looking for Boom, Headshots.
I would be 100% OK if they removed Boom, Headshot from MWO completely. In this game, there is really not that much "skill" in getting a headshot, you can go to practice grounds and learn where to aim on every mech pretty much. Most of it comes down to a target presenting the opportunity, which the bigger they get the easier and more oft that happens, and having sufficient PING stability on you and target that HSR doesnt freeak out.
Thats it. The rest is blind luck. I actually avoid aiming at heads, and apologize if something random or accidental happens, like HSR freak outs or the target turns just the wrong way at just the right time. I dont want to be the reason that other player's fun got cut way short, his mech in decent shape suddenly ganked. Some things are more important then "play to win"
People come here and piss and moan about being killed so fast, TTK arguments left and right, but we should leave insta-gank headshots in the game. I think the most rediculous thing is the random number generator artillary headshots. "SKILLSHOT"
So I doubt I have to respond especially to the idea of auto-aim headshot missiles, I think my opinion can be inferred.
#36
Posted 25 September 2014 - 03:15 PM
Mystere, on 25 September 2014 - 02:07 PM, said:
From what I can gather, SSRMs never damage the head. It is hardcoded into MWO. I want that removed.
As for why I am posting this, it most certainly was not because of the achievement. I actually was not even thinking about that one. This topic came about because people in another thread were asking for the cockpit to be immune from artillery and air strikes.
Thanks for taking the time to respond seriously lots of people's knee-jerk reaction on the forums is pure venom.
You can "fling" missiles with a lot of practice, I used to do it to try to focus SSRM damage while driving my oxide. It's a lot of work and its not 100% - the best I could ever do was bias the damage to one particular side of an enemy mech. Deaths to headshots from arty/air are rare, but frustrating. I can see how some newer guys get bent out of shape by it.
Edited by Fierostetz, 25 September 2014 - 03:22 PM.
#37
Posted 25 September 2014 - 03:43 PM
#38
Posted 25 September 2014 - 06:28 PM
Fierostetz, on 25 September 2014 - 01:58 PM, said:
Yes, I am well aware of how normal SRMs work in this game. I still think the current SSRM implementation is dumb though.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users