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Is Streak Launchers Need A Buff


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#1 Destoroyah

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Posted 12 October 2014 - 04:42 AM

IS streaks are not in balance compared to clan versions.

Clan SSRM2 weighs half a ton less and gots 90m more range then IS version, the only thing the IS version gots over the clan version is 20 extra missle speed. I don't think 20 extra speed warrants the Clan Versions superiority.

They really should boost the damage back to 2.5 on the IS SSRM2 since it is the only version they got and clan can compensate by their extra range and ability to mass them up.

Today I wa rolling in my COM2D and it is amazing how underwhelming and unreliable the IS SSRM2 is. I've had several circumstances where I would have a target with a bright red Center torso many with it exposed on rear and front and for some unknown reason I can put 3-5 volleys of 3xSSRM2's into the target and the target doesn't go down. Either the missles are trying everything in there power to avoid the finishing blow or the missles aren't registering their damage properly. Even when the mech is missing a leg and both arms and is exposed for what should be a easy kill the missles just seem to fail at achieving it.

Edited by Destoroyah, 12 October 2014 - 04:43 AM.


#2 theta123

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Posted 12 October 2014 - 04:46 AM

It would help alot indeed to see the IS SSRM2's back to 2.5. They were perfectly fine. And SRM 2's should also get a reduced heat value because man they run a bit to hot..

#3 Dracol

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Posted 12 October 2014 - 04:52 AM

I always considered SSRMs as noob friendly weapons used before one got good at the game. Or, used by anti light hunters who have trouble hitting fast mechs. If you want a damaging SRM, you go with the SRM 4 or SRM 6.

The only time they were really popular was when they were hitting the CT way to often.

#4 Destoroyah

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Posted 12 October 2014 - 04:52 AM

I think the only way to get the SRM2 used is to greatly reduce it's spread. A standard SRM2 should have minor spread at best where the Artemis SRM2 should be a almost straight shot. Then it might see use over the SRM4 cause it is much more accurate.

#5 El Bandito

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Posted 12 October 2014 - 04:53 AM

Man, I WARNED the community on how the nerfs will make the IS SSRM2 useless. Look at it now. :(

#6 Dracol

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Posted 12 October 2014 - 04:54 AM

View PostDestoroyah, on 12 October 2014 - 04:42 AM, said:

Today I wa rolling in my COM2D and it is amazing how underwhelming and unreliable the IS SSRM2 is. I've had several circumstances where I would have a target with a bright red Center torso many with it exposed on rear and front and for some unknown reason I can put 3-5 volleys of 3xSSRM2's into the target and the target doesn't go down. Either the missles are trying everything in there power to avoid the finishing blow or the missles aren't registering their damage properly. Even when the mech is missing a leg and both arms and is exposed for what should be a easy kill the missles just seem to fail at achieving it.

Randomized hit locations. Inevitably, when dealing with luck instead of skill weapons, Murphy rears his ugly head and they will hit every location but the one you wish they'd actually hit.

#7 Karl Marlow

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Posted 12 October 2014 - 04:54 AM

Usually the only reason I would want to take a IS Streak is to deal with lights. Unfortunately I can't get a lock on ones that are close to me so I find that standard SRMS are much better for light removal.

#8 Destoroyah

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Posted 12 October 2014 - 04:59 AM

It's not even really decent in a light hunter role anymore. As I said I can be chasing a light with red exposed side or center structure timing my shots for when they expose the area and for some reason 3 SSRM2's can't seem to get the death blow after 4-6 volley's. If you connected with 2 SRM4's or a single SRM6 the odds of it being the mortal blow is much higher. and that's considering a few of the missles will probably miss because of the spread. There is just something fishy about the weapon in that it seems to not preform to it's potential.

Edited by Destoroyah, 12 October 2014 - 05:01 AM.


#9 dario03

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Posted 12 October 2014 - 06:53 AM

Or.....they could nerf Clan SSRM or better yet just flat out redo how ssrm works. That would balance them out without putting even more haha-lights-main-advantage-means-nothing missles on the field.

#10 Angel of Annihilation

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Posted 12 October 2014 - 07:15 AM

In my opinion, streak launchers need a buff. The thing is they just aren't good because most of the time the missiles will not hit the critical areas required to kill and enemy.

I did a test just the other day. I went to the testing grounds and fired my laser at the Atlas until I had it down to internals. Then I fired a Clan Streak SRM6 into that Atlas until it died. I think I went though something like 160+ missiles before I finally managed to kill it. Most hits went everywhere but the CT in fact I would say 80% hit arms or legs. Unfortunately that is why too unreliable of a weapons system for me to even consider devoting a proportionally massive amount of extra weight for as compared to a standard SRM6 that actually WOULD have killed the Atlas in under 3-4 shots (18-24 missiles).

Edited by Viktor Drake, 12 October 2014 - 07:15 AM.


#11 Alistair Winter

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Posted 12 October 2014 - 07:17 AM

If there's one nerfed weapon I don't really care about, it's the IS SSRMs.

Fix the pulse lasers.
Fix the AC2s.
Fix the slow motion PPCs.
Fix flamers.

When you've done all that, maybe look at the Streaks. Maybe. But the last thing this game needs right now is more easy ways to kill light mechs. Remember how fun it was when a single Shadow Hawk or Kintaro with 4xSSRM2's and BAP would wipe out all the light mechs on the enemy team without taking more than 10% damage? Those were fun times, right?

Right?

And before you bring up the whole "yes, but light mechs are faster than medium mechs and medium lasers have more range than SSRMs", do keep in mind that we've been down that road in about a hundred threads in the past.

#12 Bishop Steiner

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Posted 12 October 2014 - 07:22 AM

View PostDracol, on 12 October 2014 - 04:52 AM, said:

I always considered SSRMs as noob friendly weapons used before one got good at the game. Or, used by anti light hunters who have trouble hitting fast mechs. If you want a damaging SRM, you go with the SRM 4 or SRM 6.

The only time they were really popular was when they were hitting the CT way to often.

Good thing we are talking about game balance then, and not your opinions, eh? ;)
If you consider minimal damage, spread all over the extremities of the enemy mech "noob friendly" trade offs for the lock on, well, you and I have a differing view of noob friendly.

#13 Bishop Steiner

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Posted 12 October 2014 - 07:27 AM

View PostDestoroyah, on 12 October 2014 - 04:52 AM, said:

I think the only way to get the SRM2 used is to greatly reduce it's spread. A standard SRM2 should have minor spread at best where the Artemis SRM2 should be a almost straight shot. Then it might see use over the SRM4 cause it is much more accurate.

amen to that. even with artemis, they spread poorly, and really, who in the heck is gonna double their weight per launcher?

Tighter spread, lower heat.

As for the SSRm2 my thought is to use a version of the arcing mechanic from C-ERPPC. For SSRM2s, have them hit a primary location (where aimed) and then the second missile could hit an adjacent location. (Instead of hitting the forehead and the big toe)

#14 FupDup

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Posted 12 October 2014 - 07:36 AM

The best buff of all could be to have their targeting system somewhat based off of MW4's. Instead of the current cluster hits table roll, you'd just target a specific body part like with a normal weapon, and the missiles would attempt to hit that specific location. Note the word *attempt;* if the target did something like torso twist or otherwise out-maneuvered the missile, then the missile naturally wouldn't get to reach its intended destination.

That seems unlikely, unfortunately, so a quick XML-friendly bandaid is probably in order.


View PostAlistair Winter, on 12 October 2014 - 07:17 AM, said:

If there's one nerfed weapon I don't really care about, it's the IS SSRMs.

Fix the pulse lasers.
Fix the AC2s.
Fix the slow motion PPCs.
Fix flamers.

When you've done all that, maybe look at the Streaks. Maybe. But the last thing this game needs right now is more easy ways to kill light mechs. Remember how fun it was when a single Shadow Hawk or Kintaro with 4xSSRM2's and BAP would wipe out all the light mechs on the enemy team without taking more than 10% damage? Those were fun times, right?

Right?

And before you bring up the whole "yes, but light mechs are faster than medium mechs and medium lasers have more range than SSRMs", do keep in mind that we've been down that road in about a hundred threads in the past.

If Streaks used a better designed targeting system, them being able to waffle-stomp lights and small mediums wouldn't be an issue (because then they'd require [the S word that rhymes with Bill] to use rather than being an aimbot with low precision).


Also, WTB reworked LBX and Wub Wub. :\




Side-note: The regular SRM2 should definitely get a drastic spread reduction, and maybe even -1 heat (for balance corerule ignore we can give the Clan SRM2 smaller buffs in each area because of its half tonnage).

Edited by FupDup, 12 October 2014 - 07:39 AM.


#15 Bront

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Posted 12 October 2014 - 07:43 AM

View PostDracol, on 12 October 2014 - 04:52 AM, said:

The only time they were really popular was when they were hitting the CT way to often.

Before SRM hit detection was fixed and Streaks did 2.5 damage per missile, streaks were they way to go. They were good for anti-light, or for the added screen shake of chain firing lots of them, and they helped pad your damage scores since they weren't focused fire.

I'm not sure of a good fix. The 2.5 damage helped them, but it made little sense and would break Clan Streaks. Same with a hit location change. Unless either was a unique IS bonus, but that seems unlikely.

Honestly, it would help streaks if they locked faster, but then you'd have issues with SSRM/LRM mechs.

#16 KraftySOT

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Posted 12 October 2014 - 07:54 AM

It IS just an SRM2 with locking capabilities...I dont know what you expect out of a 4 damage weapon.

#17 FupDup

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Posted 12 October 2014 - 07:55 AM

View PostKraftySOT, on 12 October 2014 - 07:54 AM, said:

It IS just an SRM2 with locking capabilities...I dont know what you expect out of a 4 damage weapon.

The regular SRM2 is also underpowered. It has the same tonnage as a Medium Laser (1 ton), but has the additional requirement of ammo, and it doesn't have 2x max range. Given these traits, the SRM2 rightfully should be at least somewhat better for brawling than the ML.

#18 UrsusMorologus

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Posted 12 October 2014 - 07:59 AM

Ghost heat nerf made the pre-existing nerfs overwhelming.

Faster refire would be nice, would give them better DPS without having higher alpha

#19 KraftySOT

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Posted 12 October 2014 - 08:01 AM

Wah?

Its an SRM2...seriously wtf do you expect? It fires 2 missiles for 4 damage.

In a world of 50 armor in CTs average...what do you want it to do? Shoot lightning bolts? A medium laser IS better than an SRM and is supposed to be.

Why on earth would something thats meant to cause criticals, fight vehicles, load special ammo, and combat infantry...be a good brawling weapon?

Wheres the crack pile you guys are smoking off of...I want some too.

#20 Dracol

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Posted 12 October 2014 - 08:01 AM

View PostBishop Steiner, on 12 October 2014 - 07:22 AM, said:

Good thing we are talking about game balance then, and not your opinions, eh? ;)
If you consider minimal damage, spread all over the extremities of the enemy mech "noob friendly" trade offs for the lock on, well, you and I have a differing view of noob friendly.

How I view noob friendly are low skill for low reward. IMHO, the streak ssrm2 fails squarely into that category. When first starting out, some players are just content to deal some damage and the ssrm2 is perfect for that (in a close range build).

So what do you consider a new player friendly weapon?





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