El Bandito, on 02 November 2014 - 08:12 AM, said:


Cssrm Need Fix
#21
Posted 02 November 2014 - 11:48 AM
#22
Posted 02 November 2014 - 11:49 AM
See Mechwarrior Living Legends for how to do Streaks. Sure they can still miss, but at least they still require some skill on when to fire them.
#23
Posted 02 November 2014 - 12:02 PM
CapperDeluxe, on 02 November 2014 - 11:49 AM, said:
See Mechwarrior Living Legends for how to do Streaks. Sure they can still miss, but at least they still require some skill on when to fire them.
The whole point of streaks is they cannot be fired unless fully locked on and are the only weapon system that can be completely negated via onboard tech (1 to 1, not including narcs/tags/counter ECMs, etc). The bonus to this negative is that if you DO get to fire them, all hit. It would be ridiculous to change it so some missiles missed.
#24
Posted 02 November 2014 - 12:05 PM
They could just give IS streaks that same 350 meter range and call it a day?
Mechs like the Kintaro and Oxide have pretty much disappeared completely since the streak nerf, I miss seeing Kintaro's running around just smashing things with srm's and medpulse, but then if there is a medium slot to be filled, the stormcrow packing 5xSRM6 or 5xSSrm4 is way more brutal.
Not that there are many lights running around these days anyway.
#25
Posted 02 November 2014 - 12:22 PM
The range is kinda harsh. Rather than nerfing them down though, I'd like to see IS streaks increased to a comparable range. While you're at it, put IS streaks back to 2.5 damage a pop.
For clan streaks though, there is one area that is, I think, pretty badly broken - and I say this as an admitted user of clan streaks. I don't like to run SRM6 on clans, because I can do that on IS - so I tend to run streaks on clans since I can't run more than Streak2 on an IS. It's like reverse OCD. Anyway, point is, I run them. Sometimes, quite a bit. Anyway, if you've not, you may not have noticed what I'm going to describe - if you have you've seen it if you're paying attention (which you may not be, sometimes you launch and run since they're going to track).
They seem to have their ... "spread" dictated when you launch them, similar to how an LB-10-X does. You know what I'm talking about right? There are only certain patterns and you start to see them repeating from time to time. Anyway, my opinion (just based on my own somewhat frequent usage) is that when fired in a group, all of the streaks in that group can adopt the same pattern.
That's fine and well, except one of them I like to refer to as "the brick". It looks when fired like a tightly packed 2x3 lego brick of glowing death. It generally means all of them are going to hit CT or a side torso. In and of itself, again, that's fine - only remember what I said above - when fired as a group, often they all seem to have the same spread. Six of those bricks flying and convering in one spot is going to ruin someone's day FAST. If I catch a light with a more normal spread, it's going to take a couple volleys to put them down. If I catch a light with the brick, he's dead - that's it. If I catch another medium or heavy, chances are I cleared all the armor - maybe critting the medium or turning its internals cherry red.
I'll try to get some pictures, though I know video would be helpful - my rig isn't set up for video.
This is, I think, the problem. That one time (and fire enough volleys and you'll see it) though they all converge, it's a one-shot for lights and most mediums, and a bad, bad day for others.
I think they have the cooldown fine. The range isn't even really a horrible deal, though I wish the IS ones had it. People can still dodge them, and given the huge cooldown you have to be pretty patient / smart / etc. - they suck in a zippy brawl.
The problem is the "all launchers using same tight spread" ... fix that, and they go back in line with everything else.
Edited by Macksheen, 02 November 2014 - 12:23 PM.
#26
Posted 02 November 2014 - 12:30 PM
#27
Posted 02 November 2014 - 12:43 PM
The brick is real.
#28
Posted 02 November 2014 - 01:00 PM
Dago Red, on 02 November 2014 - 11:40 AM, said:
If it was perfect against elephants it could core out just the parts it wants to on command. IS ac20's gaus in some cases massed pulse lasers and the like.
Against thinly armored mechs they're devastating don't get me wrong. But one size fit all it aint.
Take the same mech and load it up with regular srm's and have them duel it out and the regular one is going to win 90% of the time assuming the pilot can even vaguely shoot straight.
Then I must be a terribly bad pilot. I am not talking about fictional duels but about currently experienced battlefield situations. My Atlas being attacked by 1-2 SSRM Stormcrows is plain dead. he gets centered easily as they can fastly move into range to place a lot of them missiles into my center or side torso. It doesnt matter I have 101 armor in my CT, they eat through very quickly. I can fire my AC20 and stuff a lot slower and am going to shutdown much faster then these buggers throwing missiles at me. I guess in 2 weeks we will see less SRM Stormcrows, though (and many many more Timberwolves).

Who needs to core out any other parts than the CT?
Edited by Allen Ward, 02 November 2014 - 01:01 PM.
#29
Posted 02 November 2014 - 01:17 PM
Allen Ward, on 02 November 2014 - 01:00 PM, said:

Who needs to core out any other parts than the CT?
Couple of Crows can kill an Atlas even with lasers--and faster too. It's not something hard to do. Hell, even a single Crow with laser + SRM brawler build is a threat to an Atlas, more than SSRM6 Crow.
Come the 4th, and you will see, and die to a lot of Wub Crows. Cause that CLPL buff is insane.
Edited by El Bandito, 02 November 2014 - 01:19 PM.
#30
Posted 02 November 2014 - 01:21 PM
Garrond, on 02 November 2014 - 02:40 AM, said:

Lately I encountered lots of Vultures and Stormcrows being packed only with CSSRMs....
I stopped reading right there. You "encountered"... so you don't know how they actually play or work? Right. Gotchya.
So basically what you're saying is that you have a problem with, say a Mad Dog, a 65 ton mech that lumbers along at 89.1 with speed tweak, with 65 ton mech armor which at max can front load 56 points of armor in its LT/RT... that loads up on lock-on weapons which have a range of 360m, speed of 180 (which is a little faster than the speed of smell), and cool down times upwards of SIX seconds? Not to mention alpha striking all of that takes you to near overheating, therefore, unable to follow up with secondary fire while you TRY to cool down, and that's IF they have secondary weapons?
This mech doesn't focus its fire in one location, at BEST you can run it up at point blank and dump an alpha strike into one side, but then again so can any other mech in the game. The SSRM's pepper the whole target at any range, and even sometimes even ends up hitting friendlies while trying to track with its amazing Tricycle-like speed.
CSSRM's do not dominate the battlefield. The only thing they really excel at are screwing light pilots who spend too much time running around the center of an enemy group fully exposing themselves and relying on shoddy laser hit detection and jumping around to save their ass. Most of the time, it takes many CSSRM volleys to tear into a light, so it's not like one alpha strike will destroy one, but it does give the mech more reliable damage stream to take it down quicker than laser fire while it's running around. So in all honesty, in my experience using CSSRM's, they are fine the way they are. If you're a light pilot dying to CSSRM fire, perhaps you should consider that your tactics are flawed, instead of the game mechanics.
#31
Posted 02 November 2014 - 01:34 PM
They are also utterly destroyed by ECM, even a single ECM mech can be problematic outside the 150m Active Probe range, but when there's two, or even three ECM mechs? Your mech is now a paperweight.
Edited by Yosharian, 02 November 2014 - 01:35 PM.
#32
Posted 02 November 2014 - 01:41 PM
Range mod means they can fire at almost 400m, and cooldown means they fire sooner than once every 6 seconds.
Otherwise, they still spread the 60 point alpha all over your mech, and at range, AMS will get some of those missiles.
#33
Posted 02 November 2014 - 01:45 PM
Mostly, they are super-fine. Sometimes, I think the spread hitches, and someone has a bad, bad day.
#34
Posted 02 November 2014 - 02:05 PM
#35
Posted 02 November 2014 - 02:06 PM
Makes me REALLY, REALLY want melee, so whenever an SRM "brawler" gets up and face humps me, I can give them a good ol' fashion haymaker, kill them while they wiggle on the ground trying to get up, followed by a nice little, "F*** off!" message in chat.
#36
Posted 02 November 2014 - 02:31 PM
nehebkau, on 02 November 2014 - 02:05 PM, said:
I think it appears all the time, albeit rarely, but when you have 36 it's more impactful.
Edited by Macksheen, 02 November 2014 - 02:31 PM.
#37
Posted 02 November 2014 - 02:45 PM
Edited by DrxAbstract, 02 November 2014 - 02:46 PM.
#38
Posted 02 November 2014 - 02:52 PM
#39
Posted 02 November 2014 - 02:59 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users