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Do Ssrms Need A Change?


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#41 Quicksilver Aberration

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Posted 09 November 2014 - 11:18 PM

View PostEl Bandito, on 09 November 2014 - 06:00 PM, said:


So you wish to leave a weapon system in the dustbin instead of, dunno, making it better and more skill based? If PGI had implemented the MW4 SSRM mechanic, it couda been all so sweet.

Man, every time I take a missile mech, I think back to the good ol days of MW4 and how much I loved how missiles worked in that game, especially after a mod fixed LAMS to be random so LRM5s were actually good as well as gave MRMs arc and the ability to lock on (I miss my MRM60 Bushwacker S2 a little).

Hell I'd be ok with how Artemis worked in that game as well, it just halves the lock time, where as streak is point-n-click.

Between the ability to actually focus missiles on sections, ability to hit light mechs reliably, and the difficulty to actually lock-on being comparable to being able to shoot on standard missiles were such great aspects of the missiles in MW4.

#42 Kassatsu

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Posted 09 November 2014 - 11:21 PM

6 SSRMs on mad dogs can be rather nasty.

Other than that, there's not much point to them beyond scaring off light mechs that wander too close and for far too long.

Or legging them from full HP, that sometimes happens too, and it is glorious.

EDIT: If you really want streaks to focus damage, lock on to and fire at an enemy with another enemy between the two of you. If you position it just right, nearly every missile will hit the same component for ridiculous amounts of damage. Not that this is a viable strategy to intentionally use, but when it happens it's hilarious.

Edited by Kassatsu, 09 November 2014 - 11:29 PM.


#43 Karl Marlow

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Posted 09 November 2014 - 11:48 PM

I don't see how Streaks are low skill weapon. With SRMs I have to point and click to fire the things. I round a corner and I can blast you i the face. If you are a light I have to aim a little in front of you and let loose. With Streaks I have a delay on firing the missiles. I have to sit there and wait for a lock while you can unload on me. With lights I have to track the light until it finally locks on. That is an adventure in and of itself most of the time even when the light isnt warping back and forth on the screen. Locks are only easy to get at range. When a Light is running and out of cover and circling you a streak launcher is useless.

#44 Ursh

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Posted 10 November 2014 - 01:10 AM

On my summoner, I put 4xCSSRM6 with NARC and a CAP.

Along with punishing lights, I can narc someone, then jump streak them from behind an obstacle. Even though I'm sandblasting heavies and assaults, the addition of the NARC tends to bring lrms on my target, as well as announcing to pug teammates that there's free wifi available to anyone who comes to help shoot the baddie.

#45 Escef

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Posted 10 November 2014 - 01:32 AM

View PostBrody319, on 09 November 2014 - 09:14 PM, said:

I'm probably the worst person to talk about this because...

Because you don't know WTF you're talking about. Don't make excuses for being ignorant. And those were some pretty lame excuses. "I'm ignorant because I know what I'm talking about."... WTF? If you are seriously that ignorant on a topic, ask questions and learn about it; don't make statements as if you knew what you were talking about, you just end up looking like you've looked here.

#46 Lily from animove

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Posted 10 November 2014 - 01:41 AM

View PostMacksheen, on 09 November 2014 - 06:39 PM, said:


Nah, it doesn't.

They are decent - if you know how to use them and you don't mind spreading tons of damage.

Really, they are mostly useful for chasing away lights. You can do damage, but you better be good with the timing and patience or else you're likely eating direct fire.

Frankly, we tried to get some of the "better" folks in my unit to run streaks as a group - they couldn't - the patience and waiting was too hard for them to manage and didn't fit w/ their comp style. So be it - 7 seconds is a long wait.

I wouldn't mind IS streaks going back to 2.5 damage OR having an even faster fire time. They are largely ... ignorable ... right now.

And in terms of SRMs - start to think of SRM6s as "LB-X-12s" and it makes more sense. They are indeed shotguns.



but streaks are more than lbx than srms, because streaks go random, and srms a lot mroe to where I want them to go. 100m to a opponent face 2 face, and your streaks do what they want. Not what I want. The majority of srm's will hit the locations I want to hit.

So how are they decent if: they spread tons of damage
the patience and waiting was too hard for them to manage and didn't fit w/ their comp style

These are exactly the reasons why they don't work, why they are not competitive. Withing that time, you are doomed at this range and just done.

#47 Macksheen

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Posted 10 November 2014 - 05:08 AM

Those are the trade offs that keep them from being OP and needing a nerf. I've had more 1200 damage games in my MadDog than DWF.

Streaks need that recycle time and spread to counter balance the near sure-hit alpha you can get with patience and timing. Think of their lock and recycle like a gauss mechanic. It is enough of a barrier to help keep the performance in line. Without a limit like that it becomes more like an LRM.

#48 El Bandito

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Posted 10 November 2014 - 05:55 AM

View PostMacksheen, on 10 November 2014 - 05:08 AM, said:

Those are the trade offs that keep them from being OP and needing a nerf. I've had more 1200 damage games in my MadDog than DWF.

Streaks need that recycle time and spread to counter balance the near sure-hit alpha you can get with patience and timing. Think of their lock and recycle like a gauss mechanic. It is enough of a barrier to help keep the performance in line. Without a limit like that it becomes more like an LRM.


And how effective is a 270-360 max range LRM? Not much, I bet.

Edited by El Bandito, 10 November 2014 - 05:58 AM.


#49 Lily from animove

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Posted 10 November 2014 - 05:57 AM

View PostMacksheen, on 10 November 2014 - 05:08 AM, said:

Those are the trade offs that keep them from being OP and needing a nerf. I've had more 1200 damage games in my MadDog than DWF.

Streaks need that recycle time and spread to counter balance the near sure-hit alpha you can get with patience and timing. Think of their lock and recycle like a gauss mechanic. It is enough of a barrier to help keep the performance in line. Without a limit like that it becomes more like an LRM.


1200 dmg? I guess with proper laodout you would have killed those mechs in only 900 dmg. speaded damage is bad damage. and high dmg numbers based on spread damage is nothing than useless in important matches.

Edited by Lily from animove, 10 November 2014 - 05:58 AM.


#50 Dracol

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Posted 10 November 2014 - 05:58 AM

Streaks = SRMs with training wheels

After you learn how to lead with SRMs, you'll never go back to Streaks

#51 Macksheen

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Posted 10 November 2014 - 06:09 AM

View PostLily from animove, on 10 November 2014 - 05:57 AM, said:


1200 dmg? I guess with proper laodout you would have killed those mechs in only 900 dmg. speaded damage is bad damage. and high dmg numbers based on spread damage is nothing than useless in important matches.

Yeah no ace of spaces on them yet, seven is my best on the mad dogs.

Sure, OK ... Make them better. I don't think they need it and have a few builds I run them on a lot.

They are not something for competitive play, and that's fine. Make them better and there will be more "Nerf streaks" threads. For each thread like this there is someone else in a day or two who starts a thread saying they are too strong.

To me that sounds like balance enough.

#52 Macksheen

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Posted 10 November 2014 - 06:16 AM

View PostEl Bandito, on 10 November 2014 - 05:55 AM, said:


And how effective is a 270-360 max range LRM? Not much, I bet.

If streaks fired faster people wouldn't complain about LRMs in the public queues, they complain about streaks and how the active probe makes ECM useless.

BTW, I see your sig has the Victor leader board. I took 7 in MadDogs running streaks. I do think the are good enough and don't need to be buffed.

When I play competitive it is Gauss and laserslasers mostly or ballistics. .. But just like I cackle when I run my AWS8Q, streaks are good enough to be fun.





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