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Streak 6. Why Has This Not Been Nerfed?


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#81 Wintersdark

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Posted 24 June 2015 - 07:26 PM

View PostEscef, on 24 June 2015 - 07:19 PM, said:


Honestly, I don't think the people claiming Streaks are super-powerful will care. Facts don't matter to them. Hell, I used to buy into the myth that Streaks are good against lights. The fact of the matter is that they are high accuracy, low precision weapons. You can pump out some seriously high damage numbers with them and in really short order (that StreakDog I used in the demo vid has an alpha of 100), but that massive damage is not terrifically likely to land you kills. The only reason the sandblaster method employed by streaks works on lights at all is because there isn't much there to blast in the first place. Soloing a fresh heavy or assault in a streakboat would probably burn through 2 or 3 (or more) tons of ammo.

They're more useful for the intimidation factor against light pilots that don't know to face into the missile swarm.

Yeah, that's what I've been trying to say through this whole thread.

Large damage numbers spread everywhere isn't impressive; particularly given that those "large damage numbers" have a high alpha but aren't putting out any more damage over time than a decent IS Medium.

#82 Nightshade24

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Posted 24 June 2015 - 07:54 PM

Because the thing is Clan streaks are worse then IS ones in practicalities...


For instance lets compare the only 2 of the same kind of guidence system we have in game...


IS SSRM 2
Clan SSRM 2...

IS SSRM 2 does the same damage but has much higher velocity and a reload time.
Clan SSRM 2's have much less reload time and velocity for the exchange of range... range? on a streak?

Due to the velocity difference of the streak and range a mech can easily get behind cover as the uber slow projectile is going towards you, complaining about clan SSRM range is like complaining about an AC 20 urbanmech chasing you.

Unless you do everything in your power to make the situation worse for yourself and better for him; then you have no worries....


Clans have SSRM 4's and 6's... but the thing is streaks in general is the least played weapon in game overall, they are like a normal SRM but less accurate and more heavier with no real advantage in this game...

if guiding worked in this game that say 75% of the missiles will hit the area you aimmed at like in MW4 then hell yea! bring on the streaks (maybe scale that a bit for larger missiels), but atm they are very random... spreading damage intentionally...

I once fired at a mech, it was a banshee. I fired at it with streaks, aimming at it's upper area and nearlly completely in the open..,. all my streaks went strait down for the end of his toe and all but 1 missile hit him, the rest hit a 1 or 2 meter rock that slightly covered his foot from my angle...

At least with a normal SSRM or AC 20, when you fire at someones head, it doesn't hit a rock 100 meters of to the side.

#83 Lightfoot

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Posted 24 June 2015 - 08:03 PM

Because SSRMs are garbage. Lasers are best.

#84 Nightshade24

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Posted 24 June 2015 - 08:12 PM

View PostGreen Mamba, on 24 June 2015 - 06:21 PM, said:

PGI is too Nerf happy as it is they don't need to be nerfing anything ,Clan or IS

I would agree tech wise... mostly what's need is buffs for things like MG (at least restoring to 1.0 dps), Flamers (DPS... heat output... heat input or removal of heat... range... anything and everything really), Clan ER PPC's (barely has any purpose barely hass anything better over a large pulse due to the damage nerf from 15 damage to 10 damage), and some other stuff...


however I think 50% strength quirks are a gotta go... Reguardless of it being velocity, fire rate, heat, etc...

Also armour quirks need a bit of a nerfing unless it's logical...

For eg atm the Shield arm on the Centurion provides as much armour as most segments on the battlemaster 2C (who due to quirks has more armour over an atlas or direwolf).

Just my input on nerfs...

#85 thesleepyslam

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Posted 24 June 2015 - 08:23 PM

I present, da best mech.


#86 xengk

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Posted 24 June 2015 - 08:49 PM

View PostSoggyGorilla, on 24 June 2015 - 04:19 PM, said:

what does the inner sphere have that can counter 6x6 streak mad dog? or 5x6 streak crow?


i don't understand why this became the new meta, but they forced everyone to use that now instead of laser vomit.

does anyone agree with me on this?


I have duel them in a SRM brawler Treb LG and won.
There spread damage is no match for focused artemis SRMs in the CT.

#87 Black Ivan

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Posted 24 June 2015 - 11:05 PM

Easy counter to Streaks is ECM. I prefer standard SRMs over Streaks any day because of the big spreading of them.

#88 EmeraldSongbird

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Posted 24 June 2015 - 11:06 PM

Know what sucks about clan streaks aside from having to lock? Their horrible spread. When I played a Mist Lynx with a C-SSRM6, about 90% of the time each missile hit a different component. Maybe good for knocking an opponent down to 0% health gradually, but they are really nothing you can knock someone out with quickly, unlike regular C-SRMs, unless you fight a light/light-medium mech. I find IS streaks to be better than these craptastic things...

#89 Joseph Mallan

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Posted 25 June 2015 - 02:03 AM

View Postbad arcade kitty, on 24 June 2015 - 04:30 PM, said:

pretty sure you mean buffed, they and lrm it's the only resort if you have high ping (:

for a fresh light to die to a streakcrow it should eat 90-120 missiles which takes 18-24 seconds
why are you hanging around for 20 seconds after all? not breaking the lock, using the covers to peep and shoot or something

may be you depend on the broken hitreg a bit too much? you know, a doublegauss jager can easily one shot a light, streakboats cannot and if you scared of the latter more than of the former...

or low FpS! ;)

#90 bad arcade kitty

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Posted 25 June 2015 - 02:44 AM

View PostJoseph Mallan, on 25 June 2015 - 02:03 AM, said:

or low FpS! ;)


yeah, if fps is around 20 or so
if it's lower... it will be very hard to get lock

#91 Catra Lanis

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Posted 25 June 2015 - 03:11 AM

View PostWintersdark, on 24 June 2015 - 04:43 PM, said:

The DPS output on a Streakcrow is atrocious, and it's all spread out. Worse, you can't chose to target anything in particular, just splatter damage randomly with what, a 7 second cooldown before shots? 6? I forget after the change. Each SSRM6 offers just .67dps.

A Catapult with 6xSRM6 can output around 20dps with a much tighter, more controlled spread. And it's not a good mech!


I resent that! I outbrawled an Atlas in my A1(C) :P

#92 QuantumButler

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Posted 25 June 2015 - 03:22 AM

>why hasn't this been nerfed?

Because it's not OP, git gud and cry less.

#93 TWIAFU

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Posted 25 June 2015 - 03:49 AM

View PostSoggyGorilla, on 24 June 2015 - 04:19 PM, said:

what does the inner sphere have that can counter 6x6 streak mad dog? or 5x6 streak crow?


i don't understand why this became the new meta, but they forced everyone to use that now instead of laser vomit.

does anyone agree with me on this?



No.

Getting killed by a weapons system is not reason enough to have it changed.

What happens for the IS in 3058?

I must have missed the memo, phone call, or email from PGI forcing me to use XYZ weapons. Since you got one, can you share that with the rest of us?

#94 TWIAFU

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Posted 25 June 2015 - 03:54 AM

View PostJohnny Z, on 24 June 2015 - 05:00 PM, said:

Well everyone knows they are an "I WIN" button against many mechs, no aim, just fire and win. I have no idea at all how they will be nerfed or when.


LOL


OMG

ROTFLMAO

Funniest thing I have read all week!

"I win" button, classic.

Keep these gems coming.

View Postbad arcade kitty, on 24 June 2015 - 05:51 PM, said:


a splatboat has 1/3 better dps and more focused damage; why don't you complain of srms?

cooldown module is wastly better than range

alpha 72 it's a streakdog, ugh, just try it and you understand why people prefer crow if they want streaks



Shhh! He uses SRMs. Nothing to see here, back to how evil streaks are...

#95 LordNothing

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Posted 25 June 2015 - 07:27 AM

the only thing ssrms are good for is taking out lights. if you are in another light or a medium then ssrms will make you the ultimate squirrel smasher. if you want a weapon you can use against any other mech class and is a formidable brawling weapon, srm+artemis is the way to go.

#96 caseysrevenge

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Posted 25 June 2015 - 07:32 AM

Whahahaha streakboats almost never see them and when i see them they go so quickly down that it does'nt even matters,another lost mech for the enemy.Run the thing frst yourself and see how quickly it overheats in every 1 on 1 the thing will lose.

#97 MerryIguana

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Posted 25 June 2015 - 07:35 AM

View PostNightshade24, on 24 June 2015 - 07:54 PM, said:

Because the thing is Clan streaks are worse then IS ones in practicalities...


For instance lets compare the only 2 of the same kind of guidence system we have in game...


IS SSRM 2
Clan SSRM 2...

IS SSRM 2 does the same damage but has much higher velocity and a reload time.
Clan SSRM 2's have much less reload time and velocity for the exchange of range... range? on a streak?

Due to the velocity difference of the streak and range a mech can easily get behind cover as the uber slow projectile is going towards you, complaining about clan SSRM range is like complaining about an AC 20 urbanmech chasing you.


This is so wrong it hurts. Clan ssrm 2 has a cooldown of 3.5, so does IS ssrm 2. Clan ssrm 2 velocity 180, IS velocity 200. Clan range 360, IS range 270.

#98 Solahma

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Posted 25 June 2015 - 07:55 AM

Posted Image
lol, but really, a LCT getting hit anywhere dies. 72 points of SSRM6 damage is more than half it's entire armor value.

Honestly though, lights stand no chance against a SSRM6 boat. 1 alpha has a good chance of instantly killing any IS light mech. 2 shots typically kills any light mech. It has ridiculous range. Any streakboat just needs to take cAP to negate ECM.
It's too powerful against lights. period.
How do you fix this vs. lights only? Several options:
- Make streaks launch staggered, like clan LRMS
- Increase the spread dramatically for targets moving above 100kph
- Reduce the turning speed of SSRMs so a fast moving light mech can out-maneuver them
- Increase the spread vs. lights alone
- Program SSRMs to miss with a certain amount of missiles depending on the target's speed (similar to already mentioned). Would be a simple formula based on target's KPH.

Even though you don't see Streaks a lot, they are still THEE most effective light killer in the game. Nothing prior to clans was this effective at killing lights. It's guaranteed damage once the trigger is pulled. Terrain matters little when a light can't find cover in time after the first alpha. Also, the light can get caught off-guard turning a corner or being pre-locked from a spotter or UAV. Prior to clans, we had IS SSRM2 light hunters. A dedicated role for the most part. It was effective, but it didn't "LOL insta-killed!" light mechs (or at least instantly crit their leg,side torso, center torso, something critical in one hit.
The reason you don't see a ton of streak boats all the time is because there are very few light mechs out there to be super-uber effective against (oh gee, I wonder what turned them off!?....). So Streak boat players realized they don't have as many victims and Streaks are a lot less effective against larger mechs, the larger they are, the less effective it is.
It should be tweeked to be worse against lights, but remain the same current effectiveness against mediums, heavies, and assaults.
The best way to do that, IMO, is to add in a miss chance based on KPH. Just for example: mechs moving below 110 KPH have no SSRM misses. Every 1 KPH past 110 gives the mech a 1% miss rate. A mech moving 150 KPH automatically makes 40% of missiles miss target. Something like that, and balance the rate accordingly. This way, when a LCT is targeted by a 6x SSRM6 MDD which is 36 missiles or 72 damage, it will be hit by 21 missiles for 42 damage.

Just a thought. There is no weapon in the game that is more effective against lights than clan SSRM4s and SSRM6s. Sure, other weapons like dual Gauss can still be brutal against a light, but those weapons require aiming and the light's survival is hugely impacted by his ability to maneuver. All I would like to see is a similar defense added against SSRMs.

Edited by Solahma, 25 June 2015 - 07:57 AM.


#99 Lyoto Machida

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Posted 25 June 2015 - 08:00 AM

View PostSolahma, on 25 June 2015 - 07:55 AM, said:

Posted Image
lol, but really, a LCT getting hit anywhere dies. 72 points of SSRM6 damage is more than half it's entire armor value.

Honestly though, lights stand no chance against a SSRM6 boat. 1 alpha has a good chance of instantly killing any IS light mech. 2 shots typically kills any light mech. It has ridiculous range. Any streakboat just needs to take cAP to negate ECM.
It's too powerful against lights. period.
How do you fix this vs. lights only? Several options:
- Make streaks launch staggered, like clan LRMS
- Increase the spread dramatically for targets moving above 100kph
- Reduce the turning speed of SSRMs so a fast moving light mech can out-maneuver them
- Increase the spread vs. lights alone
- Program SSRMs to miss with a certain amount of missiles depending on the target's speed (similar to already mentioned). Would be a simple formula based on target's KPH.

Even though you don't see Streaks a lot, they are still THEE most effective light killer in the game. Nothing prior to clans was this effective at killing lights. It's guaranteed damage once the trigger is pulled. Terrain matters little when a light can't find cover in time after the first alpha. Also, the light can get caught off-guard turning a corner or being pre-locked from a spotter or UAV. Prior to clans, we had IS SSRM2 light hunters. A dedicated role for the most part. It was effective, but it didn't "LOL insta-killed!" light mechs (or at least instantly crit their leg,side torso, center torso, something critical in one hit.
The reason you don't see a ton of streak boats all the time is because there are very few light mechs out there to be super-uber effective against (oh gee, I wonder what turned them off!?....). So Streak boat players realized they don't have as many victims and Streaks are a lot less effective against larger mechs, the larger they are, the less effective it is.
It should be tweeked to be worse against lights, but remain the same current effectiveness against mediums, heavies, and assaults.
The best way to do that, IMO, is to add in a miss chance based on KPH. Just for example: mechs moving below 110 KPH have no SSRM misses. Every 1 KPH past 110 gives the mech a 1% miss rate. A mech moving 150 KPH automatically makes 40% of missiles miss target. Something like that, and balance the rate accordingly. This way, when a LCT is targeted by a 6x SSRM6 MDD which is 36 missiles or 72 damage, it will be hit by 21 missiles for 42 damage.

Just a thought. There is no weapon in the game that is more effective against lights than clan SSRM4s and SSRM6s. Sure, other weapons like dual Gauss can still be brutal against a light, but those weapons require aiming and the light's survival is hugely impacted by his ability to maneuver. All I would like to see is a similar defense added against SSRMs.


How about don't get too close to a streakboat in a light? If I turn a corner in my Awesome and run into a Dire Wolf or something, I might be pretty screwed also.

Lights have a pretty decent chance of getting outside SSRM range if they pilot well enough.

#100 Narcissistic Martyr

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Posted 25 June 2015 - 08:12 AM

I drive lights almost exclusively. Anything with more than 1 Streak 6 sends me running away screaming to my team "KILL IT WITH FIRE." They do that, and then I go help them murder the dual guass mechs with sneak attacks.





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