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.