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Question On Streak Modules

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#1 Appogee

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Posted 26 July 2015 - 10:49 PM

I'm building a Streak boat for use on those days when ECM Lights are getting me down.

I will use a 360 Target Retention Module on it.

Does it also make sense to use Advanced Target Decay? Or is that unnecessary and duplicative, given I will already have the 360 Target Retention Module mon it?

It's not clear to me whether there's an advantage to having both.

Thanks in advance for your advice.

Edited by Appogee, 26 July 2015 - 10:50 PM.


#2 Escef

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Posted 26 July 2015 - 10:58 PM

Target Decay slows down the "unlock" process, might let you get an extra shot in.

360 Target Retention lets you maintain target information on an enemy mech you have targeted if it moves out of your field of view, it does nothing for missile locks.

#3 Kubernetes

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Posted 26 July 2015 - 11:18 PM

I take Target Decay over 360 on Streakboats. If you're in a turning fight the Decay will work just as well (unless it takes you several seconds to turn around).

#4 bad arcade kitty

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Posted 26 July 2015 - 11:27 PM

decay is much much better

360 retention serves almost no purpose because it doesn't keep the lock, it keeps the target acquired which has no meaning to you when you face an opposite direction, you get 'new target acquired' immediately when you turn and press 'r' anyway and it doesn't help when you face your target but it hides using a cover; it's only use it's to spot while running from enemy or something

decay doesn't keep you the lock if you turn your face away too... but it makes it much easier to play peep and hide or to chase enemy which uses covers because it keeps the target acquired when it hides using a cover (and so keeps the lock if you face the target) and also keeps your target acquired when you turn from it for a brief moment of time

for weapon modules i would suggest that cooldown is much better than range, streaks have a ridiculously long cooldown

Edited by bad arcade kitty, 26 July 2015 - 11:33 PM.


#5 AlphaToaster

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Posted 26 July 2015 - 11:30 PM

I would take target decay over 360 retention if you can only take one of them.

Target decay works on stuff that's in front of you that goes out of LoS while 360 only kicks in when stuff goes behind you.

Target Decay extends the lock time and screws with Radar Deprivation. 360 makes it so the target info bubble stays up after target lock is lost and the target remains behind you, but still in LoS. Once they leave LoS behind you, then I think the Radar Dep/Decay timers kick in before you lose them.

So yeah using both 360 and decay, in that one situation in the thick of a brawl, you won't lose the light that's trying to bail through the deathball to ditch you while you're torso twisting away from an alpha to the face from a direwolf, juking around your XL stalker teammate backing up, so you ended up with your back facing the direction you were facing a second ago, even though you're still chasing the damn light that way. You know? Because F*** the middle on Terra Therma, why does everyone go there?

Edited by AlphaToaster, 26 July 2015 - 11:33 PM.


#6 Odinvolk

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Posted 27 July 2015 - 12:03 AM

For the 9th time - 360 only retains target INFO, e.g. damage and weapons on enemy mechs in your top-right corner.
The target decay, on the other hand, allows you to keep target locked for longer. Target decay is GREAT. The 360 thing is all but useless. Maybe it needs a re-name just to stop confusing new players?
The question is, does target decay counter acts radar depr. module at all or not? I am personally not clear...

#7 Appogee

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Posted 27 July 2015 - 12:05 AM

View Postbad arcade kitty, on 26 July 2015 - 11:27 PM, said:

i would suggest that cooldown is much better than range, streaks have a ridiculously long cooldown

I'm concerned though that, with two sets of 3SSRM6s onboard, quicker cooldown might just lead to overheating?

#8 Deathlike

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Posted 27 July 2015 - 12:06 AM

Target Decay is optimal for Streaks, since you only need just the lock to fire and needing a little bit of time for the mech to clear whatever obstacles it's trying to protect itself with.

However, Artemis+Streaks is more useful as a long term solution.

#9 Appogee

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Posted 27 July 2015 - 12:08 AM

View PostOdinvolk, on 27 July 2015 - 12:03 AM, said:

For the 9th time...
Sorry, I must have missed the other 8. ;) But thanks for taking the time to clue me in.

View PostOdinvolk, on 27 July 2015 - 12:03 AM, said:

The question is, does target decay counter acts radar depr. module at all or not? I am personally not clear...
For the 9th time... I don't know either LOL.

View PostDeathlike, on 27 July 2015 - 12:06 AM, said:

Artemis+Streaks is more useful as a long term solution.
That's 6 extra tons though.

EDIT: thanks for clarifying that Artemis doesn't add an extra ton to Streaks.

Edited by Appogee, 27 July 2015 - 05:59 AM.


#10 Kotzi

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Posted 27 July 2015 - 12:17 AM

I dont see the use of target decay module for streaks if not in combination with 360 module. You dont want to shoot your streaks when the enemy is behind a solid cover. Your lock is useless if your streaks will damage anything but your target. I would Only use it in combination with 360 module. If you torsotwist to spread damage and the enemy is behind you the extra lock time helps not to loose your lock. Other than that its useless imo.

Edit: Artemis on streaks does nothing but decrease time to get a lock, and it is a glitch actually as only lrm should be getting this buff, but no one knows if PGI is ever gonna fix this. Your "spread" wont get reduced.

Edited by Kotzi, 27 July 2015 - 12:27 AM.


#11 Odinvolk

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Posted 27 July 2015 - 12:40 AM

View PostAppogee, on 27 July 2015 - 12:08 AM, said:

Sorry, I must have missed the other 8. ;) But thanks for taking the time to clue me in.
For the 9th time... I don't know either LOL.
That's 6 extra tons though.
Do you think 6xSSRM6 without Artemis would be better or worse than 6xSSRM4A?

Sorry mate, that came out rude. I meant that I am the 9th poster to answer the exact same thing. :) But i did anyway.
I am very sure that ARTEMIS does not affect Streaks, only SRMs and LRMs.
Cheers!

#12 Escef

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Posted 27 July 2015 - 12:44 AM

View PostAppogee, on 27 July 2015 - 12:08 AM, said:

That's 6 extra tons though.

Do you think 6xSSRM6 without Artemis would be better or worse than 6xSSRM4A?


Artemis adds nothing to the weight or crits of Streaks. It's a weird little interaction. In TT Streaks and Artemis don't interact at all. Streak missiles when you have Artemis on your other launchers? No problems, the Streak's functionality and stats are unchanged. But in MWO the Artemis upgrade shortens lock-on time for LRMs, and LRMs and Streaks use the same game mechanics for lock on, ergo Streaks benefit from Artemis upgrade in MWO. All it costs you is c-bills.

#13 Odinvolk

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Posted 27 July 2015 - 12:48 AM

View PostEscef, on 27 July 2015 - 12:44 AM, said:


Artemis adds nothing to the weight or crits of Streaks. It's a weird little interaction. In TT Streaks and Artemis don't interact at all. Streak missiles when you have Artemis on your other launchers? No problems, the Streak's functionality and stats are unchanged. But in MWO the Artemis upgrade shortens lock-on time for LRMs, and LRMs and Streaks use the same game mechanics for lock on, ergo Streaks benefit from Artemis upgrade in MWO. All it costs you is c-bills.


Is there any info site that confirms this? I was/am very sure that streaks are not affected by Artemis. But i hope to be wrong as i do use streaks a lot.

#14 Kain Demos

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Posted 27 July 2015 - 12:50 AM

View PostAppogee, on 27 July 2015 - 12:08 AM, said:

Sorry, I must have missed the other 8. ;) But thanks for taking the time to clue me in.

For the 9th time... I don't know either LOL.

That's 6 extra tons though.

Do you think 6xSSRM6 without Artemis would be better or worse than 6xSSRM4A?


Artemis adds no weight to streaks.

#15 bad arcade kitty

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Posted 27 July 2015 - 01:04 AM

View PostAppogee, on 27 July 2015 - 12:05 AM, said:

I'm concerned though that, with two sets of 3SSRM6s onboard, quicker cooldown might just lead to overheating?


3 ssrm-6 is too few though
anyway use chain fire when you are too hot

View PostOdinvolk, on 27 July 2015 - 12:48 AM, said:


Is there any info site that confirms this? I was/am very sure that streaks are not affected by Artemis. But i hope to be wrong as i do use streaks a lot.


artemis speeds up streaks locks and doesn't take any weight, use the search, for instance:

http://mwomercs.com/...p-streak-locks/

Edited by bad arcade kitty, 27 July 2015 - 01:04 AM.


#16 Escef

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Posted 27 July 2015 - 01:05 AM

View PostOdinvolk, on 27 July 2015 - 12:48 AM, said:

Is there any info site that confirms this? I was/am very sure that streaks are not affected by Artemis. But i hope to be wrong as i do use streaks a lot.


It's somewhere on this site, actually. PGI acknowledged it as an unintended interaction at least as far back as open Beta. However, they also said that they actually liked the interaction and decided to keep it.

#17 El Bandito

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Posted 27 July 2015 - 03:40 AM

Ah, so the "LRMs are easy-mode" Appoguy is going to use the easy-mode SSRMs now? Go for it. ;)

#18 Damien Tokala

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Posted 27 July 2015 - 03:44 AM

I use cool down and range. Holding a lock has never been a problem, because I can track them better than you people can find Waldo.

#19 Appogee

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Posted 27 July 2015 - 05:45 AM

View PostEl Bandito, on 27 July 2015 - 03:40 AM, said:

Ah, so the "LRMs are easy-mode" Appoguy is going to use the easy-mode SSRMs now? Go for it. ;)


So the self-declared "Lord of Dakka" El Bandito wants to make LRMs seem hard...? ;)

But yeah, I have to slum it with guided munitions every now and then to be able to know whether all the PUG complaints about them are valid or not.

In fact, in exactly that spirit, I took my LRM Golden Farm Boy out for a match in the Group Queue on Canyons last night. LRMs are still easy mode - as long as you take a TAG - but they don't farm anywhere near as many CBills as they used to. Too much ECM around.

I was not disturbed by this finding. I feel LRMs are in a pretty reasonable place at the moment, all things considered.

Edited by Appogee, 27 July 2015 - 05:57 AM.


#20 Deathlike

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Posted 27 July 2015 - 05:49 AM

View PostAppogee, on 27 July 2015 - 12:08 AM, said:

That's 6 extra tons though.

Do you think 6xSSRM6 without Artemis would be better or worse than 6xSSRM4A?


Artemis does not add to the tonnage+crits of a Streak launcher. So, you get the benefits of the faster locking while committing zero to crits+tonnage.





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