

Streak Missiles Explained?
Started by Dino Banino, Aug 16 2015 11:03 AM
7 replies to this topic
#1
Posted 16 August 2015 - 11:03 AM
This is more of a lore question than a gameplay question.
So, what exactly are Streak SRM's? I know they lock-on, but what kind of technology do they use?
How do they differ from LRM's aside from the fact that they're short-range?
Stream SRM info tells us the missiles "always hit their targets". Why do LRMs not always hit their targets?
Is there a similarity between Stream SRMs and Artemis LRMs?
What makes me even more confused is the existance of the Streak LRMs.
Streak LRM-5 info as follows: "The Streak LRM-5 marries the Streak guidance system with a standard LRM-5 launcher."
What is this "Streak guidance system"?
And lastly, what is the difference between SRM w/ Artemis vs. Streak SRM aside from the fact that Streaks need a lock-on?
So, what exactly are Streak SRM's? I know they lock-on, but what kind of technology do they use?
How do they differ from LRM's aside from the fact that they're short-range?
Stream SRM info tells us the missiles "always hit their targets". Why do LRMs not always hit their targets?
Is there a similarity between Stream SRMs and Artemis LRMs?
What makes me even more confused is the existance of the Streak LRMs.
Streak LRM-5 info as follows: "The Streak LRM-5 marries the Streak guidance system with a standard LRM-5 launcher."
What is this "Streak guidance system"?
And lastly, what is the difference between SRM w/ Artemis vs. Streak SRM aside from the fact that Streaks need a lock-on?
#2
Posted 16 August 2015 - 11:06 AM
Archangel Dino, on 16 August 2015 - 11:03 AM, said:
This is more of a lore question than a gameplay question.
http://www.sarna.net...issile_Launcher then
#3
Posted 16 August 2015 - 11:10 AM
Archangel Dino, on 16 August 2015 - 11:03 AM, said:
This is more of a lore question than a gameplay question.
1) So, what exactly are Streak SRM's? I know they lock-on, but what kind of technology do they use?
2) How do they differ from LRM's aside from the fact that they're short-range?
3) Stream SRM info tells us the missiles "always hit their targets". Why do LRMs not always hit their targets?
4) Is there a similarity between Stream SRMs and Artemis LRMs?
5) What makes me even more confused is the existance of the Streak LRMs.
Streak LRM-5 info as follows: "The Streak LRM-5 marries the Streak guidance system with a standard LRM-5 launcher."
6) What is this "Streak guidance system"?
And lastly, what is the difference between SRM w/ Artemis vs. Streak SRM aside from the fact that Streaks need a lock-on?
1) So, what exactly are Streak SRM's? I know they lock-on, but what kind of technology do they use?
2) How do they differ from LRM's aside from the fact that they're short-range?
3) Stream SRM info tells us the missiles "always hit their targets". Why do LRMs not always hit their targets?
4) Is there a similarity between Stream SRMs and Artemis LRMs?
5) What makes me even more confused is the existance of the Streak LRMs.
Streak LRM-5 info as follows: "The Streak LRM-5 marries the Streak guidance system with a standard LRM-5 launcher."
6) What is this "Streak guidance system"?
And lastly, what is the difference between SRM w/ Artemis vs. Streak SRM aside from the fact that Streaks need a lock-on?
1) streek SRMS are short range homing missiles wihch will not fire without a lock.
2) they will not fire if you do not have a lock
3) there are many reasons why an LRM may miss, the most common is that they are fired at a target behind cover, are outside there operational range or are fired without a lock, SSRMs can still fail to hit if fired at a target out of range, if there is something in the way or if they are shot down by an AMS
4) SSRMs and ASRMs are completely diferant, ASRMs are tighter grouped SRMs essently unguided rockets, while SSRMs are homing missiles
5) if SLRMs ever make it into MWO they will most likely just be LRMs which will not fire without a lock
6) sorry but I do not know this
#4
Posted 16 August 2015 - 01:23 PM
IIRC from the fluff in the tech readouts, the Streak system fires a low-power infrared laser at the target to illuminate it for the missiles' seeker heads. Like a modern Hellfire, only SRMs fire multiple missiles with each "shot" instead of one big one. The system "reads" the bounce-back from the IR laser, can tell when the lock is steady, and fires off a brace of missiles.
#5
Posted 16 August 2015 - 02:49 PM
1) Streak SRMs are a derivative of the SRM launcher family that are coupled to a specialized tracking system (titled Streak, hence the name) that will only launch if the mech's targeting computer can guarantee a 100% hit chance; this reflects to guaranteed, albeit fairly wild, hits in-game.
2) LRMs and SRMs aren't the same thing at all. Apples and oranges. The only equal point is they're both missiles. Streaks are derived from regular SRMs, and are effectively the same aside some differences in launcher mass and the like due to the Streak system.
3) LRMs don't always hit their targets because their launch parameters and guidance are both fallible, to put it simply.
4) Somewhat. Both are a missile subtype sporting advanced guidance, though the two are fairly dissimilar and otherwise unrelated. Both more or less have the end goal of increasing missile accuracy, Artemis by increasing missile cohesion and guidance and Streak by reserving fire until the system can be certain of a hit.
5) Streak LRMs are, as the description puts it, LRMs mated to the Streak firing system. Just like Streak SRMs, they are LRMs that will not fire unless the Streak system calculates a hit. They function differently from regular LRMs, having lost any ability to fire indirectly, and are a uniquely Clan development. They function well under the Clan rules of Zellbrigen but, under true battlefield conditions, their Streak function becomes more gimmicky, as the comparatively long distance and flight time of LRMs makes it possible for a target to get into cover or break lock and end up having those missiles anyway. In practice, they really aren't an improvement over the time-tested Artemis system and double the weight of the launcher anyway, so they're not exactly practical; the Inner Sphere never even bothered developing Streak LRMs of their own.
6) Artemis SRMs vs Streaks? As mentioned above, Artemis enhances missile cohesion (and tracking, in the case of LRMs), whereas Streaks are capable of homing and the Streak firing system attempts to avoid wasting ammo. In practice, the SRM + Art tightens the grouping, much like the choke on a shotgun, whereas the Streaks spread damage across the enemy chassis but avoid any of those missiles missing their intended target. Streaks, in all fairness, were much better in TT.
2) LRMs and SRMs aren't the same thing at all. Apples and oranges. The only equal point is they're both missiles. Streaks are derived from regular SRMs, and are effectively the same aside some differences in launcher mass and the like due to the Streak system.
3) LRMs don't always hit their targets because their launch parameters and guidance are both fallible, to put it simply.
4) Somewhat. Both are a missile subtype sporting advanced guidance, though the two are fairly dissimilar and otherwise unrelated. Both more or less have the end goal of increasing missile accuracy, Artemis by increasing missile cohesion and guidance and Streak by reserving fire until the system can be certain of a hit.
5) Streak LRMs are, as the description puts it, LRMs mated to the Streak firing system. Just like Streak SRMs, they are LRMs that will not fire unless the Streak system calculates a hit. They function differently from regular LRMs, having lost any ability to fire indirectly, and are a uniquely Clan development. They function well under the Clan rules of Zellbrigen but, under true battlefield conditions, their Streak function becomes more gimmicky, as the comparatively long distance and flight time of LRMs makes it possible for a target to get into cover or break lock and end up having those missiles anyway. In practice, they really aren't an improvement over the time-tested Artemis system and double the weight of the launcher anyway, so they're not exactly practical; the Inner Sphere never even bothered developing Streak LRMs of their own.
6) Artemis SRMs vs Streaks? As mentioned above, Artemis enhances missile cohesion (and tracking, in the case of LRMs), whereas Streaks are capable of homing and the Streak firing system attempts to avoid wasting ammo. In practice, the SRM + Art tightens the grouping, much like the choke on a shotgun, whereas the Streaks spread damage across the enemy chassis but avoid any of those missiles missing their intended target. Streaks, in all fairness, were much better in TT.
#6
Posted 17 August 2015 - 07:43 AM
Archangel Dino, on 16 August 2015 - 11:03 AM, said:
This is more of a lore question than a gameplay question.
And you are about to get the most lore-rooted answers, with references, that can be given. Note -- this will take some time to read; settle in. I promise if your interest is genuine you'll find it well spent.
Spoiler
(Made lots of edits. However FCS will be coming tomorrow instead.

(Current edits: Minor fixes to things stated. Streak and Artemis generalization given. Added Dead-fire missiles, more on SRMs, how ECM affects each -- if at all. Other things. More sources and specific information to come tomorrow.)
Edited by Koniving, 17 August 2015 - 09:41 PM.
#7
Posted 18 August 2015 - 06:43 PM
Archangel Dino, on 16 August 2015 - 11:03 AM, said:
This is more of a lore question than a gameplay question.
OK, then. Here's the truth, distilled down to its most basic form possible.
Streak mechanics are an artifact of the way TT is played.
You choose to fire your 'Mech's weapons. You roll your dice to determine whether or not they hit.
Streaks are a bit unique. If you roll a hit, they hit. If you roll a miss, though? Your Streaks that you "fired," never get launched. You save both heat and ammo.
In short, Streak missiles are a time-traveling weapon system.

Seriously, though. The way Streaks work just in TT is just a poor translation of the way they're supposed to "really" behave. This is due to the fact you roll for misses/hits after you choose to fire a weapon - but Streaks completely turn that whole process on its head.
In effect, the most accurate way to visualize Streak missiles in TT is to imagine that your 'Mech shoots out a wire at the enemy. If the wire hits the target, a missile is launched along the wire, and will absolutely hit the target. If the wire misses, your missile doesn't launch. Obviously that won't work for an actual weapon system, it's quite silly - the point is just to explain how Streaks function in TT, not so much what they are
So far, there have only been two ways to implement Streaks in MW games. The first is, SRMs are dumb-fire and Streaks have a lock-on. Both MW2 and MW4 both used this method, and so does MWO. And it's a **** mechanic. SRMs are supposed to have tracking abilities. You're making a unique, powerful short-range weapon system into a shadow of what it could be with just a little bit of though.
The second is when you do a more "direct" translation. Your SRMs have homing abilities. Your Streaks act exactly like your SRMs, only they won't fire unless they're locked on to a target. That's the only difference. MW3 did this, and it's also terrible. It makes the whole weapon system completely pointless. Being able to dumb-fire your missiles without a lock is a serious advantage in brawls.
So, what to do...? No idea. Picturing stuff in my head now, maybe make them akin to what drones are in some other games? Normally your Streaks are in "standby mode." You press the fire button - with or without a lock, or even a target, doesn't matter. By pressing fire, you set your Streaks into "ambush mode" - akin to releasing a guardian "drone" in other games. They are now active and ready to attack targets, constantly from this point on. Once a (targeted) enemy walks into their flight path, they automatically release, and hit the target.
This would keep them pretty close to lore, and also maintain their current MWO status as an effective anti-light weapon system. Even better, both SRMs and Streaks now have natural advantages over each other (well, so long as you give regular SRMs some sort of homing and tracking abilities, which they're supposed to have) without having to mess with damage values or recycle times. Best of all, though, it makes Streak missiles a unique weapon, not just another version of SRMs or range-limited LRMs. Just an off-the-top-of-my-head thought.
Edited by Bloodweaver, 18 August 2015 - 06:51 PM.
#8
Posted 18 August 2015 - 08:52 PM
There is a few common guidence systems through BT... these are known as but not limited to...
Artemis
Apollo
Streak
Standard (differs from LRM to SRM slightly)
SRM Standard = it's a dumb fired rocket, it has no lock on abilities due to no real guidence system- the guidence system it does have is very old/ primitive/ simple which is simply "go here", This helps for minor corrections for eg a torso missile weapon will not converge and move normally so they slightly change course after firing most likely. (more of a phsyics then lore so to say, but it is still technically 'guided', just not lock on if you know what I mean)
LRM Standard = it is a lock-on guidance system for the LRM that can fire indirectly or directly*(like SRM) and can fire on ECM mechs (ECM protects from artemis if I remember correctly?), this guidense system simply allows the missile to lock on and guide itself to the enemy target and hit the enemy wiht more precision then a standard SRM launcher. Requires maintained lock.
Streak (SRM) = allows it to not 'require' a lock, as soon as it focuses on a target and fires it's on the target and guided, however you do NOT need to maintain that lock, you can fire and forget... also more accurate then normal SRM.
Streak (LRM) = simular to above, 'faster' lock, no requirements for continuous lock. but has other draw backs such as being bigger from memory and heavier I think.
Artemis = makes missiles lock on faster if it can lock on and also better guidense, can be disrupted by ECM I think (obviously in MW: O it blocks all missiles), for SRM's and LRM's it reduces spread.
Apollo = better then artemis.
Artemis
Apollo
Streak
Standard (differs from LRM to SRM slightly)
SRM Standard = it's a dumb fired rocket, it has no lock on abilities due to no real guidence system- the guidence system it does have is very old/ primitive/ simple which is simply "go here", This helps for minor corrections for eg a torso missile weapon will not converge and move normally so they slightly change course after firing most likely. (more of a phsyics then lore so to say, but it is still technically 'guided', just not lock on if you know what I mean)
LRM Standard = it is a lock-on guidance system for the LRM that can fire indirectly or directly*(like SRM) and can fire on ECM mechs (ECM protects from artemis if I remember correctly?), this guidense system simply allows the missile to lock on and guide itself to the enemy target and hit the enemy wiht more precision then a standard SRM launcher. Requires maintained lock.
Streak (SRM) = allows it to not 'require' a lock, as soon as it focuses on a target and fires it's on the target and guided, however you do NOT need to maintain that lock, you can fire and forget... also more accurate then normal SRM.
Streak (LRM) = simular to above, 'faster' lock, no requirements for continuous lock. but has other draw backs such as being bigger from memory and heavier I think.
Artemis = makes missiles lock on faster if it can lock on and also better guidense, can be disrupted by ECM I think (obviously in MW: O it blocks all missiles), for SRM's and LRM's it reduces spread.
Apollo = better then artemis.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users