

Well They Nerfed Streaks
#1
Posted 21 December 2015 - 07:12 AM
Not complaining just reporting
They nerfed Streak SRMs similar to what they did to LRMs back in Jan 2015
That is the distance the reticle has to be from the target to get lock on is smaller.
Or they tightened up the lock on requirement for streaks to obtain and maintain lock on
They did something similar to LRMs after CW started
You see you can’t lock on to some targets so to hit them with LRMs required you to fire them without lock on, now if you were good you learned to place your reticle just above the target
Say gate gen and if done right the missiles would fall right where you wanted them
But if the reticle was too far off your missile would go ballistic (that is fly off into space)
Now they tighten the lock-on requirements for streaks
This would be the info tech (PGI calls it) that was shot down by some in the player base
So info tech is all the fine details of weapons systems like
Lock-up time
Time to loose lock
Distance reticle has to be from target required to obtain lock on and the modifiers for ECM
Effects of radar dep, and all modules
So hind sight being 20-20 it was a bad idea to shoot down info tech because then the item would be on the table for everyone to see
#2
Posted 21 December 2015 - 07:14 AM
Davegt27, on 21 December 2015 - 07:12 AM, said:
Not complaining just reporting
They nerfed Streak SRMs similar to what they did to LRMs back in Jan 2015
That is the distance the reticle has to be from the target to get lock on is smaller.
Or they tightened up the lock on requirement for streaks to obtain and maintain lock on
They did something similar to LRMs after CW started
You see you can’t lock on to some targets so to hit them with LRMs required you to fire them without lock on, now if you were good you learned to place your reticle just above the target
Say gate gen and if done right the missiles would fall right where you wanted them
But if the reticle was too far off your missile would go ballistic (that is fly off into space)
Now they tighten the lock-on requirements for streaks
This would be the info tech (PGI calls it) that was shot down by some in the player base
So info tech is all the fine details of weapons systems like
Lock-up time
Time to loose lock
Distance reticle has to be from target required to obtain lock on and the modifiers for ECM
Effects of radar dep, and all modules
So hind sight being 20-20 it was a bad idea to shoot down info tech because then the item would be on the table for everyone to see
No they didn't, nothing has changed and I was just using them last night.
Edited by MrJeffers, 21 December 2015 - 07:14 AM.
#3
Posted 21 December 2015 - 07:16 AM
#4
Posted 21 December 2015 - 07:17 AM
#5
Posted 21 December 2015 - 07:17 AM
#6
Posted 21 December 2015 - 07:22 AM
Davegt27, on 21 December 2015 - 07:17 AM, said:
Proof? I haven't noticed any change. Actually, that's not true. I hit with them more and with the limiting of ECM, I lock on more consistently.
Not calling you out. But you do need to provide proof. Otherwise it's nothing but your angst against our experience.
#7
Posted 21 December 2015 - 07:24 AM
Davegt27, on 21 December 2015 - 07:17 AM, said:
No they did not tighten streak lock on requirements.
However, they DID adjust mech agility by reducing the bonuses due to mech skill tree unlocks substantially. ALL mechs are slower to twist, slower to turn, have somewhat reduced twist and arm ranges ... unless quirked.
The reduced agility will likely make it more challenging to track a target to get a lock. This is not a change to lock on mechanics, it is an across the board change to mech agility.
It is possible that this is what you are seeing if you are using something like a mastered Streakcrow ... rather than any adjustment to streak mechanics (which has not happened as far as I know and has not been reported by anyone else).
Edited by Mawai, 21 December 2015 - 07:25 AM.
#8
Posted 21 December 2015 - 07:25 AM
Davegt27, on 21 December 2015 - 07:17 AM, said:
No, they didn't. Maybe it's your month+ old memory of how you think the lock-on works that noticed it incorrectly?
EDIT: Mawai probably has the correct reason why you think it changed - all mastered/elited mechs now have less mobility than previously as part of the re balance. That means lower twist rates across the board for all mechs and puts them closer to mechs with no skills unlocked.
Edited by MrJeffers, 21 December 2015 - 07:32 AM.
#9
Posted 21 December 2015 - 07:31 AM
Thats the only thing that has recently changed.
#10
Posted 21 December 2015 - 07:40 AM
I do have over 30 years working on weapons systems to me it’s the same thing
At one point I could hit Omega gen with my LRMs from outside the gate on sulfur
I did take video last night but if you can’t tell or see changes in the game then it probably won’t do any good
Like I said not complaining just reporting you see something deferent and that’s fine
To me they change stuff all the time
My only complaint is stop asking them to nerf everything you will end up with a game with only laser vomit
#11
Posted 21 December 2015 - 07:45 AM
Davegt27, on 21 December 2015 - 07:40 AM, said:
I do have over 30 years working on weapons systems to me it’s the same thing
At one point I could hit Omega gen with my LRMs from outside the gate on sulfur
I did take video last night but if you can’t tell or see changes in the game then it probably won’t do any good
Like I said not complaining just reporting you see something deferent and that’s fine
To me they change stuff all the time
My only complaint is stop asking them to nerf everything you will end up with a game with only laser vomit
Except they didn't change anything in the lock-on. Sorry, but it's your perception that is wrong not everyone else.
#12
Posted 21 December 2015 - 07:48 AM
#13
Posted 21 December 2015 - 07:55 AM
You say your not here to argue, but then when nobody else see's any change you um..try to say everyones perception is wrong but yours..
#14
Posted 21 December 2015 - 07:58 AM
I am the guy that tells BAE hey it dont work
#15
Posted 21 December 2015 - 08:06 AM
Davegt27, on 21 December 2015 - 07:58 AM, said:
I am the guy that tells BAE hey it dont work
So, go away from that for several months, come back, and tell them they are wrong, see how well that is received.
But of course if your three month absence from the game has given you special insight as to what as changed while you were not playing and we were, and reading what has actually changed and what has not, you need to share your source.
#17
Posted 21 December 2015 - 08:16 AM
#18
Posted 21 December 2015 - 08:33 AM
Davegt27, on 21 December 2015 - 07:58 AM, said:
I am the guy that tells BAE hey it dont work
I am also telling BAE System what they fcked up on the Eurofighter D&C.
How does this make my statement about MWO any more valid?
Edited by Antares102, 21 December 2015 - 08:34 AM.
#19
Posted 21 December 2015 - 08:36 AM
you hold reticle over light mech for lock
fire
it explodes
rinse repeat.. that behavior hasn't changed ever
#20
Posted 21 December 2015 - 08:44 AM
http://mwomercs.com/...-1438-01dec2015
Quote
Missiles
• IS LRM20 spread reduced to 6.2m (down from 7.0m). Cooldown of the weapon from 4.75s to 5.5s.
• IS LRM15 spread reduced to 5.2m (down from 5.7m). Cooldown of the weapon from 4.25s to 4.75s.
• IS LRM10 spread reduced to 4.2m (down from 4.3m). Cooldown of the weapon from 3.75s to 4.0s.
• Clan LRM20 spread reduced to 6.2m (down from 7.0m). Cooldown of the weapon from 5.0s to 6.5s.
• Clan LRM15 spread reduced to 5.2m (down from 5.7m). Cooldown of the weapon from 4.5s to 5.5s.
• Clan LRM10 spread reduced to 4.2m (down from 4.3m). Cooldown of the weapon from 4.0s to 4.5s.
• All IS/Clan SRMs have had their base speed increased from 300 to 400m/s.
• All IS Streak SRMs have had their base speed increased from 200 to 250m/s.
• All Clan Streak SRMs have had their base speed increased from 180 to 230m/s.
• IS SRM/2 spread reduced from 4.8 to 2.5m.
• IS SRM/2 heat scale maxfiring threshold increased from 4 to 6. *Note: Maxfiring is the number of launchers you can fire simultaneously free of heat scale.
• IS SRM/4 spread reduced from 5.2 to 3.5m.
• IS SRM/4 heat scale maxfiring threshold increased from 3 to 4.
• IS SRM/6 spread reduced from 5.7 to 4.5m.
• IS SRM/6 heat scale maxfiring threshold increased from 3 to 4.
• Clan SRM/2 spread reduced from 5.0 to 3.0m.
• Clan SRM/2 heat scale maxfiring threshold increased from 4 to 6.
• Clan SRM/4 spread reduced from 5.4 to 4.0m.
• Clan SRM/4 heat scale maxfiring threshold increased from 3 to 4.
• Clan SRM/6 spread reduced from 5.9 to 5.0m.
• Clan SRM/6 heat scale maxfiring threshold increased from 3 to 4.
CN: Missiles in general got buffs.
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