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Streaks And Artemis


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#1 Darian DelFord

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Posted 27 January 2016 - 06:35 AM

This is a bug that has been in the game long enough and seriously needs to be addressed.

I have no problems with streaks being a hard counter to lights. However when you have streak boats out there, and we know who you are, that are able to get a solid lock in less than a second and a half, this is a problem.

Now if Artemis wants to work with streaks, No problems, however it needs to add the weight as well as the extra crit slots.

I do not know WHY this is so hard to code in, since it affects EVERY OTHER MISSILE system in the game.

It is hard enough playing a light in this game currently, with the amount of alpha's out there, and I have no problem with folks running 36+ streaks. However the Artemis is borderline exploiting the system.

#2 mogs01gt

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Posted 27 January 2016 - 06:46 AM

If streaks took any longer to lock, they'd be even more worthless than what they currently are.

#3 Aethon

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Posted 27 January 2016 - 06:48 AM

View PostDarian DelFord, on 27 January 2016 - 06:35 AM, said:

This is a bug that has been in the game long enough and seriously needs to be addressed.

I have no problems with streaks being a hard counter to lights. However when you have streak boats out there, and we know who you are, that are able to get a solid lock in less than a second and a half, this is a problem.

Now if Artemis wants to work with streaks, No problems, however it needs to add the weight as well as the extra crit slots.

I do not know WHY this is so hard to code in, since it affects EVERY OTHER MISSILE system in the game.

It is hard enough playing a light in this game currently, with the amount of alpha's out there, and I have no problem with folks running 36+ streaks. However the Artemis is borderline exploiting the system.


How is Artemis affecting Streaks? I am typically getting locks about this fast.

Edited by Aethon, 27 January 2016 - 07:04 AM.


#4 Darian DelFord

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Posted 27 January 2016 - 06:49 AM

View Postmogs01gt, on 27 January 2016 - 06:46 AM, said:

If streaks took any longer to lock, they'd be even more worthless than what they currently are.


Seriously?

Roughly a second and a half and boom 72 damage, which to most lights is critical. At least i can attempt to get ouf of the way of PPC's AC's and lasers, streak's no such luck.

#5 Ratpoison

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Posted 27 January 2016 - 06:51 AM

View PostDarian DelFord, on 27 January 2016 - 06:49 AM, said:


Seriously?

Roughly a second and a half and boom 72 damage, which to most lights is critical. At least i can attempt to get ouf of the way of PPC's AC's and lasers, streak's no such luck.

And the streak mech took how much of its team's tonnage in order to just kill things much lighter than it? That's the important factor you aren't considering.

Edited by tortuousGoddess, 27 January 2016 - 06:52 AM.


#6 mogs01gt

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Posted 27 January 2016 - 06:53 AM

View PostDarian DelFord, on 27 January 2016 - 06:49 AM, said:

Seriously?
Roughly a second and a half and boom 72 damage, which to most lights is critical. At least i can attempt to get ouf of the way of PPC's AC's and lasers, streak's no such luck.

Why would you want to spread 72 damage across a mech in close quarters range?

#7 Darian DelFord

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Posted 27 January 2016 - 06:56 AM

View PostAethon, on 27 January 2016 - 06:48 AM, said:


How is Artemis affecting Streaks? I am typically getting locks about this fast with Active Probe.


It cuts down the lock time, significantly

View PosttortuousGoddess, on 27 January 2016 - 06:51 AM, said:

And the streak mech took how much of its team's tonnage in order to just kill things much lighter than it? That's the important factor you aren't considering.


And what your not considering, is its a bug, it is not taking up the tonnage, or the crti slots that it is suppose to. And streak boats are not as bad as folks think they are against the heavier chassis, especially towards the end of a match. Against another light or medium, it is deadly, Against a heavy its a threat, and against an assault it's something to worry about if you are damage.

The topic is not about streak boats, its about Artemis affecting streaks in a MAJOR way, which is a BUG THAT should have been squashed YEARS ago

Edited by Darian DelFord, 27 January 2016 - 06:59 AM.


#8 Kotzi

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Posted 27 January 2016 - 06:57 AM

View PostAethon, on 27 January 2016 - 06:48 AM, said:


How is Artemis affecting Streaks? I am typically getting locks about this fast with Active Probe.

BAP does not decrease locking time on the target.

View PosttortuousGoddess, on 27 January 2016 - 06:51 AM, said:

And the streak mech took how much of its team's tonnage in order to just kill things much lighter than it? That's the important factor you aren't considering.

The smart player hunts lights first, then the damaged bigger guys. A bad Atlas Pilot is not really better than an average streak mech tonnagewise (which is a strange way to check the validity of mechs imo).

#9 adamts01

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Posted 27 January 2016 - 06:58 AM

The bug should be addressed, but streaks aren't that bad. As a light, I just don't mess with that 1 mech. And they're such a 1 trick pony, they suck at everything else so I'm ok with them being good at killing lights.

View PostAethon, on 27 January 2016 - 06:48 AM, said:


How is Artemis affecting Streaks? I am typically getting locks about this fast with Active Probe.

Active probe reduces how fast you get target info, not how fast a weapon locks on to that target.

#10 Darian DelFord

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Posted 27 January 2016 - 06:59 AM

View Postmogs01gt, on 27 January 2016 - 06:53 AM, said:

Why would you want to spread 72 damage across a mech in close quarters range?


By close quarters you mean just under 400 meters?

#11 Mcgral18

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Posted 27 January 2016 - 07:00 AM

View PostAethon, on 27 January 2016 - 06:48 AM, said:


How is Artemis affecting Streaks? I am typically getting locks about this fast with Active Probe.


Artemis halves lock time, while BAP just counters the Jesus Box.
There's a significant difference.

#12 Glaucon

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Posted 27 January 2016 - 07:02 AM

Have you run into my streakcrow last night?

#13 Aethon

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Posted 27 January 2016 - 07:02 AM

View PostDarian DelFord, on 27 January 2016 - 06:49 AM, said:


Seriously?

Roughly a second and a half and boom 72 damage, which to most lights is critical. At least i can attempt to get ouf of the way of PPC's AC's and lasers, streak's no such luck.


Work your target from beyond SSRM range, and they will not be an issue. Their range is not long.

#14 mogs01gt

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Posted 27 January 2016 - 07:03 AM

View PostDarian DelFord, on 27 January 2016 - 06:59 AM, said:

By close quarters you mean just under 400 meters?

I was also including IS streaks but yeah and its 360m which is prime time for most ballistics.

Edited by mogs01gt, 27 January 2016 - 07:04 AM.


#15 Darian DelFord

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Posted 27 January 2016 - 07:03 AM

View PostAethon, on 27 January 2016 - 07:02 AM, said:


Work your target from beyond SSRM range, and they will not be an issue. Their range is not long.


Their range is just under 400 meters if I remember right

#16 Aethon

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Posted 27 January 2016 - 07:04 AM

View PostKotzi, on 27 January 2016 - 06:57 AM, said:

BAP does not decrease locking time on the target.


The smart player hunts lights first, then the damaged bigger guys. A bad Atlas Pilot is not really better than an average streak mech tonnagewise (which is a strange way to check the validity of mechs imo).

View Postadamts01, on 27 January 2016 - 06:58 AM, said:

The bug should be addressed, but streaks aren't that bad. As a light, I just don't mess with that 1 mech. And they're such a 1 trick pony, they suck at everything else so I'm ok with them being good at killing lights.


Active probe reduces how fast you get target info, not how fast a weapon locks on to that target.

View PostMcgral18, on 27 January 2016 - 07:00 AM, said:

Artemis halves lock time, while BAP just counters the Jesus Box.
There's a significant difference.


I realize now what it sounds like, but that is not what I was trying to say. Disregard.

#17 Aethon

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Posted 27 January 2016 - 07:07 AM

View PostDarian DelFord, on 27 January 2016 - 07:03 AM, said:


Their range is just under 400 meters if I remember right


Yep, 394 meters. If you work beyond that range, you need not worry about Streaks.

#18 Darian DelFord

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Posted 27 January 2016 - 07:10 AM

View PostAethon, on 27 January 2016 - 07:07 AM, said:


Yep, 394 meters. If you work beyond that range, you need not worry about Streaks.


Well part of the issue, is most lights and mediums can not. And your Heavies and Assaults are in trouble as well, as Crow's specically have the speed to close that range. With Lock on time less than 1 second, you really are in trouble.

Smart Players wait till mid game to come out.

#19 Aethon

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Posted 27 January 2016 - 07:15 AM

View PostDarian DelFord, on 27 January 2016 - 07:10 AM, said:


Well part of the issue, is most lights and mediums can not. And your Heavies and Assaults are in trouble as well, as Crow's specically have the speed to close that range. With Lock on time less than 1 second, you really are in trouble.

Smart Players wait till mid game to come out.


Lights and mediums, especially the lighter mediums like Cicadas and Vindicators, have speed on their side. I do not understand why they cannot maintain their distance when they know their target and/or one of its escorts has a ton of Streaks.

#20 1Grimbane

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Posted 27 January 2016 - 07:26 AM

View Postmogs01gt, on 27 January 2016 - 06:53 AM, said:

Why would you want to spread 72 damage across a mech in close quarters range?

sorry i run the 6xsrm6 vultures.. one shotting occurs quite a bit in close range with that 72 dmg smacking em in the chest

i do get wary when i'm in a light though and i see my TC saying they are streak boat... oh wait no don't because those things can't be used outside 300 some meters lol i'll range ya to death while i'm going double your speed

Edited by 1Grimbane, 27 January 2016 - 07:28 AM.






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