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How To Buff Is Streak-2


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#1 The6thMessenger

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Posted 22 November 2016 - 05:00 AM

So, what to do to make IS Streak-2 useful?

I think it should be fastest of all missiles, have at least 540m range, and have tight spread.

#2 Boulangerie

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Posted 22 November 2016 - 05:04 AM

Just give it the CT seeking capabilities it used to have! It'll still hit arms sometimes when the target twists.

Honestly, at first I was joking, but this might actually work...

#3 Karl Streiger

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Posted 22 November 2016 - 05:06 AM

Well one of the strange things of BattleTech (modernized) is the SRM2.

Take the A-SRM2 - you get a reduction in spread - well the spread can already be ignored - 2 crits 2 tons
Now you have the Streak SRM - with lock-on - fire forget mechanic. 1 crit 1.5tons

A reduced spread will bring us back were we already were (all SSRM go for the CT)???

So you can dodge and twist while streaming full pro missiles into a target - and a alpha deals as much damage as a two gauss rounds.

This game need a complete overhaul of all weapon stats - and in several cases the mechanic too (Flammer, Machine Guns, Ultra ACs, LRMs, Streak SRMs, SRMs)

Edited by Karl Streiger, 22 November 2016 - 05:08 AM.


#4 C E Dwyer

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Posted 22 November 2016 - 05:10 AM

Personally I'd rather see all streaks have the same range, there is no tech that can make conventional weapons go more boom, without having more boom maker in the missile, which means there is less room for propellant.

The spread was made wider because in closed beta it favoured the torso's to much.

Really the only option is to just reduce cool down

#5 jss78

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Posted 22 November 2016 - 05:11 AM

Couldn't you explore the middle ground between "hits random component" and "all missiles go to CT"? Make the missiles from small launchers a little more likely to hit the centre mass. You can tune that parameter until it feels right balance-wise (which might take PGI years though...).

The same (decreased but not entirely eliminated spread) is already used as a balancing mechanic for LRM's.

#6 Rhialto

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Posted 22 November 2016 - 05:31 AM

Cooldown was 3.5 seconds, now down to 2 seconds so can you imagine how it was **** before?

The only viable build is the Archer 5W, you prolly saw my video already. I finally did try the BJ-2(L), the only Mech with a quirk on Streaks and it just don't work, I mean you can do better.

So yes Streaks still miss a little something and that something is the non-sense seek of every single missile. You fire one so 2 missiles comes out, one goes to the foot, the other goes to an arm, what kind of tech is this? That's broken.

#7 Bombast

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Posted 22 November 2016 - 05:36 AM

Or they could release the full IS SSRM range and let the SSRM2 just be 'that launcher' you take to add two more missiles to a SSRM barrage when you have the hardpoint for an extra launcher, but not the tonnage.

Just say'n.

#8 Snowbluff

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Posted 22 November 2016 - 08:02 AM

View PostCathy, on 22 November 2016 - 05:10 AM, said:

Personally I'd rather see all streaks have the same range, there is no tech that can make conventional weapons go more boom, without having more boom maker in the missile, which means there is less room for propellant.

Actually, the Aim-120 found more room for more propellant by decreasing the size of the electronics. The Clan streaks are noted as having more advanced electronics, which allow them to have so many fire and track at the same time, so they probably did that as well.

#9 Lyoto Machida

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Posted 22 November 2016 - 09:48 AM

How about just adding SSRM-4/6s instead?

#10 LordNothing

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Posted 22 November 2016 - 10:01 AM

give it the 2.15 damage/missile that is srms have.

#11 Davegt27

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Posted 22 November 2016 - 11:38 AM

streaks should be removed from the game

I get tired of all the crying about streaks

#12 WrathOfDeadguy

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Posted 22 November 2016 - 02:17 PM

Nobody uses Clan SSRM2 either. The problem is that streaks are a pretty terrible weapon as implemented, and only become useful against the most weakly armored weight class when masses of the larger launchers are boated, so that crippling or killing damage is all but guaranteed against one or more vital components even if RNG spreads the whole volley. This is more a case of an entire range of weapons being badly implemented; CSSRM 4 and 6 are massively OP against lights, but only mediocre against mediums and flatly terrible against heavies and assaults, and both Clan and IS SSRM 2s are just terrible period.

The entire streak mechanic needs to get thrown out and redone. Make them more like the streaks from MW4- ripple-fire, tracking on the component the pilot was actually aiming at when the missiles fired. That means there would be: A. a chance to just miss completely, B. a chance for the targeted 'Mech to roll and spread the damage, and C. some element of actual skill involved in using the weapon.

#13 Y E O N N E

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Posted 22 November 2016 - 05:55 PM

I actually wonder why the streaks are uniform (at least, from my observations) RNG and not based on a Gaussian distribution, featuring decreasing median density the larger the number of tubes. Then you could have SSRM2 have a higher chance of striking CT (say, start at 70%), making them more reliable at dealing damage where you want it, just not a lot of it. The Clan versions could have lower starting points to offset the weight and range advantages.

#14 Idealsuspect

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Posted 22 November 2016 - 06:05 PM

Lol people today who create topics about buffs some weapons ...
Streaks 2, uacs, narc etc damn PGI don't have to be jealous from OPs.

Streak 2 540 meters lol ? Why equip srms4 ? Or AC2 ? or Even medium laser.

It's easy to make a weak weapon strong, isn't easy to make a weak weapon strong without destroy rest of balance ...

#15 Karl Streiger

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Posted 23 November 2016 - 01:52 AM

View PostYeonne Greene, on 22 November 2016 - 05:55 PM, said:

I actually wonder why the streaks are uniform (at least, from my observations) RNG and not based on a Gaussian distribution, featuring decreasing median density the larger the number of tubes. Then you could have SSRM2 have a higher chance of striking CT (say, start at 70%), making them more reliable at dealing damage where you want it, just not a lot of it. The Clan versions could have lower starting points to offset the weight and range advantages.

70% striking CT? I'm not sure if I'm able to hit the enemys CT in 70% of all cases with a AC20.

Really fire and forget weapon have to die - make them Torpedo style granting some inertial guidance and minimal tracking, let speed make the difference between a Streak and a SSRM launch. and if a SRM should go for CT it should be the ASRM2 raterh than the SSRM2

#16 Kuaron

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Posted 23 November 2016 - 03:31 AM

Are regular SRM2s used often in this role?


I'd vote to make Streaks target the component you were aiming at the moment you shot.
Streak 4s and 6s could be balanced via spread and cooldown.

#17 QuantumButler

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Posted 23 November 2016 - 05:36 AM

always home in on the CT!

#18 Y E O N N E

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Posted 23 November 2016 - 06:09 AM

View PostKarl Streiger, on 23 November 2016 - 01:52 AM, said:

70% striking CT? I'm not sure if I'm able to hit the enemys CT in 70% of all cases with a AC20.

Really fire and forget weapon have to die - make them Torpedo style granting some inertial guidance and minimal tracking, let speed make the difference between a Streak and a SSRM launch. and if a SRM should go for CT it should be the ASRM2 raterh than the SSRM2


It was just an example number, it could start anywhere. And while I don't hit CT with 70% with an AC/20 (I do'nt really use AC/20), I do with almost everything else.

ASRM2 is a waste of tonnage, the missiles already bundle so close that striking CT with them is trivial.

#19 Karl Streiger

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Posted 23 November 2016 - 06:27 AM

View PostYeonne Greene, on 23 November 2016 - 06:09 AM, said:


It was just an example number, it could start anywhere. And while I don't hit CT with 70% with an AC/20 (I do'nt really use AC/20), I do with almost everything else.

ASRM2 is a waste of tonnage, the missiles already bundle so close that striking CT with them is trivial.

Of course is ASRM2 a waste - but this is the wrong approach - because if a ASRM is already a waste of tonnage and should not be used - we really could reduce the number of weapon systems in MWO already.

Say - LRM10, AC5, PPC, Medium Pulse Laser and a Small Laser stay in game the other weapons are to be removed. Doesn't make sense? Of course not - so to fix the Streak SRM (if fixing is necessary - means you need to redo - all the other SRMs including Clan Launchers)

Just a hint (Artemis Guidance System for non guided systems.... who finds the mistake)

Edited by Karl Streiger, 23 November 2016 - 06:28 AM.


#20 MadHornet

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Posted 23 November 2016 - 06:37 AM

I think the launchers should fire like dumbfire SRM's in terms of a pattern instead of seeking random parts of a 'mech, and make them CT seeking. This way, even if they do CT seek, some of them will be forced to hit other locations with how spread out they are. This means that the smaller launchers become more accurate, just like the regular SRM's.

Also, torso twisting will then have some of the missiles miss you since they fly in a mostly fixed pattern, and they'll have to loop back and explode in mid air.

And depending on your speed and distance, you might be able to outrun some of the missiles on a perpendicular path.

Edited by MadHornet, 23 November 2016 - 06:42 AM.






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