S O L A I S, on 21 June 2018 - 10:18 PM, said:
It is justified because it is a counter. The game already has some really frustrating mechanics such as mechs not being able to look down to shoot lights.
So it's also frustrating when a no skill light pilot (ie the majority of them running around) can run straight into a mech and facehug him to death with worrying about them being able to shoot back. So we can knock of the no skill argument as the vast majority of this game is played no skill to begin with.
PGI also just recently made streak go after side torsos more often and fixed an issue where phantom arms (ie arms already blown off) would absorb damage. So they actually have buffed them so that they are actually somewhat useful against heavier targets, well at least a good deal better than before. What else could they do to make the weapon better balanced to not be specifically a light hunting weapon?
I am also a CW player where team composition actually matters and the game plays out a good deal differently than quick play. Tactics and counters matter there. Although when I used to do the quick play if there was a light event going on after I completed it, I hoped in my trusty Streak Dog and racked up the coin in this ever so grindy game (thanks PGI for making me space rich with skill tree drop so I don't have to ever quick play again). It's just part of the game.
Oh and back to skill, are you saying with your stats, which are really quite impressive considering you mainly pilot lights (good job btw), that streaks are really an big issue for you? I know my unit's leader Tanner (praise be) laughed today about hunting Flea's with streaks and had a good time doing it (which is rare since most of the time you would never catch him there). But for outside of 20 tonner's being released and events, are streaks really that much of an issue in quick play generally?
In QP they are not a super big issue as far as killing me goes, it happens but its more so that I find their design quite annoying. If I wanted to fight against auto-aim weapons I would just play single player games. When I play against other people I want to play skill vs skill, streaks lower that feeling quite a bit. When cssrm first came out I did some tests vs people of varying skill and there was no real difference between a guy that was one of the best and somebody that's decent. And the just run away from any possible streak boat no matter who is piloting it is a boring counter play.
However in comp they are quite effective. So much so that mrbc banned them in the medium/light drops because a bunch of mechs pointing in each others general direction isn't that interesting.
I have a similar position with LRMs. I don't mind them as much since they actually work a bit different than other weapons and don't find them that good. However I am against buffing them without a rework because I find them very boring to play against. One or two boats is fine but when half a team is them its just boring win or lose.
As for changes, I have mentioned it before. The quick version that I posted earlier
They should lower their damage but make them hit torso more often against bigger targets. Make them a more general weapon than an anti-light weapon since everything is anti-light when aimed right.
I would lower it a lot and then speed up the cooldown a bit so that the dps isn't much lower but the alpha is. That way you could get out of there after getting hit but before being blasted by a ~60dmg auto aim alpha. Also put in some kind of negative if artemis is equipped to counter the zero crit/weight bonus.
Edited by dario03, 21 June 2018 - 10:58 PM.