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Ssrm Rework That Gives (Fast) Lights A Chance


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Poll: Make SSRMs need constant missile lock (4 member(s) have cast votes)

SSRMs need constant missile lock, but has faster speed

  1. Yes (1 votes [25.00%] - View)

    Percentage of vote: 25.00%

  2. No (3 votes [75.00%] - View)

    Percentage of vote: 75.00%

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#1 The6thMessenger

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Posted 21 August 2018 - 05:53 AM

Here's an idea addressing the SSRM boats, and their ability to nuke (fast) lights. To be clear, this is not on top of the asinine lock nerfs at August 21 2018 patch.

- Lock Cone to 35 degrees.
- No more Fire-And-Forget
- C/IS SSRM speed to 425
- IS SSRM Range to 360m
- IS SSRM CD to 3/4.5/6s

The gist of this idea is that, SSRMs now need constant missile-lock to land their missiles, but this is offset with a really fast projectile speed. It's like Gauss having charge-mechanics to offset it's fast projectile speed.

While it seems counter-intuitive to make SSRMs hit faster versus lights, remember that current mechanics means SSRMs hit at most cases anyways. While projectile speed is faster, the need to retain lock means lights could break away from the lock, allowing them to juke -- actually giving them a chance by making streak-boats need constant missile-lock.

The IS SSRM change is there to make them consistent with Clan version. Also it would be best to retain the 25-degree lock-cone.

"muh lore" - http://www.sarna.net...issile_Launcher

Quote

Originally developed in 2647 by the Star League, the Streak SRM Launcher is relatively similar to the standard SRM launcher but incorporates a unique Targa-7 fire control system. This system consists of a multi-lens sensor linked to a microwave targeting laser and battle computer built in to the launcher. When activated the system fires multiple light pulses at the target, and if the sensor detects a positive return signal from 90% or more of the pulses the battle computer authorizes missile launch; once airborne the missiles receive constant telemetry updates from the system to ensure they hit their target. In contrast if the system does not receive sufficient feedback before firing to guarantee a hit it will prevent the missiles from launching. This special feature of the system prevents the weapon from firing at a target when there is no lock-on, saving ammunition by preventing shots that would otherwise miss.


So i wonder if they no longer get telemetry updates from the system due to missing missile-lock, what will happen?

Edited by The6thMessenger, 21 August 2018 - 07:34 PM.


#2 Khobai

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Posted 21 August 2018 - 08:00 AM

Another option could be to add an armorpiercing characteristic to weapons which would make them do bonus damage based on the tonnage of their target.

That would allow PGI to decrease the base damage on streaks. But the damage would scale up against heavier mechs.

That would make streaks weaker vs lights without making them weaker vs heavier mechs.

#3 Shiney

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Posted 21 August 2018 - 11:51 AM

Seriously lights are complaining about having a counter? Game after game you see the most kills from Alpha Lance because they can backstab with ECM, speed and range with little to stop them. Chance? I think we all need a chance to do something about them!

Streaks are the ONLY counter to lights who unless gang attacked wreck havoc far beyond their weight. What's worse is the new changes with ECM and locks, it's nigh unplayable to make any attempt at locks. It's a joke to attempt to get a lock with a guy with ECM who's moving, worse in buildings. I say this as a fast streak-boater [my role is counter lights] who has been one for about 5 years, probably one of the best at it, it's been my mainstay. I have seen all the changes and the degeneration of a valid counter is only in the interest of the light-stealth-ecms to which there are far more of. The numbers would show it being a problem, the number of kills via lights who backstab is high.

I absolutely say no to further 'nerfing' in fact I would suggest improvements be made to streaks to at least compensate and bring some balance to light backstabbing.

- Better ecm counters, longer range or faster lock on times. Remember I've been doing this for 5 years and the joke that lock ons have become with ECM lights is absurd.

It won't happen because streaks are on the low end of popularity and I'll see yet another nerf as we just saw on this last patch.

Edited by Shiney, 21 August 2018 - 11:57 AM.


#4 JRcam4643

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Posted 21 August 2018 - 06:30 PM

You post this today?? The same day that ECM gets buffed and lock on time gets nuked. Lights don't need any more help, it's ridiculous to even suggest. Only a hand full of people go around boating them anyway.

#5 The6thMessenger

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Posted 21 August 2018 - 07:33 PM

View PostJRcam4643, on 21 August 2018 - 06:30 PM, said:

You post this today?? The same day that ECM gets buffed and lock on time gets nuked. Lights don't need any more help, it's ridiculous to even suggest. Only a hand full of people go around boating them anyway.


No, i posted this yesterday.

This is precisely how to fix SSRMs, not with an asinine lock-cone and lock-speed nerf.

#6 Vlad Striker

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Posted 25 August 2018 - 02:26 AM

SSRM effectiveness drop to 50% now against light mechs and it is good. I don't like easy kill lights.

#7 The6thMessenger

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Posted 25 August 2018 - 04:27 AM

View PostVlad Striker, on 25 August 2018 - 02:26 AM, said:

SSRM effectiveness drop to 50% now against light mechs and it is good. I don't like easy kill lights.


Again, this isn't on top of the Lock-Cone nerf. It was supposed to have been the proper nerf for the SSRMs.

#8 Vlad Striker

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Posted 25 August 2018 - 06:40 AM

It seems to be true but real 20t mech could not accelerate, turn and decelerate like gaming mech do. Mech need to be tilted on speed of 120 km/h like bike. So game rules could be acceptable with such turning rates and acceleration. For example Locust in game terms accelerate from start at 10g. No pilot could survive on constant start - stop at 10g but this ability makes Locust to be hard target. Lore rules does not matching game physics and canonical Locust can't accelerates and turns as MWO Locust.

Edited by Vlad Striker, 25 August 2018 - 06:45 AM.


#9 The6thMessenger

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Posted 25 August 2018 - 01:42 PM

View PostVlad Striker, on 25 August 2018 - 06:40 AM, said:

It seems to be true but real 20t mech could not accelerate, turn and decelerate like gaming mech do. Mech need to be tilted on speed of 120 km/h like bike. So game rules could be acceptable with such turning rates and acceleration. For example Locust in game terms accelerate from start at 10g. No pilot could survive on constant start - stop at 10g but this ability makes Locust to be hard target. Lore rules does not matching game physics and canonical Locust can't accelerates and turns as MWO Locust.


This is just a game. Don't over analyze it.





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