FRAGTAST1C, on 12 July 2019 - 12:24 AM, said:
You're misunderstanding me here. Even lasers distinguish between the good and bad players. How? The good players will focus the entire burn duration onto a single component almost every time and don't splash it over the entire enemy mech.
The point of Streaks is to trace the enemy mech, not the component. Those that can target a component with Streaks, do better than those don't. That's all. There's no attitude problem here.
And again, that's just an even worse form of lasers. At least LRMs could go over obstacles, ATMs deal a fuckton damage, the SSRMs, well, the fire-and-forget that makes them relevant is now gone. The point of the comparison with lasers is the stare-time, and you will be forced to do so when you have to retain locks, and now hilariously with tag.
Here's a thought, maybe the problem itself is the need to distinguish from good players to bad players?
FRAGTAST1C, on 12 July 2019 - 12:24 AM, said:
Actually, some missiles in a cluster do miss the target. I've observed closely when I was using my Revenant with LRM 60 when I first started playing MWO and that's when I learnt that I need to move and get direct visuals on my enemy so that I can see whether or not part of my missiles aren't missing. A similar thing was happening when I was using the Ares back then. All of the missiles in two SRM6+A wouldn't hit the target if I didn't aim right.
Similarly with Streaks, they have a clustering or a grouping. If a portion of the group hits an obstacle like an elevated terrain, then that damage is lost from the whole.
And again, it's just another worse lasers. You could highlight all the difference you like, but if you're staring towards the target with barely any gimmick like IDF or fuckton damage, it's basically just another laser. And what you have is a worse one at that.
FRAGTAST1C, on 12 July 2019 - 12:24 AM, said:
Yes, LRMs and ATMs require constant targeting but they can be dumb-fired. Streaks can't. With the Tag guidance, you don't need locks to fire it. You fire preemptively and then guide it if you want. That's the versatility that I'm suggesting.
FRAGTAST1C, on 12 July 2019 - 12:24 AM, said:
Streaks with Tag guidance doesn't need that. You don't need perfect aim right from the start. You fire, guide the missile toward the enemy and as long as you're able to do this for even a small portion of that 0.9s of flight time, you hit and do damage. It works similarly to the current system except that you have control over the missile's flight path and you can fire without locks.
Note that I'm only taking 0.9s of flight time to be equal to the MPLs burn duration. I haven't calculated the flight time.
I see, so that's what you want to do. Instead of making the entire missile system function like HL2 Rocket Launcher, you just do it with Streaks.
To be fair, the preemptive fire and then guide is really slipped my mind. But honestly, i could still see a terrible problem here -- that the SSRMs are Short Ranged still. 360m to 270m, really? You know HL2 Rocket launcher has vast open spaces to steer the rocket with immense targets like the Gunship and Strider, the SSRMs would explode within 1.38s to 0.96s and you have to hit small targets. Halve the velocity to double the duration, even double the health, you still have a reasonably long stare-time for a short duration.
Suppose that you could preemptively shoot, that's still an awfully small window of time to steer the missile volley towards your target.
I assure you, if it was LRMs or ATMs, i would honestly be on-board with those being guided versus homed. But not Streaks, it's too short and you are literally better off with pulse-lasers for the frantic action.
FRAGTAST1C, on 12 July 2019 - 12:24 AM, said:
MPLs have 0.9s of duration but they do 6.5 damage, which can be splashed. Also, they need to be aimed all the time during that duration, even IF it's a small duration.
Guess what else is splashed, Streaks. Likewise what else you could fire en-masse, and guess what weapon hits immediately -- that's right, lazors. Which means you could leg someone quickly with a couple shots, no-if-ands-or-butts so long as you land -- and you will land because it's hit-scan.
FRAGTAST1C, on 12 July 2019 - 12:24 AM, said:
I honestly don't know about that but what I'm proposing is to remove the lock-on system and just rely on using the Tag to guide the missiles. You can fire whenever you want and guide them to the target. Heck, LRMers now can actually manually arc their missiles up over the teammates or down into the enemies from high ground. It's just that the missiles won't or shouldn't be as manoeuvrable as the RPG from HL2.
And I'm telling you that's a bad idea. Not only that it's harder to do so with streaks, the LRMs and ATMs are actually doing well. If it were just a feature of TAG, I'd support it, not as a complete rework of the locking system.
The point of homing weapons is ease of use, that's why they are homing. This need to make them much like aimed weapons is just self-defeating, you might as well just leave them alone.
PhoenixFire55, on 12 July 2019 - 12:06 AM, said:
Woah woah woah ... Don't mean to be rude, but if you need 2s to target a non-ECM light with steaks then I see where the problem is ...
I said "about", and honestly you want to make this personal? Leave.
Feral Clown, on 12 July 2019 - 12:22 AM, said:
Not trying to judge them, I am directly saying that it should absolutely require the same amount of skill as using med pulse or something of the like...which is already a low bar.
And why should it require the same amount of skills? The point of having different mechanic is to have different applications, which inevitably have different skills. The point of automation is forgoing a portion of the effort for something else that opens up to different uses because of strengths. And the effort could be alloted elsewhere, like having a second man in the Machine-Gun crew so the machine-gunner could focus shooting while another focus on reloading.
You might as well ban cars and bikes, because it will out-do sprint runners.
Feral Clown, on 12 July 2019 - 12:22 AM, said:
It also would not be an improvement because chain firing is not good. That is not a reasonable trade off when alpha, twist, alpha is the name of the game.
Why not? That is exactly the point, you could only either chainfire or low-level alpha the low-exposure lights, which adequately nerfs the SSRMs without them losing their niche. Due to being hinged on exposure level to damage, this also provides a bit of linear progression of effectiveness.
Likewise if you chain-fire, you do not have to suffer the hoopla of long lock-time which allows you to be better reactive. It's all about the options and how you want to play it.
Feral Clown, on 12 July 2019 - 12:22 AM, said:
Forcing or promoting chainfiring promotes poor play.
And you're just going to say that without justification? Tell you what, maybe it is, why the **** would it adhere to the meta? Kind of the point of having different mechanics is you play it differently. Maybe stop boating so much missiles that you have to chain-fire.
Feral Clown, on 12 July 2019 - 12:22 AM, said:
Also currently ghost heat does it's job allowing players to alpha once or twice then you will be heat capped and forced to fire separate groups. 6 seconds and the multi weapons cycling through lock phase, I am telling you is just too much of a mess, and I am seeing no one on this post who thinks that'd be a good idea.
Heat-capping is one thing, but you are still nuking the lights with an immense volley of SSRMs -- or other mechs with ATMs, and that was the point. Likewise this is just a concept, the 6s thing isn't necessarily set in stone -- it could be at 4s. Likewise you could partition your volleys, we're already doing that anyways.
Feral Clown, on 12 July 2019 - 12:22 AM, said:
It is also seemingly based around streaks being OP or something, which they are not. They are too easy to use, which is true of all lock on weapons currently, but they are not ruling the game or high up on the metaboards.
Never said that they are, I just said it would be a compromise, an avenue for balance, because there are certain overperforming people who aren't fine with a supposedly cheap weapon against lights. It's ironic really, they tell other people to git-gud, but when streaks are doing their job against lights, it's OP.
Feral Clown, on 12 July 2019 - 12:22 AM, said:
Especially since there are a lot of lights with ECM. I can't recall the last time I died to streaks in my Grinner, but it has been a while. I don't really get too concerned by streaks unless I happen to be the last guy alive and I play lights and fast mediums most often.
Good, then tell them that.
This idea is just an olive branch to them.
Edited by The6thMessenger, 12 July 2019 - 01:16 AM.