The6thMessenger, on 12 July 2019 - 12:49 AM, said:
Here's a thought, maybe the problem itself is the need to distinguish from good players to bad players?
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.
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.
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.
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.
But the Streaks are fired from close range, right? The closer, the better it is for Streaks, right? And with the Tag, you now can fire without the need to lock-on. With this Tag guidance, you can fire Streaks in a brawling situation as well right from the get-go and not need to wait till you have a lock.
I don't know why we need to bring in the Good players or Bad. Here's my take on it... if you're changing something, make sure it's neutral to both sides. Let's not repeat the LRM mistakes again with Streaks.
Staring at the target is only when you fire from the exact optimal range. I don't honestly know which assault mech would boat Streaks instead of just SRMs with Artemis and brawl. With the Tag guidance, the same Assault mech can boat Streaks and brawl when needed while saying, "Shoooo!!" to the lights.
I just want the entire Lock-on weapon systems to be Tag-guided. LRMs, ATMs and Streaks. The "Steering" part is where the difficulty and practice bit comes into play. Imagine this... if you're in a brawl and need to twist away from incoming fire, you lose the lock. You'd need to lock onto the target again and then and only then, would you be able to fire the Streaks. With the Tag guidance system, you simply use Streaks like SRMs but with an added bonus of being in control of their flight path. You simply aim at the mech and fire. If you're proficient, you'll make full use of the Tag to steer the missiles in this short window.
Similar to the Pulse lasers sweeping the legs of the light mechs, with Tag guidances added to Streaks, you can just aim at the legs and fire. You do not need to worry about locks. Streaks will behave like SRMs but now, you have a slightly better flight path 'cause of the Tag.
The guided missile system is what I'm proposing, though, not lock-on Fire-and-Forget only to have to re-lock a target and then fire.