Krasnopesky, on 06 April 2021 - 10:14 AM, said:
That is a good point. Just to clarify what the changes to clan streaks actually result in I will use the example of cSSRM6 damage over time to show how the change looks:
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Old streak 6s have more damage during: the first shot (12 damage), ~6 seconds (24 damage), ~18 seconds (48 damage)
New streak 6s have more damage during: ~4 seconds (18 damage), ~8 seconds (27 damage), ~16 seconds (45 damage), after ~20 seconds (54 damage) the new streaks are always doing more damage.
They have the same damage at: ~12 seconds (36 damage)
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The first alpha damage is obviously very important and the current streaks are better then, however afterwards there are only two points when the current streaks are actually doing more damage.
I am generally supportive of the upcoming weapon changes, but I do share some of the concerns expressed about streaks (and the usefulness/niche of ATMs with the damage changes). DPS tends to be a way we look at a lot of weapons. But I feel as weapon cooldowns trend longer, DPS becomes less useful in assessing weapon strength.
Someone else mentioned that the increased fire rate and reduced damage means that while a light mech will have a lower chance of getting blapped by a single streak volley, it also means that mechs will have to expose more to get the same damage out. This is less of an issue for a heavy or assault boating streaks, but for a light or medium it becomes more of an issue.
A big alpha and long cooldown (see PPCs after April patch) favors hit and run or peek/poptart tactics. I don't mind pushing for less peeking/poptarting, but lighter, more fragile mechs are going to have a harder time if they have to expose themselves for an extra salvo to get the same damage out.
Its a difficult balance, and I'm fearful the need to implement only weapons this time around is going to irritate a lot of people who can't wait for the resizing and agility changes to come down the road. But in the meantime, I think streaks should be revisited pretty quickly (and I would have liked to see ATM cooldown get longer while keeping the higher skill cap 3dmg range bracket - easier to close on the mech, reduces dps, but still provides the punch).
Either way, I hope these changes work out well so we can continue to get more community driven development.