l33tworks, on 04 August 2025 - 07:49 PM, said:
Well if you outnumbered the enemy, you could use streaks and they homed in like LRMs but with zero spread, so they hit CT a helluva lot which is why streak ravens were broke for a bit, sort of like the current thunderbolts, but with much better turning so they didn't easily miss.
That said, not to nitpick too much, but hit reg was "fine" back then just like it was in MW4. What people mistake for "poor" hit reg was them just not accounting for latency when shooting targets when you're dealing with server authoritative hit calculations. tl;dr hit reg wasn't problematic so much so that people don't understand that what you see on the screen is not representative of where things are according to the server. HSR is a system that tries to account for that latency (within reason that is) much in the same way that Valve's subtick system in CS2 does.
As for the Dire, if you are trying to brawl with it, you're already doing a disservice to the Whale. While the dakka Whale still isn't bad, it is definitely outclassed by the 100 ton battlemechs, but it's bread and butter which is gauss vomit, it's still probably one of the coolest platforms for it. Whether that be pure blue laser/gauss spam or more something along the lines of the OG builds like a Prime with 2 Gauss/2 ERLL/6 ERML. That build iirc gets almost a 20% heat quirk, if anything that build is too heat efficient and could benefit more from range/cooldown quirks over heat quirks. Regardless it's still serviceable, just not one of the most efficient/effective assaults like it is in TT.
Edited by Quicksilver Aberration, 04 August 2025 - 09:53 PM.