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[Idea] To balance SSRM (streakcats) LRM & SRM slots


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#1 TigaShark

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Posted 31 October 2012 - 01:36 AM

If 6 SSRM is considered overpowered, why not simply put a limit on the max number of each missile type that can be carried on certain mechs (example Catapault A1 6 missiles total but max of 3 SSRM’s). I don’t think light mechs using SSRM’s are the main problem here as they generally don't have the staying power to hold enough ammo to kill multiple medium and heavy mechs with SSRMs
I realize there is work in progress to address "always hits Centre Torso" issue however once the the Guardian ECM is added, if implemented properly, it will act as a hard counter to SSRM's and every other “homing” missile((SSRM's will behave like "dumb" missiles and not home on targets with guardian ECM fitted, they will behave like regular SRM’s)... with this in mind any nerf to the way they hit now by randomizing their target point becomes a double nerf once the Guardian ECM is added and will relegate SSRM’s into uselessness. Limiting the max number that can be carried on certain chassis like the Catapault A1 could be a temporary fix until the ECM is added, without destroying the viability of SSRM’s completely ]As far as giving heavies a viable anti-light weapon goes, in the MW universe there are also SSRM4's and SSRM6's which have yet to be added...these heavier SSRM's would be potent for Heavies even if those mechs were being limited to a maximum of 3 SSRM slots. I’d much rather see SSRM’s left as is, but the Guardian ECM development given priority and fast tracked into release, then it’s a matter of… if SSRM’s have a hard counter, you simply wont see as many SSRM only heavies.
Just Food for thought...

Edited by TigaShark, 31 October 2012 - 01:38 AM.


#2 Matthew Ace

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Posted 31 October 2012 - 02:25 AM

PGI apparently has plans to randomise the locations of what streaks will hit. It currently homes towards CT of targets; which is what made it so deadly.

P.S. Hi Dober, hope you remember me :)

Edited by Matthew Ace, 31 October 2012 - 04:37 AM.


#3 CCC Dober

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Posted 31 October 2012 - 02:57 AM

OP: From what I gathered, ECM creates more of a short-mid range range 'bubble' that interferes with unfriendly targeting equipment in range. That hurts SSRMs specifically because they are short ranged and locked on well inside the bubble. I guess the same can happen to LRM equipped Mechs that get too close. I think it's a bit too early in the game to call things useless ahead of time. The electronic warfare equipment in past games usually revolved around counters, such as BAP vs. ECM.

Other than that I agree with you that current and upcoming streak boats are too much low risk-high return. Reducing the total number of SSRMs might be the way to go. Also keep in mind that dual AMS could be just the beginning of a set of hard counters against them. Right now all friendly AMS systems in range go active once missiles start raining down, provided you stick close enough to team mates. Chances are that no streaks come through against a lance of dual AMS equipped Mechs. Might be worth a shot =)

#4 Skyfaller

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Posted 31 October 2012 - 06:29 PM

View PostTigaShark, on 31 October 2012 - 01:36 AM, said:

however once the the Guardian ECM is added, if implemented properly, it will act as a hard counter to SSRM's and every other “homing” missile


You said it yourself. This is coming. No changes are needed in the meantime.

#5 GoodVindicator

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Posted 01 November 2012 - 02:05 AM

If they randomize ssrm hit location it will be good right now game is unplayable as everyone boats 2+ ssrm2 launchers for quick and uneventful kills.Push button to hit CT - yeah.

#6 xVenTriSx

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Posted 01 November 2012 - 02:12 AM

View PostGoodVindicator, on 01 November 2012 - 02:05 AM, said:

If they randomize ssrm hit location it will be good right now game is unplayable as everyone boats 2+ ssrm2 launchers for quick and uneventful kills.Push button to hit CT - yeah.


consider yourselfs lucky in OB. during closed beta, it was GaussCatsOnline before they fixed Lrm damage, an streaks were next to useless since they didnt lock properly at first. i mean, you could fire all six SSRMs an only one would hit a mech traveling at 60 kph..... try hitting lights before they fixed em :rolleyes:

edit* forgot to mention guass rifles used to be somewhat weak, then they increased the damage, then they had to weaken their item HP since gauss cats were outlasting all other mechs as their weapons were never destroyed. so yeah, count yourself lucky!

Edited by xVenTriSx, 01 November 2012 - 02:14 AM.


#7 Adrienne Vorton

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Posted 02 November 2012 - 12:03 AM

streaks gonna be "nerfed"... well actually, they will be tweaked

#8 Elder Thorn

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Posted 02 November 2012 - 07:01 AM

View PostxVenTriSx, on 01 November 2012 - 02:12 AM, said:


consider yourselfs lucky in OB. during closed beta, it was GaussCatsOnline before they fixed Lrm damage, an streaks were next to useless since they didnt lock properly at first. i mean, you could fire all six SSRMs an only one would hit a mech traveling at 60 kph..... try hitting lights before they fixed em :P

edit* forgot to mention guass rifles used to be somewhat weak, then they increased the damage, then they had to weaken their item HP since gauss cats were outlasting all other mechs as their weapons were never destroyed. so yeah, count yourself lucky!


problem now is, they hit a light that is running 140 at high transversals, it's nearly impossible to dodge them now, same as LRMs - jesus i saw LRMs flying in line with the ground following a jenner until they hit his back.

#9 ruagoof2

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Posted 02 November 2012 - 02:25 PM

Well here's a thought for consideration that might balance these short range wonders a bit. Seems to me that there is considerably more electronics involved in programimg a target into the missle than say firing a balistic or energy weapon. This is likely acomplished by sophisticated sensors included in the srm (lrm) loadout...since we presently get blinded by receiveing intense or repeated hits (the monitor darkens during close in combat) shouldn't these sensors also get blinded, or interupted, when they are being hit? Perhaps this can be modeled into the game to help even out the present disadvantage...





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