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Streak SRM need some tweaking


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#1 Stavinsky Elyas

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Posted 01 November 2012 - 02:20 PM

In the tabletop the only thing a "streak SRM" give is a garantied hit if the lock is acquired.

In the actual situation, Streak SRM Boat have all their missiles damaging mostly
the same area, namely the center torso if they are 'barely in front' or 'mostly in your back'.

It would be a good idea to have the damage being Randomised the way
they are in the tabletop.


To cite the source
Battletech Compendium (1690)

"All Streak Missiles automatically hit, and the player rolls as normal to determine the hit locations."

That's on page 120.

And to pick the rule about the locations of hitting :

"In the case of missiles, treat each short-range missile and every 5 long range missiles as a separate attack for purpose of determining hit locations."

That's page 39.

So if we take those into account, a battlemech who fire to someone else and who acquire
a lock on with EVERY streak SRM he has, would have something like
50% of them hitting the center torso, and the 50% other spreading over the target,
as the center torso location has only some 50% chance to be the one hit
when you make the calculation.

Right now, a player who stand in front of you with 8 Streak SRM 2 are managing
to have all their missiles hitting the center torso, making a whole 16 salvo, for 32 damage
centered torso very fast. Making them able to one Shoot, or two shoot even up to some Atlas.

Put 2 or 3 Streak SRM Catapult in a team, and you end up with battles that last nothing.
As no other weapons can deliver such precise punishement even when you are moving
and your target is moving.

So please, make something to have them spread more over the target, making sure they
do some damage, but not making them a 100% center torso hit.


And just for the information, I don't own the S-SRM Catapult, but I have 2 Streak SRM 2
on my Jenner, and I can solo some Awesome and Atlas, just by using those 2 and
a tag....

I find it too efficient in the actual situation. And it is much too efficient if you compare it
to the tabletop rules.

#2 Devil Fox

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Posted 01 November 2012 - 02:41 PM

A fix will be implemented where they will be randomly hitting other components of a battlemech in combat. So already know there is a nerf/fix to the SSRM accuracy and the spam in which these builds are being used... won't stop them still chewing up light mechs and giving anything heavier a nasty scare, but means they'll need even more ammo then they do now.

#3 Dagger906

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Posted 01 November 2012 - 02:47 PM

It'll hit arms if opponent's sideways to you. But that aside, SSRMs miss scouts running at high speed with high lateral movement all the time. If lore is the reason to not have it hit towards center all the time, then misses, and antimissile system shooting down warheads, should also be removed. Guaranteed random hit = both random and guaranteed, not just random.

#4 Stavinsky Elyas

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Posted 01 November 2012 - 04:00 PM

From all I have seen my AMS rarely take down the SSRMs because of the realy short range that they are shooted.
Especially when having 8 SSRM shooting at you.

#5 lsp

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Posted 01 November 2012 - 07:10 PM

View PostStavinsky Elyas, on 01 November 2012 - 04:00 PM, said:

From all I have seen my AMS rarely take down the SSRMs because of the realy short range that they are shooted.
Especially when having 8 SSRM shooting at you.

8? what mech can mount 8 streaks.

#6 Helmer

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Posted 01 November 2012 - 07:27 PM

As Apostal stated earlier, I recall a post in the now Archived Beta forums stating that the Developers were looking into changing the Streak mechanic so that it may lock onto other areas of an enemy 'mech. Not just Center Torso.



Cheers.

#7 Dagger906

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Posted 01 November 2012 - 08:14 PM

View PostHelmer, on 01 November 2012 - 07:27 PM, said:

As Apostal stated earlier, I recall a post in the now Archived Beta forums stating that the Developers were looking into changing the Streak mechanic so that it may lock onto other areas of an enemy 'mech. Not just Center Torso.



Cheers.

Lol, so it's turning into a buff, nice.

Lock the head. The head! :(

#8 Arlen

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Posted 30 November 2012 - 12:03 PM

Anyone else notice SSRM 2s only do 2 points of damage on the TT? So if that intergrates into this game, 6 SSRM 2s should do 12 points of damage, a little less than a gauss rifle. but i agree, they should scatter a bit from the launcher so it would be more like a missile powered shotgun blast, instead of a focus fire. If not we're going to have a lot of trouble when we get our SSRM 6s on a streak boat??? lol, 6 SSRM 6s = 36 points of damage to a single location >.< OUCH....

#9 Bobzilla

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Posted 30 November 2012 - 12:10 PM

I didn't think they did a lot of damage. It just the blinding is way too much. Not so bad for a big cat thats easier to hit, but a light mech that is chain blinding me till i blow up is just silly. Whats next a stun?
I also think they said they aren't suppose to blind you.

#10 Voidsinger

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Posted 30 November 2012 - 12:12 PM

View PostDagger906, on 01 November 2012 - 08:14 PM, said:

Lol, so it's turning into a buff, nice.

Lock the head. The head! :D


Only if they give the pilot some level of control over what is targetted. What is being done is that the Streaks will also detect joints on limbs as valid targets. This distributes the damage a great deal more.

View PostArlen, on 30 November 2012 - 12:03 PM, said:

Anyone else notice SSRM 2s only do 2 points of damage on the TT? So if that intergrates into this game, 6 SSRM 2s should do 12 points of damage, a little less than a gauss rifle. but i agree, they should scatter a bit from the launcher so it would be more like a missile powered shotgun blast, instead of a focus fire. If not we're going to have a lot of trouble when we get our SSRM 6s on a streak boat??? lol, 6 SSRM 6s = 36 points of damage to a single location >.< OUCH....


In tabletop they do 2 points per missile. So a Streak SRM2 would do 4 points of damage and a Streak SRM6 would do 12.

In MWO, a Streak SRM2 should do 5 points of damage. Therefore, 6 clan Streak SRM6s should do 90 points of damage distributed around the mech.

#11 DeadlyNerd

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Posted 30 November 2012 - 12:47 PM

As long as they remove the 90 degree turn the missiles can do they'll be perfect. The only reason why people are so agitated with SSRM2s is cause streakcats tend to fly over them and launch missiles at an almost 90 degree angle. Goes without saying that other SSRM2 users are doing the same, walking past you and firing off a salvo that will turn 90 degrees and hit you.

#12 PapaKilo

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Posted 30 November 2012 - 01:22 PM

They remove that and they won't always hit. Streaks SHOULD always hit ... just not all the same location. And they're doing a pretty good job of it now. I can clearly see my Streaks hitting different locations, even on a stationary target. On a live target, damage is spread all over.

Edited by PapaKilo, 30 November 2012 - 01:24 PM.


#13 Arlen

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Posted 30 November 2012 - 02:12 PM

Quote

In tabletop they do 2 points per missile. So a Streak SRM2 would do 4 points of damage and a Streak SRM6 would do 12.

In MWO, a Streak SRM2 should do 5 points of damage. Therefore, 6 clan Streak SRM6s should do 90 points of damage distributed around the mech.


The clan versions do 2/missile just like normal SRMs, but the innersphere just seem to have a set damage for some reason

#14 PapaKilo

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Posted 30 November 2012 - 02:52 PM

View PostArlen, on 30 November 2012 - 02:12 PM, said:

The clan versions do 2/missile just like normal SRMs, but the innersphere just seem to have a set damage for some reason

No, they always do two damage per missile. That goes for all SRM systems -- standard, Artemis, Streak, etc. If you saw something different, it was a typo.

In MW:O, SRM systems do 2.5 damage per missile.





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