Nerf everything so nothing does damage and we just sit there circling each other hurling menacing insults at our opponents in chat until eventually one gets so upset they quit the match and that counts as a kill. Is that good enough for you?
What's next on the nerf list so we can discuss that..


Nerf SSRM2 accuracy
Started by GoodVindicator, Nov 01 2012 08:15 PM
22 replies to this topic
#21
Posted 05 November 2012 - 11:56 AM
#22
Posted 05 November 2012 - 12:09 PM
I want to be clear about what part of SSRM I would like adjusted - the auto hit on ONE location. That they hit and can track like crazy I don't even mind. The fact that they always hit the same place is like some uber amazing targeting computer that lights (or most mechs) cannot handle. Having them distribute hits is fair enough per normal scatter - having them follow me around corners is even ok because that is what you pay the tonnage for.
And hey - lots of parts of this game are unbalanced - this is simply a topic posting for one of them...
And hey - lots of parts of this game are unbalanced - this is simply a topic posting for one of them...
#23
Posted 05 November 2012 - 05:31 PM
TigaShark, on 02 November 2012 - 09:33 PM, said:
You havnt used streaks or you wouldnt have posted this comment.
Streaks require a constant lock or you cant fire them
SRM's are like "dumb rockets" they require manual aiming with no lock on or homing capability, for practical purposes they behave like autocannons... or in this case, the LB 10-X AC (they are both manually aimed scatter like a shotgun)
SSRM's are like Radar guided missiles, they require a continual lock on from firing to impact or they lose lock and miss. However the flight time is relatively short. Additionally you need a lock to even fire them.
LRM's are also like Radar Guided missiles in MWO (must maintain lock to hit), but with the added capability of being able to lob over terrain and having their accuracy enhanced even further by a teammate using a TAG on the target. LRM's also have area of effect due to the number of missiles fired (LRM5=5 missiles, LRM20=20 missiles.
In practical terms, YES a streak-cat is deadly.. but their main capability is against light units, and as a light pilot *you have the choice to engage* because you have a speed advantage over a catapault. Leave Streak-Cats to your heavy team mates, who will pick them apart at range.
Other light units that are packing SSRM's should be considered as "interceptors" , they are MADE for killing lights, but they are also limited by how much ammo they can carry. Basically they sacrifice any capability against heavies to be exceptional at killing lights.
SSRM's are pretty balanced as is, as a Commando pilot, ive learned to call for help on Streak Cats, Streak Cats are testament to the effectivness of LIGHTS, and one of the main roles for Streak cats is to protect heavies from lights
Put simply...if a unit is guarded by a Streak Cat... use your speed and pick another target... or come back with friends.
If they do "nerf" SSRM's targeting, they will have a bigger impact on *light* units viability than heavies. Commando and Jenner BOTH rely pretty heavily on Streaks as a reliable weapon to use while maintaining high speed, Commando especially given 3 models rely on missiles as a big portion of their firepower (75% for the 2D, 50% for the 1D and 3A). Streak Cats will simply continue to be effective using SSRM's against lights, simply because of the high volume of fire, it may even make streak catapults even better.. as has been said, stripping arms and hitting left/right torso will often be more deadly against XL engined units.
+1. I would love if streaks started hitting mechs on the trailing arm, blow it off, and then continue to damage their right or left torso.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users