Streak Jenners
#1
Posted 01 November 2012 - 09:02 PM
Let me know when you can kill my arse with Lasers, AC's or Missles.
I love these guys bragging about their kill death ratio.
So can't wait till Streaks get fixed in the next few patches.... THat right there, will be worth all the QQ'ing
#2
Posted 01 November 2012 - 09:13 PM
Quote
What exactly do you think Streaks are? Fluffy elephants?
#3
Posted 01 November 2012 - 09:14 PM
Streak Jenners are practically required now over the 6SL build due to the poor hit detection. hunting lights is a guessing game otherwise.
also i think streak cats, and LRM boat are what really lack skill. 2 SSRM is not much, but 6 kinda is.
Furthermore, Streaks will be getting a nerf, yes, however with Artemis coming out it maybe just be a wash and they will work close to as they do now. so learn to deal with them.
#4
Posted 01 November 2012 - 09:16 PM
Amber Clad, on 01 November 2012 - 09:13 PM, said:
Refering to LRM's :>
Streaks == Fire and Forget... LRM's at least require teamwork and skill to keep a lock.
Phemeto, on 01 November 2012 - 09:14 PM, said:
Streak Jenners are practically required now over the 6SL build due to the poor hit detection. hunting lights is a guessing game otherwise.
also i think streak cats, and LRM boat are what really lack skill. 2 SSRM is not much, but 6 kinda is.
Furthermore, Streaks will be getting a nerf, yes, however with Artemis coming out it maybe just be a wash and they will work close to as they do now. so learn to deal with them.
LOL 4 Med Lasers is the way to go for the Jenners now that DHS's are in. However any of the laser's build can still be defended against. HOwever once a streak'er is on you... your toast and ain't much you can do about it.
HOwever I agree with you in regards to the Streak Cat... but another argument :>
#5
Posted 01 November 2012 - 09:18 PM
but, to each his own i guess, if you like 4ML then go for it, i just like to be point-blank and thats why i like SL
#6
Posted 01 November 2012 - 09:21 PM
Phemeto, on 01 November 2012 - 09:18 PM, said:
but, to each his own i guess, if you like 4ML then go for it, i just like to be point-blank and thats why i like SL
I usually go for the Harrasser when I want to be Anti Scout I bring out the 6SL's. But the advantage is the range. If your good enough YOu can blow the legs right off an Awesome of lower in 3 shots as your running up to him, Neat little trick :>
#7
Posted 01 November 2012 - 09:23 PM
#8
Posted 01 November 2012 - 09:24 PM
Darian DelFord, on 01 November 2012 - 09:21 PM, said:
I usually go for the Harrasser when I want to be Anti Scout I bring out the 6SL's. But the advantage is the range. If your good enough YOu can blow the legs right off an Awesome of lower in 3 shots as your running up to him, Neat little trick :>
valid point, range is very good on something that can move that fast. for me i always ended up within 90m of the enemy when i used ML to brawl so i figured i might aswell use SL.
#9
Posted 01 November 2012 - 09:26 PM
Phemeto, on 01 November 2012 - 09:14 PM, said:
Streak Jenners are practically required now over the 6SL build due to the poor hit detection. hunting lights is a guessing game otherwise.
^^ This.
Before the last patch we were happily killing you with the Jenner-F 6xSLAS; nobody was running the D (Not even founders, and we get a +50% C-Bill bonus for using it). The 6xSLAS is a much better build.
We all will be very happy when they fix hit detection and we can dump the SSRMs again. With DHS/Endo/FF the hot setup is the Jenner-F with 2xMPLAS and 3xSLAS
#10
Posted 01 November 2012 - 09:28 PM
Has to be a joke thread.
#12
Posted 01 November 2012 - 09:33 PM
Darian DelFord, on 01 November 2012 - 09:16 PM, said:
Refering to LRM's :>
Streaks == Fire and Forget... LRM's at least require teamwork and skill to keep a lock.
streaks and lrms are the same. if you lose lock before impact, the missles stop tracking. odds of that happening are less when your closer of course, but between 180m and 270m they both function identically.
#13
Posted 01 November 2012 - 09:45 PM
Asmosis, on 01 November 2012 - 09:33 PM, said:
streaks and lrms are the same. if you lose lock before impact, the missles stop tracking. odds of that happening are less when your closer of course, but between 180m and 270m they both function identically.
LRM's have an -EXTREMELY- narrow cone of error while holding lock compared to streaks (It's much easier to repeatedly get a lock up close where you don't have to worry about a teammate dropping lock, them getting out of range, etc.)
Yeah, my 2xLRM20 cat doesn't take a lot of "Skill" to sit back and pummel the crap out of anyone at 200m+ for a stupid amount of damage (~80 points across a lot of a mech) but i do f-all damage up close (179- meters)
so think of it like this, 80pts across5+ points on a mech (Assiming all 40 rockets hit, fat chance) so less than 10 points per component unless you're standing still (usually 3-5 at best due to motion, dropped lock, etc.)
Whereas a streak SRM or even SRM jenner w/ lasers can deal what, 15+ points with pinpoint precision while being almost untargetable due to the average horrible turn speed of most mechs + the currently broken hit detection and lag compensation?
In short: Everything is OP, this is not counterstrike. you need to work as a team. a streak jenner can easily crap on someone 1v1 but a teammate can blow them away and off of you in literally 2 shots with any decent med+ mech because of the insanely low armor on them. COORDINATE and lights seem underpowered in comparison.
#14
Posted 02 November 2012 - 07:22 AM
Quit whining or calling one type of play or another superior or inferior.
Edited by Strig, 02 November 2012 - 07:22 AM.
#15
Posted 02 November 2012 - 07:28 AM
Darian DelFord, on 01 November 2012 - 09:02 PM, said:
Let me know when you can kill my arse with Lasers, AC's or Missles.
I love these guys bragging about their kill death ratio.
So can't wait till Streaks get fixed in the next few patches.... THat right there, will be worth all the QQ'ing
2 streaks do 10 damage. That is a lot. Like..not. What actually kills you is their speed, making it possible do get out of almost every bad situation. I don't see you complaining about that.
What's more is that when you run fast and turn fast, you loose the lock fast. I'm speaking from experience here. Piloting a streak-Jenner involves much more skill than, for instance, piloting a streak-cat. And a streak-cat has 6 SSRM2, which do 30 damage. Planning your aim, aiming and not loosing the lock on high-speed, not running into things or too far ahead to be singled out...no my friend, a Jenner involves skill otherwise the potential of this mech is wasted.
Sorry to tell you, but your request for legitimite whining is hereby denied!
#16
Posted 02 November 2012 - 07:31 AM
#17
Posted 02 November 2012 - 07:31 AM
I haven't seen a gauss thread in days. You couldn't go five minutes in closed without someone accusing you of being H-i-t-l-e-r if you were using gauss.
When the game runs smooth for everyone (or nearly everyone), and the netcode is cleaned up, and DHS is working, and the backend heat system is working, and the SSRMs hit random areas instead of ONLY the enginetorso, and ballistics don't have failure to fire, and all the dozen other major issues are corrected - THEN we can have giant flaming personally insulting arguments about what is and isn't OP.
Edited by Vermaxx, 02 November 2012 - 07:32 AM.
#18
Posted 02 November 2012 - 07:40 AM
My only problem is that Streaks can apparently fly any necessary path to intercept its target, giving it unbelievably easy hits...though Ive seen them miss especially fast mechs when on a 90deg intercept. Ive rumors of Streaks being allowed to leave thier tubes at impossible angles too...that should be fixed if true. I would like to see the missile have some kind of limits on the launch angle and tracking ability...though I know the Sarna(I think its sarna) description can be simply interpreted to mean that the missile cant miss.
#19
Posted 02 November 2012 - 07:46 AM
Either way, if you think it'll be easier on you when I can aim my Streaks at the part of your 'mech that has the least armour instead of it always going to the CT, I think you're in for a surprise.
#20
Posted 02 November 2012 - 07:50 AM
Against the Commando the Jenner has the advantage of way more armor, so you can take the Commando out convetionally before he kills you. Jenners are even harder to hit.
Personally I wouldn't use a scout without streaks, otherwise you give yourself an unnecessary disadvantage when fighting other scouts. I don't blame it to the players, I blame it to the state of the game. When I'm in my streak-Jenner the first thing I do is hunting down scouts. The now common raven with its laser armament and unguided SRMs has no chance against a Streakjenner. The only thing that's dangerous is...another Streakjenner. Or a Trollmando.
SSRMs need a serious fix, but we all know how long it takes PGI to implement changes.
Edit:
Quote
The Commando 2D is deadly. That's 15 damage per salvo, and thanks to being streaks they go concentrated to the torso section.
Edited by Comguard, 02 November 2012 - 07:52 AM.
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