Jump to content

Ssrm Flight Path Bugged

v1.0.142

207 replies to this topic

#121 Bad Andy

    Member

  • PipPipPipPipPipPip
  • 270 posts

Posted 09 November 2012 - 04:09 AM

if this is working as intended why does the description of ssrm in the mechbay say "always hits its target"?

i can understand if they dont always hit CT but they shouldnt miss assuming they have a clear flight path

#122 MordKrahe

    Member

  • Pip
  • Legendary Founder
  • 12 posts

Posted 09 November 2012 - 01:23 PM

So if I understand Streaks no longer hit there target very well, spread out more then lbx 10 and have half of there ammo now. Well this beta is getting worse instead of better. The end of this game will not come from it being a bad game but from bad design. This is not my only gripe just the latest. No you are not ready for open Beta.

#123 Kobura

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 477 posts
  • Facebook: Link
  • LocationNuclear Winter

Posted 09 November 2012 - 01:38 PM

Streaks not actually striking is a glitch from what I believe, but their semi-randomized hit locations are intentional. They were rather extremely powerful before.

For light mechs, non-S SRM packs are actually rather viable from extreme short range, as a huge low-heat fast-recycle damage burst. Consider that an SRM2 from near-zero range (yes I understand that's difficult to get to sometimes) is a free Medium Laser instant-damage delivery with no need to stay on target and negligible heat.

Rather good!...but the non-S SRM spread is so-so at any range beyond say 50m. I'm not sure what's going to be done with that if anything. They're okay, just not quite as good as they should be.

#124 qki

    Member

  • PipPipPipPipPipPipPipPip
  • 1,034 posts
  • LocationWarsaw

Posted 09 November 2012 - 01:40 PM

Hardly. SSRM ammo is unchanged - 100/ton, same as regular SRM ammo. And they will sometimes spread out. Still get god hits though, and let's face it. SSRM2 was a very easy-to-use, "cheap" weapon - way more powerful than it should have been.

#125 Inveramsay

    Member

  • PipPipPipPipPipPipPip
  • 621 posts
  • LocationStar's End

Posted 09 November 2012 - 02:02 PM

Sure they are definitely worse than before but not really that bad. Would you want a 6xSSRM6 cat with pinpoint CT accuracy against you?

#126 Ramses2020

    Member

  • PipPipPip
  • Bad Company
  • 52 posts

Posted 09 November 2012 - 02:17 PM

The problem is not that they no longer hit CT, the problem is that they no longer hit. Always aiming for CT was pretty lame, but the way it is now with a wide forced dispersion around CT is even worse. The dispersion needs to be what it was, but make individual missiles aim at random chassis parts based on percentages. CT 30%, LT/RT 15%, LA/RA 12%, LL/RL 8%. Something like that. It would ensure that shots don't always go to CT, but would also ensure that every shot counts.

#127 RragnarR40k

    Member

  • PipPipPip
  • 71 posts

Posted 09 November 2012 - 02:25 PM

Ssrm are still entirely lame and way too good

#128 Tetatae Squawkins

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,028 posts
  • LocationSweet Home Kaetetôã

Posted 09 November 2012 - 02:29 PM

They feel just about right to me. Seems people want specific weapons to either be ridiculous or useless depending on whether they use it or get killed by it and and care nothing for actual balance.

#129 RragnarR40k

    Member

  • PipPipPip
  • 71 posts

Posted 09 November 2012 - 02:54 PM

I have no interest in an unbalanced game, and currently ssrm are unbalanced. Infact they have been for a while...

Just to clarify I am not talking about srm, but ssrm.

#130 Az0r

    Member

  • PipPipPipPipPipPip
  • 343 posts

Posted 09 November 2012 - 03:42 PM

View PostRragnarR40k, on 09 November 2012 - 02:54 PM, said:

I have no interest in an unbalanced game, and currently ssrm are unbalanced. Infact they have been for a while...

Just to clarify I am not talking about srm, but ssrm.


They only feel unbalanced because of the awful netcode currently in game.

#131 Mad Elf

    Member

  • PipPipPipPipPip
  • 181 posts
  • LocationGlasgow

Posted 09 November 2012 - 03:59 PM

Believe it or not, I was really looking forward to streaks hitting other than CT: I'd like to be able to get the occasional headshot, or (more often) de-arm the opponent to get better odds in a fight. 6xSSRM hitting CT all the time means you have to keep lock and thump them over and over -- on the most heavily armoured part of the mech.

Making them miss is a bit lame, as already mentioned. The main control over not OPing streaks is the lock-on time -- has it increased? Not sure.

Halving the number of missiles per ton is an incredibly unfair nerf. Doesn't look like the cost per ton went down to match either. That sucks.

In my last match tonight, I took down an Atlas. Not sure what the guy was thinking; he kept walking nice and calmly in an almost-straight line while I pounded into his back armour. Didn't catch his name, but I thank my nameless opponent for his cooperation in this experiment.

A few of my missiles missed entirely; a few hit his arms and legs, but most were spread evenly over his back torso locations. I think a couple of other people scored some minor hits in passing, but basically the entire kill was down to me -- and it took 320 missiles to do it. When my mech carried 1200 missiles, that was fine. Now it only carries 600, it's ridiculous.

Please give us the other half of the missiles back!

Edited by Mad Elf, 09 November 2012 - 04:01 PM.


#132 Dakkath

    Member

  • PipPipPipPipPipPipPipPip
  • 1,980 posts
  • LocationG-14 Classified

Posted 09 November 2012 - 04:06 PM

here's the problem with this guys:

on one hand you can go the table top route and have the missiles hit random locations...

oh but wait, then you'll have everyone complain about how random numbers dont belong in a skill based system , bla bla bla.

on the other hand you can have the streaks hit all the same location that your crosshair is at,or where you're leading the mech and its angle from the tubes on your launcher.

but wait, we can't have that, because then you might have 6 stream SRM6's impact the same location and people cry "OMG ITS OP".

Edited by Dakkath, 09 November 2012 - 04:07 PM.


#133 Suncinec

    Rookie

  • 6 posts

Posted 09 November 2012 - 04:26 PM

As I was playing a 3-ssrm2 commando for quite a time, I can say that it was OP before this Tuesdays patch. It was no challenge to inflict around 800-900 dmg per match if you could manage to fire all your ssrms.

As the commando is a light one, extremely hard to hit (net code) mech it was because of the ssrm accuracy more then op.

After the patch I can manage to do arround 300 to 400 dmg which is just fine.

Maybe they could roll back the ssrm nerf after collisions are back in game or netcode has been fixed so that light mechs loose theyr extreme advantage.


A Germans opinion, so please excuse me for bad grammar and spelling (-;

#134 MouseNo4

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 630 posts
  • LocationVictoria Australia

Posted 09 November 2012 - 04:32 PM

Its hardly worth locking the streaks anymore. And i only have 1 streak on my Raven. When half the time the either fly past the mech entirely... or slam into the earth.

/crap

#135 Jyi

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 263 posts

Posted 09 November 2012 - 04:54 PM

All I can see is a buttf'd Streakapult who can't aim.

On another topic: I put LRM20 in a Raven pre-hotfix. Discuss.

#136 Elder Thorn

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,422 posts
  • LocationGermany

Posted 09 November 2012 - 04:56 PM

View PostMordKrahe, on 09 November 2012 - 01:23 PM, said:

So if I understand Streaks no longer hit there target very well, spread out more then lbx 10 and have half of there ammo now. Well this beta is getting worse instead of better. The end of this game will not come from it being a bad game but from bad design. This is not my only gripe just the latest. No you are not ready for open Beta.


can't confirm halfed ammo.
They also still hit quite well, not perfect, but they are still viable.

#137 BR0WN_H0RN3T

    Member

  • PipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 701 posts
  • LocationElysium

Posted 09 November 2012 - 05:05 PM

Streaks are fine. I'm still taking down small mechs with impunity. There really is little else you can use effectively unless u are a superb shot with big hitters, like GR, AC20, AC10, LBX10 and PPCs. Lasers and Pulser Lasers are just too damn hard to use, especially since the rubberbanding issue has resurfaced. They are probably just right now. You rally should compare them against SRM2s. For 0.5T more they should be a bit better but not a lot. Just wait til SSRM4s and 6s come in. Then you'll really see how powerful they are. 100 shots/T is still the go.

#138 Frenchtoastman

    Member

  • PipPipPipPipPipPip
  • 238 posts

Posted 09 November 2012 - 05:13 PM

Just had to double-check to make sure.. SSRM ammo is still showing 100-per-ton, just like regular SRM ammo, and just like it always has for the last few months.
I like the random spread rules on them (makes fine sense for a locking/tracking weapon), but I certainly hope the random chance for missiles to completely miss is a very low percentage (which would mean a very few for ssrm2, but probably quite a few missiles always missing from a 6 X SSRM6 Catapult).

#139 DamnCatte

    Member

  • PipPipPipPipPip
  • The Bold
  • The Bold
  • 171 posts
  • LocationElsewhere

Posted 09 November 2012 - 05:54 PM

I've always used streaks to bring down light mechs (from my own light mech, in usually a jenner or commando) and this patch hasn't changed them; they don't do as much concentrated damage, but a skilled user can still hit pretty hard. With the increased spread on the ssrms, they are less useful on mechs with heavier armor, where they still do very little immediate damage on their own, but can be the excalibur when you have to bring down whizzing light mechs.

I use them mostly, and while I was more 'effective' before the spread and miss chance was on them, I feel they make more sense now, following in Tabletop ruleset (I just remember these massive silly lists of "And this missile hit here, and this missile hit here, etc.") I'm still going to use them, I'm still going to bring light mechs, and some medium mechs, to their knees with them; if anything, this makes it harder for streakapults to bring me down; but if you're trying to brawl in a catapult, you're doing something wrong/silly anyways.

#140 woflborg

    Rookie

  • 9 posts
  • LocationFinland

Posted 09 November 2012 - 06:24 PM

I think the streak balancing was very called for. Streak cats were turning the game into something that wasnt much fun for most of the players, and didnt leave much playing to be done on either side of the situation.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users