#161
Posted 10 November 2012 - 06:29 AM
take an a1 with 6xssrm2. stand face to face with a nice big target like an atlas or awesome. perform a functional alpha strike.
you will have a hex pattern to initial launch.
--xx--xx--
xx------xx
--xx--xx--
where x's would be missiles more or less.
now you can have rounds from the launch on your left aim at the enemy's left arm, and overshoot and zoom off past him to the side.
this can happen with chain fire as well, but happens less frequently.
same deal the other angle.
next up, they will target legs.
if the enemy is in water they will come in at an angle to ping on the water doing no damage, every single time they aim for the legs. chain or alpha fire.
next up, is the fact that if you are standing in water, even in something like a cat-a1 with high placed launchers, that 6xssrm2 launch will use the hex shaped launch i noted above, and the missiles at he bottom row of the alpha launch pattern will auto ping off the water and die rendering a 6x launch into a 4x launch.
theres also the issue of pre nov.6 when they homed to center hitting anything in between that homing line(so you could control damage to body locations through positioning.) dragons in particular wouldn't register hits to ct by streaks from many angles, even with a non moving target at 90m with two cats chain firing away.
this appears to still happen but is harder to demonstrate clearly now.
-------------------------
as to logic, streaks now work very close to tt. and one cannot aim as one could before and without any approximation on target location efforts to aim for specific locations are gone. they also still won't lock on a head..
personally i favored using jumpjets to stay out of torso mounted weapon arcs while endeavoring to get the perfect angle for headshots with them. it was hard to do. this more than anything else is what punished torso mount heavy assaults like atlases.
if i can evade 3-5 of your weapons for up to three alpha strikes and land in a position that you can't fire on without ponderous turning, buying jj recharge time to do it again, yeah, i'll crush you and be able to do it a few times more. worked pretty well for gausscats, and taking a hunchie with a side box by using a \ angle jump instead of a direct over the top center like going for the head was easy as the box was HUGE from above.
the chain firing derp was mainly of use on targets not properly registering alpha damage, and if you were doing it without the third dimension/airborne you really were a dumb cat pilot eating fire due to lack of skill and or laziness.
you can do the same things now with ssrm6's it's just a bit more of a pain to get the god angles due to needing to use cockpit freelook(default ctrl) while midair, to look further than normal angle down to make the shot and lead target.
before with streaks only had to do that to maintain lock if they moved forward too far or if i had to rotate midair above the target to keep the angle i was going for.
calling them no skill was a testament to many of the pilots who saw them work and picked them up thinking it was the guns, not the people behind them that made them truly hellacious.
#162
Posted 10 November 2012 - 06:29 AM
If this is still too OP, drop Streak damage back down to the TT value of 2 per missile instead of the current 2.5.
#163
Posted 10 November 2012 - 07:08 AM
#164
Posted 10 November 2012 - 07:47 AM
Prior to the nerf, I could easily kill heavy and assault mechs via concentrated fire, which really shouldn't be possible with missiles.
Now I'm stuck to hunting scouts again and picking them apart with a constant barrage of missiles while I dodge their return fire.
/|\
This is balanced. Before, I was overpowered. I accept this, and support SSRMs in their current implementation. A Streak cat can still eat my commando for lunch.
I'm considering replacing the torso Streak for a SRM6 now, which is good, because that means there's a reasonable tradeoff now.
Edited by Eleck, 10 November 2012 - 07:50 AM.
#165
Posted 10 November 2012 - 09:33 AM
True! Second that. SSRMs where much to powerful before.
#166
Posted 11 November 2012 - 01:34 AM
Instance 1:
I am fighting a faster Commando who is circle-strafing at around 120 kph. I fire off 20-30 salvos of 3xSSRM 2. About 3 minutes. The Commando takes only light damage and after 3 minutes of this runs off.
Instance 2:
I am fighting a Jenner who is not moving because it is trying to capture the base. It takes 15 salvos of 3x SSRM 2s while stationary. Shows only light armor damage. Base captured.
Basically SSRM 2s are like LRM 2s now. That can't be what you intended for them to do.
[SUG] Make SSRMs aimable. So you need a lock, then you aim them where you want them to go. If you don't aim them and just fire with a lock, then they do area damage.
Edited by Lightfoot, 11 November 2012 - 01:50 AM.
#167
Posted 11 November 2012 - 01:55 AM
That way they'd have a subtle boost to effectiveness without an actual change of numbers. It's really irritating for me to streakcat build to try and chase off lights when it very perfectly sands off their armor in even layers at best, IF IT EVEN HITS (let alone the "streaks loligag to nowhere" bug that sometimes shows up)
I do feel like streaks have hit a bit under their mark as far as usefulness with the extreme randomness... even though honestly that might need to be where they stay. Especially once SSRM4-6 arrive...
#168
Posted 11 November 2012 - 01:58 AM
#169
Posted 11 November 2012 - 02:22 AM
Now SSRMs fail to hit stationary mechs 100m away.
#170
Posted 11 November 2012 - 03:32 AM
They might be broken, ie something got fudged when they *nerfed* the LRMs (as people keep crying over) meaning they aren't always hitting the target like folks think they should.
Or the person your aiming at is using cover to block them at the last moment.
As far as someone on base and your piling into them with them not bothering to move..... no idea, did they have a high ping at the time?
#171
Posted 11 November 2012 - 03:39 AM
Forgot to add, both mechs were stationary.
Edited by shabowie, 11 November 2012 - 03:40 AM.
#172
Posted 11 November 2012 - 05:27 AM
chewie, on 11 November 2012 - 03:32 AM, said:
They might be broken, ie something got fudged when they *nerfed* the LRMs (as people keep crying over) meaning they aren't always hitting the target like folks think they should.
Or the person your aiming at is using cover to block them at the last moment.
As far as someone on base and your piling into them with them not bothering to move..... no idea, did they have a high ping at the time?
Yeah that stationary Atlas at 50 meters with 50 ms ping sure is using cover to block my guided missiles when half of them miss.
They completely broke them last patch.
Edited by QuantumButler, 11 November 2012 - 05:28 AM.
#173
Posted 11 November 2012 - 05:53 AM
#174
Posted 11 November 2012 - 05:58 AM
#175
Posted 11 November 2012 - 06:11 AM
T Hawk, on 11 November 2012 - 05:58 AM, said:
Your post smells more trollin than streaks . FYI before the patch scats didn't outdamage LRM boats (top damagers) or gk2s. So yes they were easy-to-use good CQC weapon but clearly not top dogs in dps or alpha.
Lightfoot's suggestion looks fresh and really interesting but I guess there will be problems with usability cause of latency issues. Anyways something should be done to make ssrms viable again.
Edited by Alexander Malthus, 11 November 2012 - 06:17 AM.
#176
Posted 11 November 2012 - 06:17 AM
Alexander Malthus, on 11 November 2012 - 06:11 AM, said:
So because LRMs were over the top Streaks are to follow? I see what you did there. Gausses need to be aimed, there is nothing wrong with the damage.
Alexander Malthus, on 11 November 2012 - 06:11 AM, said:
Yes, sounds interesting.
#177
Posted 11 November 2012 - 06:18 AM
chewie, on 11 November 2012 - 03:32 AM, said:
Which part of firing at a stationary target at 100m makes half of the SSRMs miss didnt you understood?
Even SRM+Artemis are more acccurate at a stationary target now.
#178
Posted 11 November 2012 - 06:19 AM
#179
Posted 11 November 2012 - 06:35 AM
Right now, not even close. Even on very easy targets you can see 1/3 or more of your missiles fly around the target.
#180
Posted 11 November 2012 - 07:42 AM
chewie, on 11 November 2012 - 03:32 AM, said:
They might be broken, ie something got fudged when they *nerfed* the LRMs (as people keep crying over) meaning they aren't always hitting the target like folks think they should.
Or the person your aiming at is using cover to block them at the last moment.
As far as someone on base and your piling into them with them not bothering to move..... no idea, did they have a high ping at the time?
No, both these games featured near perfect gameplay. No rubber banding and my Gauss Rifle was working fine, although it was shot off when I was firing on the stationary Jenner.
True, maybe a bug was introduced in the Hot Fix patch.
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