#21
Posted 06 November 2012 - 06:40 PM
#22
Posted 06 November 2012 - 07:40 PM
Mawai, on 06 November 2012 - 06:18 PM, said:
No, the missiles weren't being destroyed, they were veering off just before impact and flying away behind the target.
#23
Posted 06 November 2012 - 08:12 PM
#24
Posted 06 November 2012 - 08:37 PM
Eldakkar, on 06 November 2012 - 08:12 PM, said:
Not true, before this patch a streak cat would wreck anything that got within range.
(With a combination of screen shake and chainfire, no target can get a solid shot off.)
Streaks still hurt like hell in my Commando, just more spread out instead of insta-kill.
Edited by Stingz, 06 November 2012 - 08:38 PM.
#25
Posted 07 November 2012 - 04:55 AM
#26
Posted 07 November 2012 - 06:17 AM
i was wondering if now the SSRM dont want hit a mech ***
#27
Posted 07 November 2012 - 06:27 AM
However.. They do no and should not all hit one spot. All missiles in this game should swarm like an old Robotech cartoon and hit random parts. I think even srms should have some semi guidance like an lrm but not all hit.
#28
Posted 07 November 2012 - 06:51 AM
edit... some are hitting but only a small percentage.
Edited by Starsider, 07 November 2012 - 06:53 AM.
#29
Posted 07 November 2012 - 07:08 AM
#30
Posted 07 November 2012 - 07:38 AM
Instead of looking at WHY they were OP before, PGI opted to lame them into uselessness. And I love how this wasn't even addressed in the patch notes. So absurd.
My opinion is they should be aimable, and have smaller spread.
Edited by sokitumi, 07 November 2012 - 07:40 AM.
#31
Posted 07 November 2012 - 07:48 AM
I did notice chain firing streaks seemed to be more accurate, where as a full barrage of all streaks some seemed to miss
All the streak Cats I know of have stripped them off and went to LRMs lol
#32
Posted 07 November 2012 - 07:53 AM
I have no tried chain-firing them yet, but will look into it.
#33
Posted 07 November 2012 - 09:38 AM
So First of all this is completely contradictory to what the patchnotes say, and furthermore, what DOES artemis do for normal SRM's?
Its all so vague and unclear, this whole game really. Luckily I'm getting the grip of alot of things but still...
#34
Posted 07 November 2012 - 09:44 AM
#35
Posted 07 November 2012 - 09:45 AM
#36
Posted 07 November 2012 - 09:49 AM
#37
Posted 07 November 2012 - 09:54 AM
Introduced in 2598 by the Terran Hegemony. The Artemis IV Fire Control System is a guidance system that utilizes an infrared laser designator and tight-beam microwave transmitter which improves the accuracy of LRMs, SRMs, and MMLs by roughly thirty-five percent. The Artemis IV FCS must be mounted in the same location as the launcher it controls, taking up space and weight on a BattleMech like other components. In order to actually take the benefit of Artemis IV, the missiles fired must be Artemis compatible, which are more expensive than standard versions, and the firing unit must have line of sight to its target, indirectly fired LRM receives no increase in accuracy.
Though extremely useful for improving a missile launcher, there is one major obstacle to their use: If any standard missile launcher is equipped with an Artemis system, every launcher of that type must have its own Artemis IV attached. Therefore a 'Mech mounting an LRM-15 and an LRM-5 would need two Artemis IV systems. (As they use different guidance systems, Rocket Launchers, MRMs, Streak launchers, and NARC systems do not require Artemis IV and do not count towards this limit.) ATM launchers automatically have Artemis included.
Edited by CutterWolf, 07 November 2012 - 09:55 AM.
#38
Posted 07 November 2012 - 10:07 AM
I played a streak kitty well before they were necessary to kill light mechs in this game due to bad net code changes. I noticed the significant nerf to streak missiles in the last patch.
So I have to say, I am loving the nerf on the streak missiles, they just weren't a challenge to use prior to this patch, now they are still good for killing light mechs, but don't ROFLstomp everything short of an atlas. I do get annoyed when about 1 out of every 3 shots a missile misses, and one out of about every 10 both missiles miss, while I think that they should hit every time, at least against slower targets, lights out manuevering them is understandable, especially since that is what streaks do once they get a lock, the damage spreading out makes them much more enjoyable to use,
Right now I am running A1 kitty with 4 streak 2s 2 lrm 10s xl 300 4 tons lrm ammo 3 tons streak ammo and having a blast.
#39
Posted 07 November 2012 - 10:14 AM
Edited by 3ffigy, 07 November 2012 - 03:25 PM.
#40
Posted 07 November 2012 - 10:18 AM
ok well to each their own but i disagree
streaks take WAY too long to lock on and way to long to reload
LRMS reload faster it seems
id be fine with the spread damage model if the lock on wasnt even more tedious then an lrm ( which doesnt have to try and lock up a tiny mech as it wizzes by)
i repectfully disagree with your opinion but a compromize would be more then acceptable. if theyd speed up lock time a bit and reload time a bit ( a bit mens a BIT not a euphimism for ALOT, just to be clear..)
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