#141
Posted 09 November 2012 - 08:21 PM
#142
Posted 09 November 2012 - 09:15 PM
#143
Posted 09 November 2012 - 09:19 PM
I dont know if the visual feedback in this game is that much accurate that a missile that visually misses the target really counts as miss to the server bcs what we see at the client is pure eyecandy that is not 1:1 what happens on the serverside - its only an visual interpretation of what may have happened.
Though it looks good
Edited by Thorqemada, 09 November 2012 - 09:20 PM.
#144
Posted 09 November 2012 - 09:54 PM
They're just as effective now vs scouts as they were before, but their effectiveness vs heavy/assult mechs has been lessened which is a good thing. They're basically like homing SRMs now rather than a homing dual gauss round.
Edited by Asmosis, 09 November 2012 - 09:55 PM.
#145
Posted 09 November 2012 - 10:09 PM
The real question people should be asking is when we get SSRM4 and SSRM6.
edit: well, the thing where they miss a line-of-sight shot isn't fine, that's clearly a bug since SSRM is always supposed to hit something, I'm referring to their overall performance.
Edited by Bogus, 09 November 2012 - 10:10 PM.
#146
Posted 09 November 2012 - 10:38 PM
Bogus, on 09 November 2012 - 10:09 PM, said:
The real question people should be asking is when we get SSRM4 and SSRM6.
edit: well, the thing where they miss a line-of-sight shot isn't fine, that's clearly a bug since SSRM is always supposed to hit something, I'm referring to their overall performance.
SSRM4/6 aren't due for a while yet I think and we'll be swimming in Clan gear by then, I suspect.
#147
Posted 09 November 2012 - 11:11 PM
Mad Elf, on 09 November 2012 - 03:59 PM, said:
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!
Don't know what drug you are on but I want some....
#148
Posted 10 November 2012 - 12:21 AM
Point blank Streak SRM spamming whilest circling doesn't seem to be as effective as it used to be, but they are still my go to weapon for dealing/chasing down other light mechs. Extremly effective killing, now as well as before.
They do miss, and they should. Stand back about 120+ meters and allow them to find your cursor. Its the sweet spot I've found. Anything closer and they don't have enough air time to find their way into anything.
#149
Posted 10 November 2012 - 12:50 AM
As a Jenner pilot, I rather have them like this (and do less damage) than streak-kitties gunning me down in a mater of seconds.
#150
Posted 10 November 2012 - 01:37 AM
#151
Posted 10 November 2012 - 01:41 AM
Edited by Adrienne Vorton, 10 November 2012 - 01:42 AM.
#152
Posted 10 November 2012 - 01:50 AM
qki, on 09 November 2012 - 01:40 PM, said:
It's the only weapon that gets through the lag shield though.
#153
Posted 10 November 2012 - 01:52 AM
Edited by Arrtax, 10 November 2012 - 01:53 AM.
#154
Posted 10 November 2012 - 03:26 AM
MordKrahe, on 09 November 2012 - 01:23 PM, said:
It improved the game. I think you are not ready for improved game.
#155
Posted 10 November 2012 - 03:50 AM
Oh and if anyone was wondering, I do not play a streak cat.
Edited by Ashnod, 10 November 2012 - 03:51 AM.
#156
Posted 10 November 2012 - 03:56 AM
ZoomThruPoom, on 08 November 2012 - 01:50 PM, said:
This!
Starsider, on 08 November 2012 - 02:45 PM, said:
And this!
ASHRID, on 09 November 2012 - 02:26 AM, said:
While I agree they shouldn't automatically both hit centre torso both missiles should be guaranteed to hit the target (thats the whole point!) barring intervening terrain etc.
And THIS!
#157
Posted 10 November 2012 - 04:27 AM
#158
Posted 10 November 2012 - 04:28 AM
SRM range is supposed to be 270m, but in practice it isnt. At best versus a very large target SRM range is 150m due to the spread. The spread of the weapon makes shots at farther distances impact on the ground or fly past your target in air making you lose at least 50% effectiveness of the weapon.
Now you can upgrade your SRM with artimis for 1 ton and 1 slot extra which probably increases that range to about 180-200m effectiveness. This is way more expensive than the .5 tons for streaks which will get you far more hits and on faster smaller targets than the normal SRM.
The only real tradeoff for near perfect accuracy and increased effective range is .5 ton and a lockon time that is hardly an issue at all due to team line of sight.
So using some logic please, I would like to hear a justified arguement as to why streaks are so nerfed when you get so much out of the upgrade. "Lag shield" is NOT an arguement, learn to lead your target like in any other FPS. I have never seen a homing weapon in any first person shooter or tank/mech game as effective as streaks.
Edited by Mr GreenSuit, 10 November 2012 - 04:29 AM.
#159
Posted 10 November 2012 - 05:03 AM
#160
Posted 10 November 2012 - 06:24 AM
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