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Streaks Hit 100%

v1.0.150

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#181 Straylight

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Posted 21 November 2012 - 10:32 AM

View PostSnib, on 21 November 2012 - 09:49 AM, said:

Exactly. Since it's you saying there is a problem, let's see that video.

Sure.

On comms, so premade:

2 Streakcats vs. Dragon: 35 seconds; Streakcat and Streakmando vs Hunchback: 23 seconds; 5N, Streakcat and Streakmando vs. Raven: 13 seconds; Streakcat vs. Commando: 8 seconds

AC/DC goes well with everything:

Streakcat with LRM support vs Raven: 9 seconds; Streakcat with LRM support vs Catapult and Atlas: 1 minute (the Streakcat loses an arm halfway through)

Edited by Straylight, 21 November 2012 - 10:36 AM.


#182 justin xiang

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Posted 21 November 2012 - 10:35 AM

I figure folks who run Streak cats probably need the extra help. Anyone with self resepect would realize they are a mech for girls and people who dont know jack. I let my sister play in one (shed never played before), 3 kills!

#183 Straylight

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Posted 21 November 2012 - 10:36 AM

This fellow's commentary says it better than I ever could:

Streakcat vs Catapult: 1 minute... vs wounded Awesome: +7 seconds... vs Cicada and Hunchback: +40 seconds; Streakcat vs Commando and most of two Ravens: 90 seconds to round end

...shall I continue?

#184 Taron

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Posted 21 November 2012 - 10:37 AM

Keep this discussion fair, please

#185 Frisk

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Posted 21 November 2012 - 10:43 AM

If a streak cat gets in your jock without you doing something about it then you need better scouts or you need to prioritize your targets better.

They're not OP.

#186 Sen

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Posted 21 November 2012 - 10:43 AM

Looks like a lot of people are blaming the weapon for the chassis it's mounted on.

On the streak cat they can be EXTREMELY frustrating. As a light pilot, I make a special point of staying the heck away from them. . . but I depend on them in my Jenner . . specifically while trailing OTHER jenners. . as they can be a real pain in the @55 if you're tailing a good pilot. As nimble as the Jenner is, don't give me the line about "skill" I pilot one, I know what it can do, so I take any advantage I can get.

By the same token, I've recently taken up a Cent 9a. As I'm sure you could have guessed, it's also loaded with streaks. . and for the same reason I have them on my Jenner: to deal with pesky lights when, due to convergence, my LB-10x isn't going to be nearly as effective. If I'm REALLY lucky, it'll convince that pesky light pilot to pick another target, which allows me to sustain assist on whatever slower, meatier target we're focusing on.

At the end of the day, though, I'm not one shotting anything with the things by a long shot.

In closing, let's be fair here. The 3 streak commando is the only REAL viable chassis for that particular mech. if you take away the streaks, they may as well take the whole thing out of the game. . and that'd make me cry. . .

I always have at least one commando for breakfast every morning! ;)

#187 Dimento Graven

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Posted 21 November 2012 - 10:44 AM

View PostStraylight, on 21 November 2012 - 10:32 AM, said:

Sure.

On comms, so premade:

2 Streakcats vs. Dragon: 35 seconds; Streakcat and Streakmando vs Hunchback: 23 seconds; 5N, Streakcat and Streakmando vs. Raven: 13 seconds; Streakcat vs. Commando: 8 seconds

AC/DC goes well with everything:

Streakcat with LRM support vs Raven: 9 seconds; Streakcat with LRM support vs Catapult and Atlas: 1 minute (the Streakcat loses an arm halfway through)

After the first vid (and the fact that it was published on Oct 16) I'm not even going to bother with the second. You obviously lack the ability to observe objectively what you're seeing.

In the first video, the first 'mech died to a coordinated attack of 4 different 'mechs. Judging by the lasers and other noises, not all streak carriers. The second 'mech to die, had 3 different 'mechs, the 3rd had 3 different 'mechs, and the last 'mech to die and 2 on it.

All you've done is shown how a well coordinated lance of pre-mades can beat the living **** out of another team that's not acting in a coordinated fashion, NOT that streaks are OP.

So go ahead with your 'yellow journalism' on the subject, but you've proven an unreliable judge of what's going on.

Edited by Dimento Graven, 21 November 2012 - 10:50 AM.


#188 Dimento Graven

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Posted 21 November 2012 - 10:47 AM

View PostStraylight, on 21 November 2012 - 10:36 AM, said:

This fellow's commentary says it better than I ever could:

Streakcat vs Catapult: 1 minute... vs wounded Awesome: +7 seconds... vs Cicada and Hunchback: +40 seconds; Streakcat vs Commando and most of two Ravens: 90 seconds to round end

...shall I continue?

Oh, and when you're picking your 'oh so telling' vid's proving that the "recent" patch has OP'd streaks.... PERHAPS YOU SHOULD CHOOSE A VIDEO FROM MORE RECENT THAN TWO WEEKS AGO, EH?!?!!!?!

This was published on Nov 3, moron.

Edited by Dimento Graven, 21 November 2012 - 10:48 AM.


#189 kalligrapher

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Posted 21 November 2012 - 11:01 AM

Keep it fair ? This is the internet, remember. Yup a premade lance of streak cats is devastating ... but so are most premade lances if the group has voice comms and the ability to use them. I drive a streak cat solo in PUGs sometimes ... if it has given me the ability to walk on water or change water into wine I seem to have missed that memo. Though I do get to be VERY mean to Jenners who used to hide behind their lag shields .... maybe that's the root of this whine fest ?

#190 Monky

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Posted 21 November 2012 - 11:02 AM

Needs a hotfix. I can't properly wipe everyone with my cataphract with all these damn streak cats rustling my jimmies with all that cockpit rock!

Seriously though, they need to hit areas other than the CT again. A hotfix would be appreciated.

Edited by Monky, 21 November 2012 - 11:04 AM.


#191 Dimento Graven

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Posted 21 November 2012 - 11:02 AM

View PostPugnacious Stoat, on 21 November 2012 - 09:47 AM, said:

I'm surprised that you saw cicadas running streaks, since none of the cicada variants has any missile hardpoints. But that's not really important. The problem with circling streak boats is that the catapult has an extremely large torso twist range. That makes it difficult to get out of its firing arc. Still, you may be right that tight circling is a viable tactic, even against a competent pilot--I have more experimenting to do. I would have been more cautious with my original post, but most of the streak advocates in this thread seemed to be conceding that there was no way to beat streaks in a light mech at close range, and saying that was fine.

That brings me to the second part of your post, where you say that light mechs should have no realistic chance against larger ones. I disagree with you entirely, and it's got nothing to do with what I feel entitled to as a light mech pilot. In fact, I wouldn't call myself a light mech pilot at all--I played a jenner sometimes in closed beta, but I've spent most of my time since open beta in a hunchback, atlas, or awesome. I got my first cicada several days ago. (I know that's not actually a light mech, but it plays like one). Even when I'm in my atlas, I don't mind the fact that a light mech can pick me apart if I'm not on my game. If I'm not mistaken, PGI has stated several times that they want smaller mechs to be viable in this game, and not just for scouting. The game is much more interesting when you have a variety of mechs fighting on the field, and when players can achieve victory through piloting skill, rather than simply trading alpha strikes to the center torso. Disregarding streaks, do fast mechs have it too easy right now? Absolutely. Lag-shield, no knock-downs, etc. But once those issues are addressed, sufficiently skilled pilots should still be able to make up for a tonnage deficit by utilizing superior maneuverability and speed.

It is absolutely moronic to believe that a 25 ton Commando should have ANY sort of chance, one on one, against a 100 ton Atlas. If they're trying to build a game to 'enable' that, they're building the most craptastic mediocrity since EQ2.

Four times the weight, many times that in alpha power, at least as much weight in armor as the Commando itself, hell a Commando could BE an Atlas leg, and you're telling me it should have a 'realisitc' chance, one on one?!?!!?

The only permissable advantages a light 'mech should have are its tiny hit boxes, its extremely short stature, its speed and its manueverability. Nerfing weapons systems to accomodate the survivability of lazy, inept players is financial suicide ANY game. Solo lights are NOT battle line 'mechs, they're scouts, skirmishers, quick response units. The only viable against larger 'mechs is 'wolf packing', which requires coordination, cooperation and communication. Yeah, that is REALLY hard, no sarcasm, as most PUGs piloting light 'mechs are incapable of any of that even at the most basic level.

What are you smoking? Get rid of it, they've used DDT insecticide on it!

#192 JamesT Kirk

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Posted 21 November 2012 - 11:05 AM

No ballistic weapon should have the chance to hit 100%...
Just think about the g-force some ssrms must take to fly 90degree turn or more. Impossible and not physically correct.
There must be a slight chance for miss.
Only 80-90% of the missile should hit target, if range is to close, it should decrease. Should decrease too with increasing target speed and angle of attack.

Remember the standard maneuver to dodge missiles is to force them to constantly change direction, at best fly in a 90degree angle of it. Increase of angular velocity the missile must do is best defence, because due to its high velocity it CANT change direction as fast as needed to hit always.

#193 Dimento Graven

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Posted 21 November 2012 - 11:08 AM

View PostJamesT Kirk, on 21 November 2012 - 11:05 AM, said:

No ballistic weapon should have the chance to hit 100%...
Just think about the g-force some ssrms must take to fly 90degree turn or more. Impossible and not physically correct.
There must be a slight chance for miss.
Only 80-90% of the missile should hit target, if range is to close, it should decrease. Should decrease too with increasing target speed and angle of attack.

Remember the standard maneuver to dodge missiles is to force them to constantly change direction, at best fly in a 90degree angle of it. Increase of angular velocity the missile must do is best defence, because due to its high velocity it CANT change direction as fast as needed to hit always.

Incorrect, if you have sufficient propellent available, a fast moving missle can change direction 180 or more degrees, it just requires more propellent burn. Part of the reason why streaks are "short" range missles.

Even in the 20th century we had missles capable of this, and capable of doing so at longer ranges than our crappy 31st century streaks, let me tell you.

Edited by Dimento Graven, 21 November 2012 - 11:08 AM.


#194 Ryvucz

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Posted 21 November 2012 - 11:09 AM

View PostMercules, on 21 November 2012 - 10:26 AM, said:


My experience was very different than yours last night. I was successful against Jenners using SSRM 2s. I can only posit that you are "doing something wrong". Your posts have been less than forthcoming with information among all the sarcasm towards people attempting to make suggestions to HELP YOU based upon your very limited descriptions. Sorry if you feel insulted by being told you dying when I wasn't meant something was wrong with your mech or piloting. Has to be the weapon that I also faced and didn't have the same problems with... not you or your mech design. ;)


I'm sorry that my posts do not meet your needs of negative banter, JAVA style instructions, and a delusional mathematical error, followed by poor assumptions. I'm sorry, but pulling a false mathematical deduction out of your rear end, is not a suggestion, claiming that I am a bad pilot, is not a suggestion.

May I suggest you work in customer service for a year? I think that will help freshen up your communication skills and logical thinking of what is an actual suggestion and what is an actual insult.

I shall learn from this experience to further address everything that I am "doing wrong" according to the cookie cutter builds and un-original designs of mech load outs.

#195 Kobura

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Posted 21 November 2012 - 11:12 AM

View PostStraylight, on 21 November 2012 - 10:32 AM, said:

Sure.

On comms, so premade:

(video)

2 Streakcats vs. Dragon: 35 seconds; Streakcat and Streakmando vs Hunchback: 23 seconds; 5N, Streakcat and Streakmando vs. Raven: 13 seconds; Streakcat vs. Commando: 8 seconds

AC/DC goes well with everything:

(video)

Streakcat with LRM support vs Raven: 9 seconds; Streakcat with LRM support vs Catapult and Atlas: 1 minute (the Streakcat loses an arm halfway through)


You know, our non-streakcat squad doing other-heavy mechs versus these mechs would actually kill them >faster<...

I think the issue is Streaks > Small mechs, 2 mechs > 1 mech, LRM support is finally worth a damn, and I believe you may be unwilling to engage beyond 300M.

You know what my guys do when we see a Streakboat? Send our tanks at it. Lone Streakcat vs lone 4MPL+Gauss+SRM Atlas both with savvy pilots usually equals (successfully) fleeing Streakcat.

Did something happen to SSRMs? Yes. Do I know whether they're necessarily balanced? No, I haven't gone over the numbers. Do I know not to try and cut the rock with my scissors? Yes.

For note I'm incapable of playing the game because of horrific framerate (4-6 with severe input lag from moment one, ala perma-frameratebug, but this is all strategy from before The Phract).

Try some good counter-strategy, toss a video of that up, if you want some critique or assistance I'll be glad to provide from what I can see in-vid.

#196 Dakkath

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Posted 21 November 2012 - 11:13 AM

Just wanted to say to the OP that Streaks are intended to hit 100% of the time, unless a building or something gets in the way. This is battletech TT rules pretty much.

Also, wanted to say, while discussing the topic, please abide by the Code of Conduct and Posting Etiquette guides located here:
http://mwomercs.com/conduct
and
http://mwomercs.com/...ting-etiquette/

Later!

#197 Zyllos

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Posted 21 November 2012 - 11:15 AM

I wonder why they decided to remove the random targetting of Arms/Legs when they moved to 100% chance to hit unless fast target/object in the way?

They need to be 100% chance to hit, random location targetting, including legs/arms. This is the only problem with SSRMs as they only target torsos.

#198 Coolant

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Posted 21 November 2012 - 11:19 AM

I am killed by a streak 2 boat no more than any other build. 30 damage every 3.5 seconds isn't overly DPS heavy...the fact that they spread damage now means it is difficult to kill a mech unless you are unleashing salvo after salvo after salvo. They also weight more the SRM2's and have that minimum range. They also are slower to the target than ordinary SRM's which means often times they hit sides of buildings where ur target used to be. Not sure what the issue is....

Edited by Coolant, 21 November 2012 - 11:21 AM.


#199 Kobura

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Posted 21 November 2012 - 11:20 AM

Is that what they did, always target a torso section? Hmm. That is a bit harsh.

Maybe have each missile select "a random point" on the enemy model and seek it, more ala true TableTech.

#200 Scarlett Avignon

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Posted 21 November 2012 - 11:25 AM

View PostStraylight, on 21 November 2012 - 10:36 AM, said:




Wow. I haven't heard that much QQ about a game in a long time. Maybe instead of crying about things, he could invest that time into developing a little skill. Seems he just decided "**** it, I'll just take a design that requires as little skill as possible to use!"





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