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Nerf Streak Missiles


445 replies to this topic

Poll: Streaks (713 member(s) have cast votes)

Nerf Streaks?

  1. Abandon all pretense, just nerf them out of existence for the sake of it (43 votes [6.03%])

    Percentage of vote: 6.03%

  2. They need a slight nerf (188 votes [26.37%])

    Percentage of vote: 26.37%

  3. They're fine (joke option) (482 votes [67.60%])

    Percentage of vote: 67.60%

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#101 Cid F

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Posted 20 November 2012 - 09:20 PM

********! Streaks are fine as they are.

Quote

If you can't kill a 6 SSRS catapult as a equal or heavier mech you are bad and should just uninstall and go back to an easymode game like WoW


This!

#102 Captain Midnight

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Posted 20 November 2012 - 09:23 PM

View PostCid F, on 20 November 2012 - 09:20 PM, said:

********! Streaks are fine as they are.



This!


The absolute best part of this sentiment is that STREAKS ARE THE EASY MODE WEAPON AND THAT'S THE WHOLE PROBLEM.

#103 Asmosis

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Posted 20 November 2012 - 09:25 PM

streaks are basically a medium laser thats guaranteed to hit, damage is still spread around the mech. An Ace Jenner pilot will tear apart your CT faster than a streakcat can.

#104 MonkeyCheese

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Posted 20 November 2012 - 10:11 PM

View PostAsmosis, on 20 November 2012 - 09:25 PM, said:

streaks are basically a medium laser thats guaranteed to hit, damage is still spread around the mech. An Ace Jenner pilot will tear apart your CT faster than a streakcat can.

ace? you mean anyone who can get a lock always wins vs a light without streaks

#105 shabowie

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Posted 20 November 2012 - 10:15 PM

View PostVlad Ward, on 20 November 2012 - 03:09 PM, said:

Breaking News: Moderately-to-highly skilled player scores high kill counts and damage numbers against random PUGs with little or no effort expended.

Film at 11.


LMAO! So true.

#106 Quad Ace

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Posted 20 November 2012 - 10:44 PM

View PostCaptain Midnight, on 20 November 2012 - 09:23 PM, said:


The absolute best part of this sentiment is that STREAKS ARE THE EASY MODE WEAPON AND THAT'S THE WHOLE PROBLEM.


They are indeed easier to use than srm's...you are correct, but they are no less easy to use than LRMs. They are also low damage and hideously expensive to rearm. They are not game breaking, in fact they make a fairly terrible primary weapon unless you make it your only job to wreck lights. Want good damage to everything? Mount SRM6's...3 times the damage, a hell of a lot cheaper, AND you can snap shot (unlike a streak).

#107 MonkeyCheese

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Posted 20 November 2012 - 10:49 PM

Nothing but insta death the moment a streak light or med comes in range of me, who thought this streak boost was a good idea?

playing jenner isnt fun anymore, and I refuse to use the easymode streaks

Edited by MonkeyCheese, 20 November 2012 - 10:50 PM.


#108 Harrison Kelly

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Posted 20 November 2012 - 10:58 PM

View PostMonkeyCheese, on 20 November 2012 - 10:49 PM, said:

Nothing but insta death the moment a streak light or med comes in range of me, who thought this streak boost was a good idea?

playing jenner isnt fun anymore, and I refuse to use the easymode streaks


A Jenner pilot complaining that something can finally kill him.

Those tears . . . mmm . . . so tasty.

I run a Streak mech solely to have something that can actually hit Jenners, Ravens, Cicadas, and Commandos reliably. If you don't like it, find a way to kill me, or stay 270m+ or both.

#109 Zylo

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Posted 20 November 2012 - 10:59 PM

Streaks are currently a good counter for those lights or other fast mechs that can't currently be knocked down.

I don't care for them myself as my playstyle tends to favor the SRM6 if I want to use missiles up close but it's always nice to have someone on the team with streaks to deal with those lights that are currently a bit OP considering they can't be knocked down and focus fired to death, especially those lights that are lagging all over the map. Back when collisions were possible a friendly light could just crash into that lagging enemy light to knock it down and make it possible to hit.

Maybe when collisions are returned to game in some form streaks may need adjustment but for now they provide balance against the lag shielded lights.

#110 Nuclear Weapon

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Posted 20 November 2012 - 11:00 PM

Posted Image

Y U no learn to pew pew instead of QQ?

Go headshoot the streak cat... ambush and nail them... make them lose the lock when u are a jenner...

Everything is OP in this game T.T u all suck !!


(LOL)

#111 Taizan

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Posted 20 November 2012 - 11:01 PM

View PostMonkeyCheese, on 20 November 2012 - 10:49 PM, said:

Nothing but insta death the moment a streak light or med comes in range of me, who thought this streak boost was a good idea?

Yeah, too bad there is no way to break the lock or avoid enemies who have streak missiles or lead them to an ambush or have a team mate leg them while you bait them.

#112 KinLuu

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Posted 20 November 2012 - 11:26 PM

Streaks are fine. They are supposed to be -the- brawling weapon. Together with the AC20, but I hope this one will get buffed soonish.

#113 BlackAce

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Posted 20 November 2012 - 11:29 PM

Streaks are overpowered. I know this because the alternative notion that I suck is unpalatable for my ego, and my ego is never wrong.

QED: Streaks are overpowered.

#114 BUDFORCE

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Posted 20 November 2012 - 11:31 PM

View PostGeneral Taskeen, on 20 November 2012 - 03:23 PM, said:

News alert. Clan tech SSRM4 and SSRM6 gonna rock your world.


Drools at this thought.

#115 shabowie

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Posted 20 November 2012 - 11:31 PM

View PostZylo, on 20 November 2012 - 10:59 PM, said:

Streaks are currently a good counter for those lights or other fast mechs that can't currently be knocked down.


So is actually being able to shoot.

I'm a bit on the fence right now with streaks. On one hand they take no skill to use, OTOH they have other drawbacks like not being fired at specific spots under user control, bit more weight, require lock on to shoot, etc.

If they do get tweaked down a bit it should be made a bit harder to maintain lock once you have it. Maybe take longer to get a lock to start with as well.

Edited by shabowie, 20 November 2012 - 11:49 PM.


#116 Alexa Steel

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Posted 20 November 2012 - 11:37 PM

Heres an idea, stay out of their range, they are supposed to kick your ***.

#117 Bastiat

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Posted 20 November 2012 - 11:40 PM

View PostVlad Ward, on 20 November 2012 - 03:09 PM, said:

Breaking News: Moderately-to-highly skilled player scores high kill counts and damage numbers against random PUGs with little or no effort expended.

Film at 11.

I'm sure the Streakcats that are doing 900+ damage are just more skilled than their teammates that are typically doing more like 200-500 per match, right? Truth be told, I wish I could find out what incredible player ability they're utilizing, since I'd like to consistently do that much damage. As far as I can tell, they're just mousing over an opponent until they get a lock, and then hitting a single weapon key (almost all are group firing now, from what I've seen). So tell me, what special skills have the laser, ballistic, and LRM users all failed to figure out? 'Cause while those other players (myself included) do sometimes get > 900 damage, it's not with anywhere near the same consistency that Streakboaters are getting.

Take the following screenshot for instance:
Spoiler

#1 damage is a Streakcat, and he wasn't even particularly good from what I saw (at least, he wasn't coordinating with his team). In fact, that's how I got killed; my team (basically all pugs) ran off chasing the lone Streakcat while the others ganged up on me. By the end of the match the Streakcat was severely damaged, but he'd given a whole lot more than he got - no other mech loadout could have achieved anything like what he did under the same circumstances. It was not his skill that allowed that, it was his 6x SSRM2's. No other Catapult setup, no Atlas, no Hunchback, etc...would have done that much damage over the same time span, and annihilated the opposing players so quickly when outnumbered so bad.

Streaks need a damage nerf, period.

#118 Nuclear Weapon

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Posted 20 November 2012 - 11:51 PM

View PostBastiat, on 20 November 2012 - 11:40 PM, said:

I'm sure the Streakcats that are doing 900+ damage are just more skilled than their teammates that are typically doing more like 200-500 per match, right? Truth be told, I wish I could find out what incredible player ability they're utilizing, since I'd like to consistently do that much damage. As far as I can tell, they're just mousing over an opponent until they get a lock, and then hitting a single weapon key (almost all are group firing now, from what I've seen). So tell me, what special skills have the laser, ballistic, and LRM users all failed to figure out? 'Cause while those other players (myself included) do sometimes get > 900 damage, it's not with anywhere near the same consistency that Streakboaters are getting.

Take the following screenshot for instance:
Spoiler

#1 damage is a Streakcat, and he wasn't even particularly good from what I saw (at least, he wasn't coordinating with his team). In fact, that's how I got killed; my team (basically all pugs) ran off chasing the lone Streakcat while the others ganged up on me. By the end of the match the Streakcat was severely damaged, but he'd given a whole lot more than he got - no other mech loadout could have achieved anything like what he did under the same circumstances. It was not his skill that allowed that, it was his 6x SSRM2's. No other Catapult setup, no Atlas, no Hunchback, etc...would have done that much damage over the same time span, and annihilated the opposing players so quickly when outnumbered so bad.

Streaks need a damage nerf, period.

I usually do 400, 500, 600 + with my jenner... go figure with my laserboat Hunchie... Sniper makes so lil dmg every match but gets soooo many kills... Atlas makes 700+ due his slow *** 100 tonage, else I'll do a lot more.


The thing is... -.-"

#119 Vanguard319

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Posted 20 November 2012 - 11:51 PM

View PostCaptain Midnight, on 20 November 2012 - 03:08 PM, said:

I just don't like weapons that lock on and take no skill. They should be inherently worse than any weapon that requires skill.


Congratulations! you have just admitted your opinion was biased to begin with, I hearby acknowledge this thread as a bad joke.

Having said this, you do realize that Streaks are short ranged weapons correct? The only reason people get kills in streakcats is because they're getting close enough to pop you. Best way to counter them is to target their missile racks, preferably at long range, and viola, problem solved, no nerf necessary.

Edited by Vanguard319, 20 November 2012 - 11:58 PM.


#120 AC

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Posted 20 November 2012 - 11:56 PM

Guys,

Think of how much damage the Streak 2 is doing now..... then think forward to the clan streaks. If we don't/can't provide decent feedback to balance a Streak 2 missile pack, we are going to be owned and obliterated when the Streak 6 shows up. One Timberwolf config carries 4 Streak 6's. That is the same as 12 Streak SRM 2's right now. Imagine that and tell me Streak SRM's are perfectly balanced....





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