Nerf Streak Missiles
#301
Posted 21 November 2012 - 10:59 AM
The damage needs to be reduced and the recycle time increased. Not to mention the knock reduced some. I am not taking HUGE nerfing changes, but tweaked down some. Right now they are out of balance to the rest of the weapons, and I would much rather see premier weapons reduced rather than the others increased. If we increase things all the time we have one and two shot kills in our future.... (a la Hawken. And if I wanted to play Hawken, I would go play Hawken.)
#303
Posted 21 November 2012 - 11:01 AM
#304
Posted 21 November 2012 - 11:09 AM
#305
Posted 21 November 2012 - 11:12 AM
#306
Posted 21 November 2012 - 11:16 AM
Joseph Mallan, on 21 November 2012 - 10:59 AM, said:
I was confused how the the teamate who did half the amount of damage as the other guy, yet still hit same amount of mechs, is the more efficient killer in the same period of time...
I probably should of elaborated on that.
#307
Posted 21 November 2012 - 11:25 AM
#308
Posted 21 November 2012 - 11:26 AM
#311
Posted 21 November 2012 - 11:40 AM
My Mech runs at around 110km, full 178 armor, 2 ML and 2 Streaks, and AMS (I am effectively heat neutral with double-sinks).
After the patch, I favor being the thorn in non-streak using mechs sides, getting on average 1-2 kill shots per game if the team is playing well.
I have also found that if any light comes my way not using streaks, I feel a shred of hope in defeating them, especially when they are damaged.
But, when they have streaks, this is the experience.
1.) When they are fast, it is hard for me to lock on the streaks, lock breaks all of the time on open ground. It appears to be that they have less issues keeping a lock on me, than I on them, and I believe this is because they have more speed on me or I still need some aiming practice, but locking those streaks on fast movers takes skill.
2.) 3 Streak Commandos are beasts against me; I feel so far out of their league.
3.) All other lights using two streaks with their lasers are beasts to me, no hopes, unless they are circling someone else, but this is to be expected because they typically have 4xLL or 4xLL with those streaks and run 20+ km faster than me.
4.) StreakCats have one shotted my rear, and two shotted my face when at full armor to my demise. I now pay attention to these more than anything else and staying out of the middle of an open fire fight.
So what does this all mean? I believe that streaks should be more percise in the way they are aimed and how the damage is spread.
A.) If I have lock, and I have my recticule on their Center Torso, they should behave they way they behave now (anything else should have a difference).
B.) If I lock, and my reticule is not on the mech due to speed and what not, and I fire, they should home in on that side of the Mech.
C.) If the mech is moving in the above situations, then the angle or turning of the moving mech, and the firer for that matter, should have a play on how that damage is spread, and what location it hits (bearing in mind that these hit all of the time).
D.) Also, instead of the missiles missing in extreme turn/speed scenarios like they did before, that the damage is disappated like hitting ablative armor, or like a grazing shot. If a missile expodes away from a turning object, the force is deflected away from that object - or the impact point is not centered as would a direct hit.
Another words, I think that the damage spread or how they hit doesn't makes sense.
Speed, angle of approach, angle of egress, and distance, should all play a roll on where the missles hit, and how they splash their damage.
My first post, and I read all of the reply in this post. It just seems that, aside from the lag shield as it has been put, that streaks need to be revisited.
A.
Edited by Aphoticus, 21 November 2012 - 11:43 AM.
#312
Posted 21 November 2012 - 11:44 AM
Apex Predat0r, on 21 November 2012 - 11:26 AM, said:
Probably because Streak Cats are the (much needed) hard counter to Lights ATM...
#313
Posted 21 November 2012 - 11:51 AM
XenomorphZZ, on 21 November 2012 - 11:16 AM, said:
I was confused how the the teamate who did half the amount of damage as the other guy, yet still hit same amount of mechs, is the more efficient killer in the same period of time...
I probably should of elaborated on that.
Ok, fair question. If I kill two people in 3 shots and you kill 4 people in 40, Who is more efficient? Frenchy used double the shots to kill one more and assist with one less kill than Soul. As a Merc (and a Lone Wolf) the bottom line is who can get more done spending less.
#314
Posted 21 November 2012 - 12:11 PM
HighlandCoo, on 20 November 2012 - 03:07 PM, said:
I actually DO think that the problem can be adressed with the Weapon as I think what ticks of most of the players on the receiving end of this Particular Mech/Weapon Config is not the damage but the denial of effective retaliation caused by the blurr and shaking.
A few minutes ago I just got streaked again and the first thing that, once again, started to annoy me wasn't the increasing damage but the inability to pinpoint my damage at the enemy causing him to stop this barrage.
#315
Posted 21 November 2012 - 12:11 PM
#316
Posted 21 November 2012 - 12:21 PM
xRaeder, on 21 November 2012 - 12:11 PM, said:
WHy are 6 missile slots a problem but 6 energy weapon slots are not?
Weapons are supposed to be balanced by weight and crit slot cost (including any cost incurred for ammo and heat sinks to mkake them run reasonably well). So if a weapon becomes a problem if you "boat" it, it implies to me that the weapon itself is imbalanced, because otherwise, every mech that has 6 slots of anything could be imbalanced.
#317
Posted 21 November 2012 - 12:24 PM
#319
Posted 21 November 2012 - 12:27 PM
It's beyond the pale. Especially 4 of them on a team at the same time.
#320
Posted 21 November 2012 - 12:27 PM
Broceratops showed me what the answer to the Streak Cat is....
The AC/20 Cat.
Rock...Paper...Scissors
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