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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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#301 AC

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Posted 21 November 2012 - 10:59 AM

Streak missile are 100% guaranteed damage. Compare that to a AC20 and it is a no brainer. What does each missile do now? 3 damage? That is 36 damage on a Catapult, so basically an AC20 plus an AC10 plus and AC5. And you don't need to worry about aiming.

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.)

#302 Joseph Mallan

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Posted 21 November 2012 - 10:59 AM

View PostXenomorphZZ, on 21 November 2012 - 10:55 AM, said:


I am soooo confused.

Less Pew pew, less spent at the end of the match. More cash in your pocket, bad guys dead sooner. What's so hard to follow?

#303 S3dition

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Posted 21 November 2012 - 11:01 AM

This thread is loaded with fail. K2 can core an A1 in a single shot. Cataphract eats A1's alive in about 4 seconds and make aiming impossible. Anything 75 tons or heavier can soak up the damage and slice the A1 apart without much effort. If you're going to cry like a little kid, at least pick something that is broken first.

#304 Joseph Mallan

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Posted 21 November 2012 - 11:09 AM

Don't forget that a Jenner in your Assaults back is a bad day!

#305 Athomahawk

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Posted 21 November 2012 - 11:12 AM

Posted Image

#306 Imagine Dragons

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Posted 21 November 2012 - 11:16 AM

View PostJoseph Mallan, on 21 November 2012 - 10:59 AM, said:

Less Pew pew, less spent at the end of the match. More cash in your pocket, bad guys dead sooner. What's so hard to follow?


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 Orkhepaj

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Posted 21 November 2012 - 11:25 AM

Needs a nerf , limit max ammo 100.

#308 Apex Predat0r

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Posted 21 November 2012 - 11:26 AM

Well the polls are in, 70% or more players think it's just fine. So there. They don't need a nerf. HA HA HA HA, I love Streak Missiles.

#309 Orkhepaj

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Posted 21 November 2012 - 11:27 AM

View PostApex Predat0r, on 21 November 2012 - 11:26 AM, said:

Well the polls are in, 70% or more players think it's just fine. So there. They don't need a nerf. HA HA HA HA, I love Streak Missiles.

Fine until only 2-3 launchers not when catapult puts on 6.

#310 Suki

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Posted 21 November 2012 - 11:34 AM

View PostOrkhepaj, on 21 November 2012 - 11:27 AM, said:

Fine until only 2-3 launchers not when catapult puts on 6.

Fine until everybody uses only 2-3 weapons.

#311 Shae Starfyre

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Posted 21 November 2012 - 11:40 AM

Com-3A pilot here to add my two-tons to the issue.

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 Imagine Dragons

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Posted 21 November 2012 - 11:44 AM

View PostApex Predat0r, on 21 November 2012 - 11:26 AM, said:

Well the polls are in, 70% or more players think it's just fine. So there. They don't need a nerf. HA HA HA HA, I love Streak Missiles.


Probably because Streak Cats are the (much needed) hard counter to Lights ATM...

#313 Joseph Mallan

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Posted 21 November 2012 - 11:51 AM

View PostXenomorphZZ, 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 Durahl

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Posted 21 November 2012 - 12:11 PM

View PostHighlandCoo, on 20 November 2012 - 03:07 PM, said:

The A1 is the only mech where streaks are a massive issue - thats what needs to be addressed - not the streaks themselves

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 xRaeder

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Posted 21 November 2012 - 12:11 PM

Streaks don't need a nerf. What needs to happen is that the A1 shouldn't have 6 missile slots.

#316 MustrumRidcully

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Posted 21 November 2012 - 12:21 PM

View PostxRaeder, on 21 November 2012 - 12:11 PM, said:

Streaks don't need a nerf. What needs to happen is that the A1 shouldn't have 6 missile slots.

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 TheWildOnion

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Posted 21 November 2012 - 12:24 PM

What if AMS targeted SRM's and SSRM's like it is supposed to? I would imagine that this would help things a bit.

#318 Franchi

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Posted 21 November 2012 - 12:26 PM

View Postwildonion, on 21 November 2012 - 12:24 PM, said:

What if AMS targeted SRM's and SSRM's like it is supposed to? I would imagine that this would help things a bit.

It does.

#319 Mavairo

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Posted 21 November 2012 - 12:27 PM

I think the problem is there's a variant of cat that allows it to field 6 streaks.

It's beyond the pale. Especially 4 of them on a team at the same time.

#320 Kaijin

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Posted 21 November 2012 - 12:27 PM

The Streak Cat is the answer to poor netcode.

Broceratops showed me what the answer to the Streak Cat is....

The AC/20 Cat.

Rock...Paper...Scissors





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