Nerf Streak Missiles
#341
Posted 21 November 2012 - 03:19 PM
#342
Posted 21 November 2012 - 03:24 PM
Wispsy, on 21 November 2012 - 03:19 PM, said:
light mech vs heavy mech.. tho a nice trade i think
just to bad it doesnt matter since there isnt a tonage league at all..
#343
Posted 21 November 2012 - 05:09 PM
SteelRat, on 21 November 2012 - 12:34 PM, said:
Really? You paid attention to some of these PUGers? They truely baffle the mind. I have watched my whole team break from a fight and chase a jenner halfway across the map! While getting picked off 1 by 1. I have seen some truely incredible gameplay that it doesn't surprise me you could wipe a whole team without breaking a sweat. But your basing your opinion on matches, that are the majority of the time, against inferior opponents.
And it may have seemed like a minute but probably wasn't that short and sounds like you had some good sniper support. I think team play is worth way more than any 1 mech on the field. Now if you had solo'd that whole team with no support of any kind, then your outrage would be understandable. But it sounds to me, more likely you had good team support, mixed with a really crappy PUG team and you got the result you where looking for. I am curious, how many matches did you drop in using the Streakcat before and after this magical match? Did your team actually find any competition that day? Maybe you are 1 of those pilots that I see on occasion that can rack up the kills. Their timing is impeccable and always manage to get that kill shot. They drive me nuts taking my kills and patting themselves on their backs at how awesome they are. So maybe its you thats over powered and you need a good nerfing. Please install the "Eye Poker" on your monitor and any time you get a kill, it will automatically poke you in the eye giving the rest of us a chance and you will have more fun too.
I'm sorry but after playing the streakcat a bit more, this loadout is so unbalanced it makes me angry. There is ZERO skill, ZERO effort, and GUARANTEED massive damage.
To respond to your points:
First, I am a PUG player myself, there's no 'team coordination' I'm relying on.
Second this is not some 'magical match,' it is par for the course... look at my other screenshots and posts, and read my comment about how I only just started piloting the A1 to prove a point in this thread. My second match onwards in an A1 I've been able to consistently lay waste to the opposing team.
Third, forget kill shots. Kill shots are meaningless. Anyone can swoop in at the last second and nab the kill shot. That's why you have to look at overall damage done, and the overall damage done I'm consistently able to dish out in a streakcat is ridiculously over the top.
If it's a 1v1 or a 2v1 I'm basically guaranteed to kill the enemy mechs.. it doesn't matter if I'm up against a light or an assault. It takes coordinated focus fire from an entire lance to bring me down, and even then I'm usually able to take 2 or 3 of them with me...
No loadout should be guaranteed to win a 1v1 or 2v1.. I may be a good pilot, but I'm a good pilot in my hunchie and I was never able to dish out 900+ damage match after match... 4-5 kills, 700 damage was a great match.. it took serious effort and concentration.. in a streakcat it's a bad match when I don't rack up 4-5 kills and 700+ damage
Basically my plan is to continue ****** with the streakcat, ******* off a lot of players in the process, until the tide turns and there is enough public outcry that the balanced gets fixed. I hate it, I feel filthy doing it, I think it ruins the game, but maybe it's the only way to convince people this thing is seriously OP.
Edited by SamizdatCowboy, 21 November 2012 - 05:11 PM.
#344
Posted 21 November 2012 - 05:12 PM
SamizdatCowboy, on 21 November 2012 - 05:09 PM, said:
I'm sorry but after playing the streakcat a bit more, this loadout is so unbalanced it makes me angry. There is ZERO skill, ZERO effort, and GUARANTEED massive damage.
To respond to your points:
First, I am a PUG player myself, there's no 'team coordination' I'm relying on.
Second this is not some 'magical match,' it is par for the course... look at my other screenshots and posts, and read my comment about how I only just started piloting the A1 to prove a point in this thread. My second match onwards in an A1 I've been able to consistently lay waste to the opposing team.
Third, forget kill shots. Kill shots are meaningless. Anyone can swoop in at the last second and nab the kill shot. That's why you have to look at overall damage done, and the overall damage done I'm consistently able to dish out in a streakcat is ridiculously over the top.
If it's a 1v1 or a 2v1 I'm basically guaranteed to kill the enemy mechs.. it doesn't matter if I'm up against a light or an assault. It takes coordinated focus fire from an entire lance to bring me down, and even then I'm usually able to take 2 or 3 of them with me...
No loadout should be guaranteed to win a 1v1 or 2v1.. I may be a good pilot, but I'm a good pilot in my hunchie and I was never able to dish out 900+ damage match after match... 4-5 kills, 700 damage was a great match.. it took serious effort and concentration.. in a streakcat it's a bad match when I don't rack up 4-5 kills and 700+ damage
Basically my plan is to continue ****** with the streakcat, ******* off a lot of players in the process, until the tide turns and there is enough public outcry that the balanced gets fixed. I hate it, I feel filthy doing it, I think it ruins the game, but maybe it's the only way to convince people this thing is seriously OP.
nah mang, those are just bad players that need to L2P *end sarcasm*
I dont think it needs a viscous nerf hammer but I do reckon they are a bit over the top at the moment.
#345
Posted 21 November 2012 - 05:16 PM
Sean Drake, on 21 November 2012 - 02:34 PM, said:
There is no fix to this that does not involve a radical change to mech customisation or the removal of the catapult neither of which is likely to happen, so get use to the nerf a go round for missiles.
They dont necessarily need to nerf certain weapons as they do need to nerf the ability to boat weapons, or at the very least disincentive boatin. That could mean a bonus to balanced loadouts or a penalty for boats. Either way it should happen.
Also, yes I know there were boat mechs in canon. The ML hunchback is the prime example. This is a bad counterpoint though because the hunchback couldn't fire all of its lasers with pinpoint accuracy into a single point of armor like they can in MWO.
To add to this though I have absolutely no idea how to balance the boatin ability of the A1 since all the A1 can do is boat. Its kind of hard not to boat when all you have are 3 missile hardpoints in each ear and nothin else.The easiest answer would be to just take the thing out, but that's not exactly a fair solution to those who actually enjoy the A1.
#346
Posted 21 November 2012 - 05:16 PM
SamizdatCowboy, on 21 November 2012 - 05:09 PM, said:
I'm sorry but after playing the streakcat a bit more, this loadout is so unbalanced it makes me angry. There is ZERO skill, ZERO effort, and GUARANTEED massive damage.
To respond to your points:
First, I am a PUG player myself, there's no 'team coordination' I'm relying on.
Second this is not some 'magical match,' it is par for the course... look at my other screenshots and posts, and read my comment about how I only just started piloting the A1 to prove a point in this thread. My second match onwards in an A1 I've been able to consistently lay waste to the opposing team.
Third, forget kill shots. Kill shots are meaningless. Anyone can swoop in at the last second and nab the kill shot. That's why you have to look at overall damage done, and the overall damage done I'm consistently able to dish out in a streakcat is ridiculously over the top.
If it's a 1v1 or a 2v1 I'm basically guaranteed to kill the enemy mechs.. it doesn't matter if I'm up against a light or an assault. It takes coordinated focus fire from an entire lance to bring me down, and even then I'm usually able to take 2 or 3 of them with me...
No loadout should be guaranteed to win a 1v1 or 2v1.. I may be a good pilot, but I'm a good pilot in my hunchie and I was never able to dish out 900+ damage match after match... 4-5 kills, 700 damage was a great match.. it took serious effort and concentration.. in a streakcat it's a bad match when I don't rack up 4-5 kills and 700+ damage
Basically my plan is to continue ****** with the streakcat, ******* off a lot of players in the process, until the tide turns and there is enough public outcry that the balanced gets fixed. I hate it, I feel filthy doing it, I think it ruins the game, but maybe it's the only way to convince people this thing is seriously OP.
You mean you never charge straight at an enemy from over 600m away and let them take potshots at you with their longer range?
You mean you can close with people using ample cover and they can't run away from your speed which is only exceeded by light mechs and some mediums and dragons all of which have crap for weapons in comparison?
[/sarcasm]
Edited by One Medic Army, 21 November 2012 - 05:17 PM.
#347
Posted 21 November 2012 - 09:41 PM
Here is the list of things that will murder a streak cat:
- Any heavy or assault, practically on principle.
- Any mech that can deal burst or precision damage - especially burst and precision, like a HBK-4P.
- Any mech that can outmaneuver or outdistance a cat - a mainstay tactic for most lights, which is ironic since they have to outmaneuver all the other mechs, too.
- Anything that catches the cat at range and in the open - my UAC5s rip streak kitties apart before they even manage to close the distance.
- Anything that does 60 damage to an arm.
There are other threats, too, and they come with their own methods for dealing with them and their own penalties for being stupid or foolish:
- AC20: Outmaneuver and/or outrange, focus heavy weapon; ELSE be prepared to take 20 points of damage per AC20. Prioritize heavy weapons.
- Gauss Rifle: Outmaneuver and close distance, use cover; ELSE run directly across open terrain and/or stop moving to receive precision rounds.
- LRMs: Use cover, break lock, and counter-snipe or dash to <180m; ELSE eat the rain.
- Cannon-heavy mechs: Recognize burst damage, prioritize target, don't engage head-on; ELSE go face to face with someone who may have superior DPS to you and be astounded as to why you're not surviving.
- PPCs: Avoid open, outmaneuver, don't trade shots at range, get close, take advantage of enemy heat issues; ELSE get cored by a precision PPC (or two) repeatedly scoring your chest at range.
- SRMs: Keep moving and avoid head-on confrontation, take advantage of SRM-heavy boat's poor heat management; ELSE provide a solid, stable target for the shotgun that is an SRM4/6 rack.
- Ninjas: You're pretty much screwed no matter what. Ninjas are ninja.
- Teamwork: Use your own teamwork, or hope the PUG team your with isn't hyper-derp; ELSE run to the forums and QQ until PGI relents and nerfs teamwork. Oh, wait...
There are two things that will level the playing field - and will also fix the issues you have with Streaks and Jenners:
- Netcode. When we can actually hit what we're aiming at and not have to regularly adjust or use guesswork to hit faster targets, precision weapons will become that much more lethal. Additionally, light mechs that overstay their welcome in enemy territory won't live long enough to tell the tale, and simple "circle-strafing" will get them killed more often.
- ELO Matchmaker. When players are grouped up against people that are their same relative skill and experience level, it will give them the level playing field they need to learn to be effective, versatile, and intelligent Mechwarriors. And for those that want to go beyond that, they'll hook up with a TS community or a clan.
It's a non-issue, and QQing about it won't help. The "joke" option is the apparent majority.
Edited by Weiland, 21 November 2012 - 09:52 PM.
#348
Posted 21 November 2012 - 09:43 PM
I was essentially blinded in my atlas unable to see where I was being shot from or even where the buildings in front of me were through the shake and smoke.
much much worse than AC/2 shake, no added smoke on those
Edited by One Medic Army, 21 November 2012 - 09:49 PM.
#349
Posted 21 November 2012 - 09:50 PM
3 streak 2 = 1 streak 6. my general feeling running a commando with this setup is that I am pumping out too much damage on heavier mechs for what I have equipped. a 0.1 damage nurf might be a good place to start.
#350
Posted 21 November 2012 - 10:04 PM
Between the shake and vision obstruction it really is detrimental to the game. And ... as some people already mentioned ... just like the LRM racks, there is pretty much no skill whatsoever in utilizing this weapon system. It's like the Devs dropped off 2 Streak-cats in a dark closet and they went to town and now there are dozens of them running all over.
How to fix it though without making it worthless? Well for one thing the shake and visual effects need to be drastically reduced. Let's face it ... you are being hit with 2.5 damage per missile and they are hitting different parts of the mech. There is simply no reason for your mech to shake AT ALL when getting hit by that little amount of damage.
Reduce the damage? Go from 2.5 to 2 per missile? Maybe. Might be something to experiment with at least.
Reduce the number of missile hardpoints on the Cat? No. Some other mech will eventually come along which also has 6 missile hardpoints and the problem will happen all over again.
Increase the recycle rate? Maybe. You could argue since it is not a standard SRM rack that, for whatever reason, it takes longer to reload streak systems.
How about this? You lock with the currently active launcher(s) but once you fire the lock is broken and you need to re-acquire the lock. The units like the Streak-cat could still choose to alpha all the launchers at once and thus only need to obtain a lock once for all the launchers. At least if they choose to do so the shake and visual effects will be greatly reduced while not completely nerfing the effectiveness of the unit. If the S-Cat tries to chainfire, however, in order to keep shaking the target he gets a lock with the first rack but then must obtain a lock again before firing the next rack in the chain. This vastly increases the time between salvos. (really ... in this scenario, there would be no benefit to chain firing it).
And/or. Make it so you have to keep the missile reticle DIRECTLY on the target at all times and the moment it drifts off you lose the lock making streak racks more difficult to use ... especially against faster targets which thus allows the natural predator of Heavy mechs (the lights) a chance to survive long enough to get in and harass and tie them up.
#351
Posted 21 November 2012 - 10:05 PM
#352
Posted 21 November 2012 - 10:09 PM
I feel like I'm repeating myself Weiland, because you keep comparing the deadliness of streaks (which require ZERO skill) to ballistic weapons that require a great deal of skill. Should a braindead 5yr old in a streak A1 even be in the same ballpark as a seasoned veteran who has spent 100 hours working on his accuracy with a weapon-system and mech? I don't think so. Right now Streak A1s are S-tier "best mech in the game" level powerful and even if you CAN beat them with your premade group, a premade group can beat anything in this horrible pugged out 4v4v4v4 landscape we have ATM.
Streaks are one of the best weapons in the game, and require the least skill in the game. I just can't believe you don't see a problem with that. I feel like you are arguing with me because you don't like me at this point not because you have a legitimate opinion on streaks.
#353
Posted 21 November 2012 - 10:13 PM
MustrumRidcully, on 21 November 2012 - 12:21 PM, said:
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.
Because it doesn't take skill to ripple fire some weapons once you have a lock on that has 100% chance to hit. Plus you can equip jump jets and jet over people where their torso weapons can't reach anything but your legs. And you can nearly look behind you unlike most other Mechs.
Lasers on the other hand require heat management and actual skill IE aiming at vulnerable points to actually get anything done.
Kaijin, on 21 November 2012 - 12:27 PM, said:
Broceratops showed me what the answer to the Streak Cat is....
The AC/20 Cat.
Rock...Paper...Scissors
The only problem with this is this:
With only 8 players per team and if you are pugging... what are the chances that you can actually get this rock, paper, scissors balance you speak of? Next to none.
Rock, paper, scissors only works when you have a large sample of players and play styles. Right now because of the limits on how many people are in a game at once you have a small sample. Which means things like Streakcats or Gaussapults can completely make or break teams as they are basically IDEAL Mechs for the short range nature of the game and how important it is to get damage in one area.
#354
Posted 21 November 2012 - 10:18 PM
Well allow me to retort...
Alt. Config. B - A more general purpose configuration, the Mad Dog B mounts more laser weaponry, with two ER Large Lasers in the left arm, and three Medium Pulse Lasers in the other. For additional long-range firepower, the Mad Dog Bmounts only one LRM-20 having replaced the other with two Streak SRM-6 launchers.
Edited by Wingbreaker, 21 November 2012 - 10:19 PM.
#355
Posted 21 November 2012 - 10:39 PM
6 missile hardpoints are not the problem per-se. The problem is you are building an entire mech design around a single weapon system that take little skill to use and negates a current major issue of the game (net-code) in order to gain a tactical advantage over everyone else. To put it in terms of other weapons .. it would be like you give a player a piece of equipment that allows all their lasers to operate with 0-heat generation. Can you imagine what would happen? You'd have laser-boats running out of control all over the place. I'm seeing more and more Streak-cats on teams over time. It used to be I would see 1 per team every couple of games. Now I'm seeing an average of 2-3 per team pretty much EVERY game. To me that's a pretty big warning flag that something may be out of balance.
Wingbreaker, on 21 November 2012 - 10:18 PM, said:
Well allow me to retort...
Alt. Config. B - A more general purpose configuration, the Mad Dog B mounts more laser weaponry, with two ER Large Lasers in the left arm, and three Medium Pulse Lasers in the other. For additional long-range firepower, the Mad Dog Bmounts only one LRM-20 having replaced the other with two Streak SRM-6 launchers.
@Wingbreaker. While this unit does have streaks on board it does NOT completely revolve around that weapon system. It is a balanced unit with LRMs, streaks, and lasers.
You want to know how many Tech 2 Inner Sphere designs have more than two Streak-2 launchers in the entire timeline of Battletech? Nine. And two of those were unique mechs. The most SSRM-2 racks any non-unique IS mech has in CBT is 4. And ... of those 9 mechs that have more than two Streak-2 launchers, want to know how many of them had no other weapons? ZERO.
You want to know how many Tech 2 Inner Sphere designs have more than two Streak-4 launchers in the entire timeline of Battletech? TWO mechs (one of which was unique).
You want to know how many Tech 2 Inner Sphere designs have more than two Streak-6 launchers in the entire timeline of Battletech? ZERO. Nada ... zilch ... bupkis.
In short ... it is simply NOT canon for a unit to exclusively use Streak missiles as its one and only weapon system.
#356
Posted 21 November 2012 - 10:43 PM
Quote
Now, prior to the patch on the 20th, I was used to seeing the occasional streak A1, but I ran into LRM A1's just as often. They didn't really concern me - if they were close, I'd concentrate fire on the ears. If they were far away and engaging someone else, I'd just focus on my team's targets and let a Gaussapult or LRM boat handle it. So when this punky little A1 charged headlong at me, I figured 'Streakapult, no worries, I got this.' I hit him with both LL's at around 300M, and then alpha strike with the MPL's and LL's as soon as both LL's have finished cycling. His right ear is glowing fiercely, and I'm thinking to myself, "Hah, this is gonna be easy."
Then he opens up. Everything starts shaking, and I quickly scan for an AC boat. I half-expect to see a triple AC/2 Dragon on account of the beating I'm talking, but I don't. Just that streaker, and he's all alone. I fire my right LL, then my left, to keep heat buildup down so I can alpha strike as I backpedal. I'm hoping to disengage and break away into the city behind me [map is river city, spawned in the lower area]. The problem is this A1 is fast. Damned fast. I can't break away, and I realize this so I keep hammering him. His salvos just keep coming in, and I can't get a good shot off because of all the cockpit shake.
He gets within 70M, so I alpha strike, but I end up walking the beams across his torso because - you guessed it - I couldn't focus fire on his ears because of the shaking I was getting. It was ridiculous. Out of desperation I turned sharp left as he fired his fourth salvo, which ended up annihilating my right-side 'Ear' and torso, taking half my armament with it. The follow-up salvo cored me. Five salvos - one dead K2.
Okay, so that's one bad match. Anomalous. I've had the same thing happen with Ultra AC/5 Dragons, where I'm just rattled into submission. Not as bad, but still not pleasant. I've been cored in 2 salvos by Gaussapults and AC/20 builds, and I've been ripped a new one by swarms of little lights. None of that's really OP in my book, so I was loathe to blame my death on the A1 being 'OP'. I'd done something stupid, I figured, and I'd fix it next fight.
And that sorta happened. I mobbed out with my Lancemates; 1 Dragon 5N, 1 Catapult K2, and 1 Catapult C1, backing up my Cat K2. All our catapults are built for close-in brawling, while our Dragon is a jack-of-all-trades pilot who is rock-solid in every fight I've seen him in. An A1 Streakboat rushed right for my fellow K2 Catapult and made him panic - he's a rookie - and he started crying for help. I double back while our 5N dumps Ultra AC/5 fire into the Streakapult. The Streak makes a half-turn to disengage, realizes he can't run, and converts his turn into a full loop to come back into our spawn for another run at my lancemate. I arrive and alpha strike one of his ears twice in a row, snipping it off; our Dragon closes and hammers his torso, while I, in a mad rush to save my teammate, alpha strike his other ear as fast as my weapons will recycle. We snip it off, too, and he runs for it - we ignore him, as his teammates are closing in.
That was a good experience. Teamwork, rapid response, and accurate fire combined to nullify an A1 Catapult in 15 seconds flat. But not every experience is like that. Sometimes crappy A1 pilots charge and get gunned down, sometimes good ones lay in wait and jump the guy bringing up the rear of your Lance. Sometimes your team tears them a new one, sometimes they don't. It's a complete toss-up, but I don't blame the SSRM's. As a K2 pilot, I have more trouble from Jenners running quad MPL's or SPL's than I've ever had from Streakapult builds. I've also had far, far worse treatment at the hands of AC/20 and Gauss boats, and the various other ballistic boats out there.
And there my little story ends. ^^
The point I'm trying to make is this: I don't feel the SSRM's broken. At most, it needs tweaking to lock time and heat buildup, or perhaps lowering ammunition-per-ton slightly. Something to make it inferior in a slugging match to proper brawling weapons. Yes, it's -frustrating- to get butchered by a Streakboat. Yes, it's -annoying- to watch Streakers run rampant all over your team. But it's just as annoying to watch a Gaussapult pilot core your team's Atlai left and right from a thousand kilometers away with virtual impunity, or to get jumped by a dual AC/20 boat that cores you within two salvos because you just couldn't kill it fast enough.
tl;dr: SSRM's aren't 'broken', but have some balance issues. A massive reduction to cockpit rattle would be a good starting point for fixing them. Otherwise, give it a few more days and see how it goes. And as a note, this is coming from a pilot who never, ever, ever uses Streak SRM's. Lasers all the way - they're so much prettier! =D
Edited by Jiang Winters, 21 November 2012 - 10:44 PM.
#357
Posted 21 November 2012 - 10:49 PM
topgun505, on 21 November 2012 - 10:39 PM, said:
Probably only because in Battletech fluff, Kai Allard Liao didn't have to put up with crap netcode, godawful hit-detection and lousy ping.
If he'd been playing MWO, the Yen would be a 6 SSRM Centurion.
Edited by Valore, 21 November 2012 - 10:49 PM.
#358
Posted 21 November 2012 - 10:53 PM
These weapons are definitely apples to the oranges that are the SSRM2.
Jiang Winters, on 21 November 2012 - 10:43 PM, said:
#359
Posted 21 November 2012 - 11:02 PM
Weiland, on 21 November 2012 - 09:41 PM, said:
There's nothing intelligent, nor particularly skilled, in being able to consistently dish out 700+ damage every match without even having to aim. Streaks are like having an assault rifle in Call of Duty that shoots homing bullets which never miss. Stupidly, ridiculously overpowered. And it's not just the cats. Any mech that has more than one streak launcher, be it a jenner, hunchback, 9m awesome or even a commando, just dominates opponents on the field right now. It's just laughably sad that PGI allowed this to happen, again. Bodes poorly for the future of the game if they don't understand the problem with streaks in a supposedly skill-based shooter.
.
Edited by 5th Fedcom Rat, 21 November 2012 - 11:05 PM.
#360
Posted 21 November 2012 - 11:09 PM
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