Streak Cats... Again.
#1
Posted 21 November 2012 - 12:13 PM
Perhaps you could actually code the streaks to behave like they should, instead of being a ridiculous lock-on weapon that never misses. What's the point of taking any other close range weapons? What's this going to be like when you put Strk 4's & 6's in? They also happen to be the only weapon that's not effected by the terribad netcode, which basically guarantees them a victory if they get close to you. Seriously, change this, it's ruining the damn game (among other things).
#2
Posted 21 November 2012 - 12:15 PM
JokerVictor, on 21 November 2012 - 12:13 PM, said:
Perhaps you could actually code the streaks to behave like they should, instead of being a ridiculous lock-on weapon that never misses. What's the point of taking any other close range weapons? What's this going to be like when you put Strk 4's & 6's in? They also happen to be the only weapon that's not effected by the terribad netcode, which basically guarantees them a victory if they get close to you. Seriously, change this, it's ruining the damn game (among other things).
While I agree that they are probably a bit too effective for the amount of mass they require, they're at kind of a happy medium right now between two patches ago (always CT all the time), and last patch (where they didn't really do much at all).
I think it's kind of hilarious to watch the missiles orbiting fast-moving jenners though.
#3
Posted 21 November 2012 - 12:19 PM
They should hit always, but their hit pattern should be diffuse.
As for SSRM4's and 6's - they will be balanced the same way Clan technology is. Hopefully via Battle Values, increased heat, or something else.
#4
Posted 21 November 2012 - 12:21 PM
They are very fun and easy to kill from 350 meters, but it's more fun to shoot their ears off and make them get angry at themselves for not mounting backup lasers.
Edited by Prosperity Park, 21 November 2012 - 12:21 PM.
#5
Posted 21 November 2012 - 12:23 PM
Please change them to something you have to aim, that's all that's needed.
Edit: MW4 did them fairly well, they fly to whatever panel they are aimed at, and are guaranteed to hit it.
Edited by JokerVictor, 21 November 2012 - 12:26 PM.
#6
Posted 21 November 2012 - 12:23 PM
Prosperity Park, on 21 November 2012 - 12:21 PM, said:
They are very fun and easy to kill from 350 meters, but it's more fun to shoot their ears off and make them get angry at themselves for not mounting backup lasers.
Too bad my 4P literally melts them off before you can use them
#7
Posted 21 November 2012 - 12:24 PM
Build a mech with a gauss rifle and wander through the game blowing the ears off streak cats and laughing; they will not even be able to hurt you. The tradeoff for insane close-range firepower is absolutely zero long-range firepower, required locks, and single-target capability only. If you and a buddy can focus down a streakapult together, you will kill it before it even gets through your armor.
Streaks may be a wee bit OP, mostly due to netcode ATM, but the huge deal that people are making out of this is just nuts. I fly a CN-9A and have never had an issue with a streak cat except on rare occasions where they ambush me. When they help out the netcode to make lasers more viable, the over-reliance on streaks will disappear. I honestly think the only thing they need to change or fix with them is the amount of cockpit-shake from incoming.
Out of curiosity, I was away for a bit, what was this most recent buff to streaks? Does group-firing more than one launcher still make some of them miss, or did they change that back?
#8
Posted 21 November 2012 - 12:24 PM
#9
Posted 21 November 2012 - 12:24 PM
JokerVictor, on 21 November 2012 - 12:13 PM, said:
Perhaps you could actually code the streaks to behave like they should, instead of being a ridiculous lock-on weapon that never misses.
...
http://www.sarna.net...issile_Launcher
Originally developed in 2647, the Streak SRM Launcher is relatively similar to the standard SRM launcher but linked to a unique Targa-7 fire control system. This system is designed to guarantee a hit against any target onto which the pilot can get a lock, a special feature of this system preventing the weapon from firing at a target when there is no lock-on, saving ammunition by preventing shots that would miss anyway.
#10
Posted 21 November 2012 - 12:24 PM
#11
Posted 21 November 2012 - 12:25 PM
And agreed with Prosperity, Streak Cats are a niche mech, and with a max of 270 range well.....if your a light or medium and in there brawling with them, you kinda get what you asked for.
#12
Posted 21 November 2012 - 12:25 PM
#13
Posted 21 November 2012 - 12:26 PM
JokerVictor, on 21 November 2012 - 12:23 PM, said:
Please change them to something you have to aim, that's all that's needed.
Lock mechanic is a negative bro. Maybe you should read how they are supposed to work before commenting? I recommend Sarna.net.
#14
Posted 21 November 2012 - 12:31 PM
Also as they are currently, clan SSRM4s and 6s will be complete and utter r*pe.
That and if you run 6x SSRM2s in chain-fire mode I hate you. Between the smoke and the shake it's impossible to see anything except the HUD.
Edited by One Medic Army, 21 November 2012 - 12:32 PM.
#15
Posted 21 November 2012 - 12:33 PM
#16
Posted 21 November 2012 - 12:33 PM
One Medic Army, on 21 November 2012 - 12:31 PM, said:
Also as they are currently, clan SSRM4s and 6s will be complete and utter r*pe.
That and if you run 6x SSRM2s in chain-fire mode I hate you. Between the smoke and the shake it's impossible to see anything except the HUD.
agreed the cockpit shake from srm 2 needs to be reduced alot
Edited by Dagger6T6, 21 November 2012 - 12:33 PM.
#17
Posted 21 November 2012 - 12:35 PM
Lefty Lucy, on 21 November 2012 - 12:15 PM, said:
While I agree that they are probably a bit too effective for the amount of mass they require, they're at kind of a happy medium right now between two patches ago (always CT all the time), and last patch (where they didn't really do much at all).
I think it's kind of hilarious to watch the missiles orbiting fast-moving jenners though.
I agree. Last patch Streak cats were a joke and my 2x SSRM2 on my Hunchback 4SP would regularly only hit with 3/4 missiles on an Awesome at point blank range... Now at least they hit.
#18
Posted 21 November 2012 - 12:36 PM
One Medic Army, on 21 November 2012 - 12:31 PM, said:
Also as they are currently, clan SSRM4s and 6s will be complete and utter r*pe.
That and if you run 6x SSRM2s in chain-fire mode I hate you. Between the smoke and the shake it's impossible to see anything except the HUD.
This is specifically what I'm referring to. And because of the lock-on mechanic, which is apparently a downside, there's no way to effectively stop them from shooting you... apart from disarming them, which apparently is fun and easy when you can't see anything. Man, I must really suck.
#19
Posted 21 November 2012 - 12:36 PM
#20
Posted 21 November 2012 - 12:38 PM
Dagger6T6, on 21 November 2012 - 12:33 PM, said:
agreed the cockpit shake from srm 2 needs to be reduced alot
Your sights don't really shake just your view. Stay calm and keep your fire up. I've ruined Streak Cats in point blank combat as their DPS is mediocre for a close combat mech.
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