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Just Reduce Rof On Streaks


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#1 FrupertApricot

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Posted 23 November 2012 - 12:49 PM

So that overall their DPS is lower per ton than unguided streaks. this would make for a clearer tactical choice than we have now. Hell id run a cat with 3 streaks and 3 SRM6's.

#2 AC

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Posted 23 November 2012 - 12:55 PM

And they were in BT too.... The act of getting all the missiles to gain a possitive lock took a long time in battletech compared to the spray and pray of the regular SRM's. I think an increase in recycle time would go a long way. Also, taking these back to BT damage values would help too. 2-damage per missile.

Can you imagine the Timberwolf variant that has 4 Streak 6's with current streak values?? :(

#3 Karl Marlow

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Posted 23 November 2012 - 03:42 PM

I never understood why they doubled the armor values as it is. Now since they doubled the damage on missiles but not the other weapons it has a net effect of nerfing every non-missile weapon by 50%.

and if you think about it that is a scary thing. Missiles are the only weapon system that is doing as much damage as they are supposed to. Imagine if your lasers or Gauss rifles were doing double damage right now. I don't think you would be too worried about a couple SSRM-2s

Edited by ThomasMarik, 23 November 2012 - 03:44 PM.


#4 Igorius

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Posted 23 November 2012 - 03:48 PM

Love this idea! Considering how brutal the chain-fire effect is for those on the receiving end of the StreakCat, a slower recycle rate would definitely keep the current integrity of the weapon, while also reducing the ability to abuse it ad nauseum.

#5 Felicitatem Parco

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Posted 23 November 2012 - 03:49 PM

LRMs now deal nearly double damage since they do 1 in BT but deal 1.7 in MW:O.

SRM's dealing 2.5dmg is only a 25% increase in damage over the TT value of 2dmg/short range missile (this has caused much confusion, as many people believe that TT SRMs deal only 1 dmg, each).

I do agree that the StreakSRM2 should have a slightly longer cool-down time than it's non-guided brother, the SRM2, in my opinion.

#6 Bhael Fire

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Posted 23 November 2012 - 03:54 PM

I would leave streaks as they are and just boost the damage other SRMs do...since they are harder to hit with.

Something like this:

Posted Image

Edited by Bhael Fire, 23 November 2012 - 03:57 PM.


#7 Machinae Mortis

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Posted 24 November 2012 - 09:31 AM

This solution neglects the fact that one of the most impacted situations by the change is streaks vs lights and mediums. This type of combat is reliant on in/out skirmishes and positional advantages. Since both limit the time spent in the sights of the target's streaks, reducing rate of fire would make little to no difference. This logic also applies to light or medium mechs versus any target as they bring this type of combat to every fight they're involved in.

If the issue needs to be addressed, then it needs to be addressed in a universal fashion. As a light pilot that used streaks pre-patch I felt they were fine as they were. It wasn't until they were spotlighted in the patch notes that every degenerate with an A1 decided to spam them.

#8 focuspark

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Posted 24 November 2012 - 10:07 AM

I'm more inline with the SSRM do less damage than standard SRM because they replace payload with guidance systems.

#9 Justin Xang Allard

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Posted 25 November 2012 - 04:17 AM

View PostFrupertApricot, on 23 November 2012 - 12:49 PM, said:

So that overall their DPS is lower per ton than unguided streaks. this would make for a clearer tactical choice than we have now. Hell id run a cat with 3 streaks and 3 SRM6's.

why would anyone use streaks if they had a lower dps, they are low enough as it is. they should do the same amount, but be a bit more expensive.

#10 DeadlyNerd

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Posted 25 November 2012 - 05:13 AM

View PostJustin Xang Allard, on 25 November 2012 - 04:17 AM, said:

why would anyone use streaks if they had a lower dps, they are low enough as it is. they should do the same amount, but be a bit more expensive.

Be more expensive, wow. Is that really your solution to balancing ingame performance? By increasing rearm costs?
What more, that wouldn't hurt you cause you're a founder with probably a YLW and premium time.

Yes SSRM2s need lowered RoF. Not just that but they need to be changed to 1 missle 1 bodypart damaged. I see people firing 2 missles and damaging 3/4 of my front armor. So instead of doing 2x missle damage, they did 5x.
Even if the damage is spread it's still 5 instead of 2 bodyparts damaged.

This AoE is what's making them OP as bigger swarms of missles don't just hit several bodyparts, they hit almost everything.

#11 TheBountyHunter

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Posted 25 November 2012 - 05:24 AM

In the TT, Streaks did not keep their lock on. When a launcher had fired, it needed to get a new lock. Implementing this would reduce the overall dps of the weapon and also make it more of a challenge to use them.

Edited by TheBountyHunter, 25 November 2012 - 05:25 AM.


#12 ICEFANG13

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Posted 25 November 2012 - 05:32 AM

View PostDeadlyNerd, on 25 November 2012 - 05:13 AM, said:

Be more expensive, wow. Is that really your solution to balancing ingame performance? By increasing rearm costs?
What more, that wouldn't hurt you cause you're a founder with probably a YLW and premium time.

Yes SSRM2s need lowered RoF. Not just that but they need to be changed to 1 missle 1 bodypart damaged. I see people firing 2 missles and damaging 3/4 of my front armor. So instead of doing 2x missle damage, they did 5x.
Even if the damage is spread it's still 5 instead of 2 bodyparts damaged.

This AoE is what's making them OP as bigger swarms of missles don't just hit several bodyparts, they hit almost everything.


The devs said they would be using economy to balance the game too. I personally dislike it myself, but that's what they said they would do. As a founder, I make 30,000 more on a match, and I assume its a percent, when premium time is out, that's 15,000, hardly "not a problem" amount.

If you get hit by 2 missiles, and take 3/4 of your front armor, that means you have close to 7 armor in the front of your core, which is probably your problem. I suspect you are a light player, as I am, and that's where they are best, well, in this current game, the SSRMs are just amazing against scouts, other mechs can use other tools, and most Streak Cats have a max range of 270, and you can just shut down in a dangerous situation. Cats with 2 LRMs and 4 SSRMs the amazing ones, and it gives me a problem, but I can still engage them beyond their range. Are you only running weapons with max range <270? Then the SteakCat should destroy you, especially with 7 front armor.

#13 DeadlyNerd

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Posted 25 November 2012 - 05:42 AM

I did not mean 3/4 of the front armor as value but as the number of body parts hit. I thought you'd understand that without explicit explanation.

EDIT: I also clearly stated AoE as in Area of Effect. I don't see why it's so hard to realize that I wasn't talking about values of armor.

Edited by DeadlyNerd, 25 November 2012 - 05:44 AM.


#14 ICEFANG13

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Posted 25 November 2012 - 06:03 AM

Whats the problem getting all the front hit? That makes them much weaker than they were in closed beta. That spread damage makes them weaker than small lasers on anything bigger than a Cicada.

#15 DeadlyNerd

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Posted 25 November 2012 - 06:14 AM

So, instead of taking 2 missiles of damage to your CT, you'll be taking 0,5x missile damage to RT, 0,5x missile damage to LT and 1x missile damage to CT. Yes that seems convenient when your RT isn't chewed up from previous combat. This way it might blow up even if everything the streaks hit is the CT, or even LT.
Also I clearly doubt that damage is spread equally, more like 1 damage at minimum to everything that's affected. We'll never know until HTAL GUI is in.

#16 RragnarR40k

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Posted 25 November 2012 - 06:26 AM

Adding delay on cooldown is not enough, currently anyone with 3 streaks can almost instagib a commando.

The SSRM do too much damage for a 100% accuracy weapon.

SRM are also a bit too much damage if you ask me. But not as unbalanced as SSRM





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