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Streak Srm Sucks



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#21 stjobe

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Posted 24 November 2012 - 10:32 AM

http://mwomercs.com/...st__p__1478707:

Quote

Streak-SRMs - OMG NERF THEM!
Nov 23 - Update

We are very aware of what the streaks are doing at the moment. They ARE going to be nerfed. How is still under internal discussion/testing at the moment.

What has happened (and as noted in the last patch notes), was that two bugs were fixed. The first was to make sure the missiles ALWAYS hit. The second one was some underlying bug that was preventing the SSRMs from doing full damage. Now that those two bugs were fixed, the amount of damage per volley has increased due to the combination of both of these fixes.

We will be addressing this ASAP and I'll keep you updated on the progress.


#22 SpiralRazor

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Posted 24 November 2012 - 10:39 AM

View PostNachtigall, on 24 November 2012 - 09:29 AM, said:

Sorry, but it is enough.
Carapults with Streak srm2. Only Streak SRM2. It is impossible to fight them.
All the the time the own mech is shaking. Nothing to see because fire in front of cockpit.
Find a way against this. Reduce the the Kinetic Burst and the firerate or make it impossible to have so many of Streak-srm.
It´s sucks


Odd, ive been fighting against them for months and months...

Perhaps you just suck? Take some responsibility, or cry moar.....we feed on your sweet tears of nerdrage.

#23 Lefty Lucy

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Posted 24 November 2012 - 10:46 AM

View PostSpiralRazor, on 24 November 2012 - 10:39 AM, said:


Odd, ive been fighting against them for months and months...

Perhaps you just suck? Take some responsibility, or cry moar.....we feed on your sweet tears of nerdrage.


Yeah, but they're not the same as they have been for months and months.

Did you notice that they got their damage *and* accuracy increased in a single patch?

#24 Veevslav

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Posted 24 November 2012 - 10:48 AM

Streak cats.... So much fun to play.... So frustrating when in a light mech.....

I had a match earlier where I had 8 kills, 1400+ xp and 900+ damage.
Another match I had 6 kills 1649 exp, 1109 damage.

Those were the spikes. I was in a premade for the 8 kill match and the other I ran solo. Streak cats have their Niche and when done right are devastating. The fact you can cram 6 of em onto a chasis is what makes them so nasty. I actually run 1 lrm20 and 5 ssrm2's.

Reducing the shake would be a nice thing. Damage reduction would be a meh situation. 1 v 1 against a gauss kitty and the streak cat is *****. A gauss cata or laser boat and the kitty is done for.

Toe to toe against a Cat runin srm 6's would be a bad situation for the streak kitty. While the streak kitty is fun I am looking forward to finishing out the tree xp wise and moving on. It is not that eye catching. It is a pug troll build and easily countered in coordinated play.

Pugs whine, real players find a group to play with.

#25 Diablobo

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Posted 24 November 2012 - 10:52 AM

There are way too many close-fighting areas in the maps to make "stay at 270+ meters" a decent answer. It is a lazy answer that doesn't address the issue. I personally don't have too much trouble with them, but I try not to play slow mechs that can't disengage or use cover.

Edited by Diablobo, 24 November 2012 - 10:54 AM.


#26 JudgeDeathCZ

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Posted 24 November 2012 - 10:53 AM

use LRMs from 900m->winz

#27 Nachtigall

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Posted 24 November 2012 - 11:01 AM

View PostJudgeDeathCZ, on 24 November 2012 - 10:53 AM, said:

use LRMs from 900m->winz


But the point is: 6 or StreakSRM is ********. This must change

#28 SpiralRazor

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Posted 24 November 2012 - 11:10 AM

View PostLefty Lucy, on 24 November 2012 - 10:46 AM, said:


Yeah, but they're not the same as they have been for months and months.

Did you notice that they got their damage *and* accuracy increased in a single patch?




Yes, i also know that they are not NEARLY as fast as they used to be, dont track nearly as well laterally and dont hit the center torso in 30 point bursts....Trust me when i say im familiar with all the mechanics of them since day of release.

OMG people cry that they ACTUALLY do the 2.5 damage a missile now? and that the accuracy was a bug as well, having never intended for half your "streak SRM" volley to miss?

ok bro..just...ok. Increase the cycle rate on firing times and its dps will be limited.

View PostNachtigall, on 24 November 2012 - 11:01 AM, said:


But the point is: 6 or StreakSRM is ********. This must change



There is no reason for it to change.....The A1 is strictly a missile platform...thats ALL it does...either load up with multiple LRM 5s, or smash down heavies/assaults with x6 SRM6, or you hunt lights/mediums with Streaks...

Not quite sure what you dont understand?? Nothing but missile hardpoints there bro, and all the other cats have six slots, which being a heavy mech, they should.



Also, does anyone realize that when you DO get blown up in a well built Streaktapult, that it costs 80-90k to repair?? And thats not counting your rearm costs?

Edited by SpiralRazor, 24 November 2012 - 11:13 AM.


#29 Warrax the Chaos Warrior

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Posted 24 November 2012 - 11:15 AM

Streaks aren't a problem, the catapult a-1 is the problem. 6 streak launchers happens to be the magic number where they become difficult to deal with; they are almost useless if you only have one, good if you can mount 2-3, and a balanced primary weapon if you have 4 (the catapult c-4.)

IMO the a-1 shouldn't have been included in the game. The stock build is just 2 LRM launchers with no backup weapons at all. I can understand why PGI gave it six missile hardpoints since it wouldn't have a place at all otherwise, but I don't think they foresaw how it would end up being used (sort of like how they probably never expected the k-2 to be a heavy ballistics platform.) The c-1, c-4, and k-2 are all the variants they need IMO.

#30 Roughneck45

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Posted 24 November 2012 - 11:18 AM

View PostGoit, on 24 November 2012 - 10:31 AM, said:

"i just want to assign all gunz 2 numba 1 and hold fire lolololololol...OMG HE KILLED ME NERF STREEYKS! they are OP"

Thats funny, because thats the whole gameplan with streaks....

If LRMs got their rocking removed, so should streaks. If they are going to keep the rocking, then lower the damage.

Both of those combined with the lock on make them way too easy to use with astounding results.

Edited by Roughneck45, 24 November 2012 - 11:21 AM.


#31 SpiralRazor

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Posted 24 November 2012 - 11:21 AM

View PostWarrax the Chaos Warrior, on 24 November 2012 - 11:15 AM, said:

Streaks aren't a problem, the catapult a-1 is the problem. 6 streak launchers happens to be the magic number where they become difficult to deal with; they are almost useless if you only have one, good if you can mount 2-3, and a balanced primary weapon if you have 4 (the catapult c-4.)

IMO the a-1 shouldn't have been included in the game. The stock build is just 2 LRM launchers with no backup weapons at all. I can understand why PGI gave it six missile hardpoints since it wouldn't have a place at all otherwise, but I don't think they foresaw how it would end up being used (sort of like how they probably never expected the k-2 to be a heavy ballistics platform.) The c-1, c-4, and k-2 are all the variants they need IMO.



People would still complain about the C4 then...OMG 4 STREAKS AND 2 LAZORS OMG.... yeah, its a slippery slope.


The A1 has VERY specific roles assigned to it. People just need to man up and deal.

#32 Freeride Forever

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Posted 24 November 2012 - 11:26 AM

No one can argue they're tough to deal with at close/med range. I pretty much only pilot close/med range builds (none of them Streakcats). So I get killed by Streakcats a lot. They are a lazy & easy way to get good results, but I still don't come in here & whine about it. I ran one during the nerf to unlock a C1 & even then 4 kills was pretty consistent & easy. There are still ways around it. Furthermore, those builds will become targets by all who know what they're capable of & will be dispatched in the proper ways more & more quickly as time goes on. Find the scissors to cut the paper, or the lizard to poison Spock, & instead whine about your mech being left to a gang fu<k because you're looking at your desktop instead of helping your brahs who are also fu<ked now because you unwillingly left the game.

There are bigger problems people. Whine about those instead please!

Edited by Freeride Forever, 24 November 2012 - 11:27 AM.


#33 SmoothCriminal

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Posted 24 November 2012 - 11:27 AM

I think it's the stun lock that aggravates people more than the damage. Just like AC2s, it's very difficult to return fire when your screen is shaking more than...

...a fat kid on a treadmill
...a woman of less than perfect repute on an electric bronco
...a non legacy attempting to get into Yale

(take your pick)

#34 Mr 144

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Posted 24 November 2012 - 11:34 AM

View PostLefty Lucy, on 24 November 2012 - 10:46 AM, said:


Yeah, but they're not the same as they have been for months and months.

Did you notice that they got their damage *and* accuracy increased in a single patch?


One of the few subjects I disagree with Lefty about, however....

'easy button' StreakCats are still little threat if you are aware of them prior to engagement (i.e. they don't get the drop on you).

As players are becoming more experienced, actually using real skill in piolting them, they are becoming pretty uncounterable. I pride myself on hunting them in my 4SP and blowing off ears extremely fast. A well piloted SCat however, using all his tricks like feathering JJs, hovering above out of range-of-movement of any mech, and building hopping makes for an extremely tough fight..nigh impossible 1v1.

I'm not complaining about skill mind you, in fact I'm genuinely impressed when I encounter one that can avoid me using those tactics. Typically, those with that kind of skill, are well aware of the builds that can de-ear them quickly and actively avoid them for easier prey. Happened to me last night in fact, we were 2v1, and the SCat did a spectacular job of avoiding my de-ear alphas. I don't think he killed us both, but There was no way I could have one that encounter 1v1 with any build.

I'm not concerned yet, but I do see a problem developing where an extremely skilled streakcat pilot has no direct counter except for focus fire from multiple enemies. This becomes a problem as more and more builds become 'priority targets'. I think it's VERY good that there are more mechs that have extreme threats, but with no 1v1 direct counter...there is concern.

I'm not talking cheese ground-cat here...I'm talking two opposing players of high skill level. Cheese FotM pilots are obvious to spot, easy to de-ear or outright kill, and generally are little threat.

Just some random thoughts,
Mr 144

Edited by Mr 144, 24 November 2012 - 01:18 PM.


#35 SpiralRazor

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Posted 24 November 2012 - 11:41 AM

View PostMr 144, on 24 November 2012 - 11:34 AM, said:


One of the few subjects I disagree with Lefty about, however....

'easy button' StreakCats are still little threat if you are aware of them prior to engagement (i.e. they don't get the drop on you.

As players are becoming more experienced, actually using real skill in piolting them, they are becoming pretty uncounterable. I pride myself on hunting them in my 4SP and blowing off ears extremely fast. A well piloted SCat however, using all his tricks like feathering JJs, hovering above out of range-of-movement of any mech, and building hoping makes for an extremely tough fight..nigh impossible 1v1.

I'm not complaining about skill mind you, in fact I'm genuinely impressed when I encounter one that can avoid me using those tactics. Typically, those with that kind of skill, are well aware of the builds that can de-ear them quickly and actively avoid them for easier prey.

I'm not concerned yet, but I do see a problem developing where an extremely skilled streakcat pilot has no direct counter instead of focus fire from multiple enemies. This becomes a problem as more and more builds become 'priority targets'. I think it's VERY good that there are more mechs that have extreme threats, but with no 1v1 direct counter...there is concern.

I'm not talking cheese ground-cat here...I'm talking two opposing players of high skill level. Cheese FotM pilots are obvious to spot, easy to de-ear or outright kill, and generally are little threat.

Just some random thoughts,
Mr 144





No, youre thoughts are good 144, which is why im responding to you civilly:)

Maps can to a large extent, counter the Steaktapult. Ive noticed that i get blowed up way more often on caustic then anywhere else...why? Caustic has very little cover, and i use the jjs to weave in and out of cover.

Also, other heavies and assaults are an effective counter...when i see them i basically go look for other prey because it takes a LONG time of circle strafing and jumping around to avoid fire to down either of them, assuming full armor. Much better to go hunt my favored targets, lights/mediums.

Its also quite possible to get pinned down by long range fire....this past week i remember thing many times WHOA there...thats a lot of all kinds of long range fire coming at me, Id best hide up for a bit behind this rock until the rest of my team engages...its quite easy to outpace the rest of your assault force moving at 78.5 to low 80s in a heavy.

Also, If you DONT kill the lights/mediums, they can and WILL blow your ears off rendering you useless....Thats the point most people dont get...The better players will defang you, and not try and duel you.

Edited by SpiralRazor, 24 November 2012 - 11:42 AM.


#36 Cleverbird

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Posted 24 November 2012 - 11:41 AM

But... with the way the netcode is screwing me over, they're the only reliable weapons I can use

#37 Xyberviri

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Posted 24 November 2012 - 12:00 PM

MOD please close this thread as it is not constructive, there has already been a announcment made about how streaks are getting nerfed.

#38 CocoaJin

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Posted 24 November 2012 - 04:20 PM

The maps are set up so that only a nimrod StreakCat pilot would get caught out in the open with more than 270m to the enemy. Streak Cats out run everything except lights, so avoiding them isnt an option. Shooting their ears off takes time, made more difficult with crap netcode and lastly, engaging them in an attempt to de-ear them inevitable means you arent extending away outside of 270m.

If we werent essentially playing over-sized arena matches, the Streak-Cat wouldnt be so viable....not useless, just not so spamable in just about every engagement.

#39 Lokust Davion

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Posted 24 November 2012 - 04:54 PM

The only way to compeletely nerf a streakcat is to remove Catapult A1 from the game. The Cat A1 will always be OP with streaks no matter what they do to nerf it.

#40 Lefty Lucy

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Posted 24 November 2012 - 05:09 PM

View PostLokust Davion, on 24 November 2012 - 04:54 PM, said:

The only way to compeletely nerf a streakcat is to remove Catapult A1 from the game. The Cat A1 will always be OP with streaks no matter what they do to nerf it.


That's simply not true. Nobody complains about SRM6x6 A1s because, while powerful, they have to sacrifice something for that power, generally heat efficiency, and they're generally not moving too fast. The 6xstreak build simply does too much damage too fast for a mech that only has 9 tons of weapons equipped. To put that into perspective, and single UAC5 weighs 9 tons, and while it's a decent gun, it doesn't have the ridiculously fast kill rate that 9 tons of streaks do.





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