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How Do You Think Streaks Should Be Nerfed?


155 replies to this topic

Poll: Streaks are going to be nerfed, so... (249 member(s) have cast votes)

How do you think Streaks should be nerfed?

  1. Revert their accuracy so they do not always hit. (41 votes [16.47%])

    Percentage of vote: 16.47%

  2. Lower their damage. (37 votes [14.86%])

    Percentage of vote: 14.86%

  3. Lower their rate of fire. (40 votes [16.06%])

    Percentage of vote: 16.06%

  4. Voidsinger's Option: Extend lock on timer according to how many Launchers are equipped. (53 votes [21.29%])

    Percentage of vote: 21.29%

  5. Leave them alone. (78 votes [31.33%])

    Percentage of vote: 31.33%

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#141 River Walker

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Posted 26 November 2012 - 09:31 AM

Best thing to do is do not allow any more than 2 of them on any Mech or keep it light and medium only
And thy need to fix thy Dame blur that happen when you get attack by a SSRM Boat.

Edited by River Walker, 26 November 2012 - 09:35 AM.


#142 Theron Branson

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Posted 26 November 2012 - 09:36 AM

I say they are fine except the amount of criticals it seems to induce upon my guass rifles in my Atlases (which is why I can no longer use guass rifles in them). The issue is the amount of them used by the C1 variant. I say just limit how many they can use back a bit and then they won't be so over-powering. They are the best mech on the Battlefield despite me paying far more for the Atlases that can go down with 1 or 2 salvo's from these C1 boats. I've honestly had to re-equip all of my Atlases to laser type weapons as I get taken down too easy if I didn't.

#143 Omar Thirds

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Posted 26 November 2012 - 09:37 AM

Take the entire lock-on paradigm out of the game?

#144 MrDingDong

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Posted 26 November 2012 - 09:37 AM

Please stop complaining.

#145 WardenWolf

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Posted 26 November 2012 - 09:43 AM

The problem with higher-tech weapons like the Streak SRMs and Ultra Autocannons is not where they are right now - though both are extremely powerful at the moment! - but it is where they will go when the Clans arrive.

If Clan SSRM6 launchers behave the same way current SSRM2s do, then when a mech mounts four or six of those it will be an absolute disaster... the same as if they intro a Clan Hunchback IIC with the canon pair of Ultra AC20s: 80 damage in a split second, from a 50 ton mech!

I really think they need to evaluate some of these weapons with the view of introducing much more powerful versions with the Clan invasion, so that we don't have a whole second round of nerfing / weapon tweaking at that time.

#146 Kelderian

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Posted 26 November 2012 - 10:01 AM

I voted none of these options since my preference isnt in there.

SSRMS are treated as LRM for the Hitzone. Means each SSRM has a random Hitzone on the enemy Mech and not always uneeringly hits CT. The rest is fine as it is.

#147 Lykaon

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Posted 26 November 2012 - 10:04 AM

I have posted in the past and will sum up again what I feel is the most disballancing factor with streaks.

We have an expectation of weapon performance based on the orriginal source material,the Battletech table top game.

Within the table top rules streak missile launchers only fired if they gained a lock (successful to hit role) and always hit with all missiles.

This is where the expectation of performance originates.The problem occurs when we do not account for the huge differences we have with a video game compared to a table top mini game.

Table top rules mitigate the effectivness of multiple streak launchers by requiring seperate to hit rolls for each launcher.So for example a Catapult A1 with 6 SSRM2s would roll 2d6 6 times to attempt to hit the target number needed to lock.
A fairly typical target number for this task would be around 8 in the table top game.This of course translates to 50% or fewer launchers firing in any given shooting phase.

With MWo we have one lock and and all lauchers firing for 100% accuracy of all missiles in the volley.Only one lock is required to gain the all launch all hit performance.

An additional issue is how AMS functions to mitigate Streaks in MWo.That is AMS bearly does anything at all.
And the reason is the mechanics of how AMS works vs how streaks work.

Streaks have 270m range yet travel at 200m a second.AMS fires at approaching missiles and deals (I believe) 4DPS to missile vollies.Streak missiles have 2 hit points each so AMS under ideal circumstances will shoot down 2 streak missiles.
The problem is "ideal circumstances" occur very very rarely.A 70m window of opertunity is a very slim window.Most Streaks will be fired at under half max range, AMS will not even activate at very close range.

The expectation of performance is based on the table top rules without the consideration of what the table top rules has to mitigate the effecivness of the weapon.

In a table top game a Catapult A1 with 6x SSRM2 would be sub optimal at best and laughable at it's worst.Yet here in the video game it is atop loadout for DPS?

Are we expecting to have cake and eat it too?

#148 Codejack

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Posted 26 November 2012 - 11:50 AM

How about if we just add a jamming mechanism to SSRMs so that you have to add and remove them from each group to unjam...?

#149 Codejack

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Posted 26 November 2012 - 01:21 PM

View PostLykaon, on 26 November 2012 - 10:04 AM, said:

In a table top game a Catapult A1 with 6x SSRM2 would be sub optimal at best and laughable at it's worst.Yet here in the video game it is atop loadout for DPS?



Yea, uh, there are more than a few other differences between TT and MWO; the first-person perspective, incomplete knowledge of terrain, real-time versus turn-based, not to mention the kind of people who play nerdy table-top games compared to twitch gamers....

The situation will even out when the lag gets fixed and you can hit moving targets with AC.

#150 Kunae

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Posted 26 November 2012 - 01:38 PM

Remove them from the game entirely. Their mechanic is unbalanced in online play, and it was only there due to how they and standard SRMs worked in TT.

Make them gone.

#151 Sevaradan

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Posted 26 November 2012 - 01:47 PM

Yes lets remove every OP weapon and fight each other with flamers and mgs. Wonderful plan....

#152 Kunae

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Posted 26 November 2012 - 01:55 PM

View PostSevaradan, on 26 November 2012 - 01:47 PM, said:

Yes lets remove every OP weapon and fight each other with flamers and mgs. Wonderful plan....

What purpose do SSRM's serve that can't be accomplished by just knowing how to aim SRMs?

#153 Solis Obscuri

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Posted 26 November 2012 - 01:57 PM

View PostCid, on 25 November 2012 - 12:46 PM, said:

option 4: spread hits to sidetorsos as well

option 5: improve AMS efficiency vs SRMs

Yeah, the "spread" seriously isn't working. They still all hit CT, which is ridiculous.

If they spread a bit more the damage numbers would all be reasonable, but they're still all clustering to CT.

#154 Codejack

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Posted 26 November 2012 - 02:06 PM

I just got ganked by a Jenner in my "balanced" K2 Catapult; 2xAC/2 and 2xERLLAS, and I didn't manage to do even a single point of damage as he circled faster than I can turn, cutting the other way induces worse lag so he just skips right across my reticule, and I can't get distance because he is faster than me.

So, light mechs kill heavy mechs pretty much with impunity, and you guys are in here complaining that the one weapon that gives the 65-ton mech a chance against a 35-ton mech should be made weaker. That's a pretty twisted definition of "balance."

#155 InfiniteChaos

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Posted 26 November 2012 - 02:09 PM

You could always merge the thread or two people not post the same thing on the forums...

http://mwomercs.com/...a-1-streakboat/

#156 Codejack

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Posted 26 November 2012 - 02:12 PM

View PostInfiniteChaos, on 26 November 2012 - 02:09 PM, said:

You could always merge the thread or two people not post the same thing on the forums...

http://mwomercs.com/...a-1-streakboat/


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