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Streak Srm's


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#1 Sedit

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Posted 26 November 2012 - 04:46 PM

UPDATE (Nov 26,2012):

Just so you guys know, I'm not looking into nerfing damage or operation right now. This Nerf should not directly affect people using 1 or 2 launchers. We are trying to look into ways of reducing efficiency when you try to boat these systems. We are still discussing the implications of some planned routes and again, I'll let you know what we start to move forward with.

Is this messed up or is it just me. decreasing damage because you have more mounted. whats next diminishing returns on ac2 or gauss if you have more then one on you rig.

http://www.sarna.net/wiki/Streak_SRM-6 imagine a cat with 6 of these, with the fix they would just dent your armor, cause you cannot shoot 36 missiles at once. they must all hit each other and break.

God forbid they give larger mechs any chance to hit the light running around them.

#2 5th Fedcom Rat

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Posted 26 November 2012 - 05:01 PM

Yeah I'm not really in favour of boating nerfs. If the weapon is completely overpowered in groups of 6, it's still very overpowered alone or in pairs. Jenners and ravens are using only 2 streak launchers to decimate other lights without streaks right now.

I think they should make ALL streaks (no matter how many you mount) have to re-acquire lock after each volley (and possibly increase lock-on time) in order to reduce their rate of fire and stop the continuous chainfire rocking. Streaks may hit 100% in the TT game, but you can easily fail to make the dice roll to acquire a lock in the first place, so locking on for each volley should be made harder in MWO to reflect this.

Speaking of rocking, getting rid of the ridiculous screen shake/blur/darkening/smoke from these things would help quite a bit too. A slight damage nerf or ammo/ton change could work too. Or making you have to keep the crosshair over a particular part of the mech to increase the skill required to use these no-aim weapons.

There's lots of options to fix these. Boating nerf isn't the best one at all.


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Edited by 5th Fedcom Rat, 26 November 2012 - 05:17 PM.


#3 RadioKies

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Posted 26 November 2012 - 05:54 PM

Mechs boating one kind of weapon is lamer then nerfing a weapon when you boat them. I think nerfing a or a specific weapon the more you place in a mech or a location like an arm is a good way to stop lame builds like the ssrm cats.

"imagine a cat with 6 of these"
Yeah, and imagine them without a fix.. they would dominate the battlefield because you can one shot every mech in the game. Think about game balance. How the hell is a 6*6ssrm cat balanced? Allready 90% of the players hate the ssrm2 streakcats, the other 10% are streakcat users.

You can't implement losing lock on after each salvo. This because you have normal mechs like the Atlas, Hunchback and Raven that have i.e. 2 ssrm's. If they fire one of the ssrm's at a target they lose lock and can't fire their second one after that. Changing the game that each missile system has its own lock would be a crazy idea because it's your computer that does the lock-on.

Reducing the amount of ammo only has an effect on how long one can shoot. The damage done remains the same, also this reduces the effectiveness of ssrm on other mechs more than it does the streakcat.

In closed beta I bought a streakapult and stopped using the setup after a few rounds because I felt like a lame person. Anyone using the setup for more then a few rounds isn't playing for fun but for easy money. Go with a mix of LRM and (s)SRM so you can support your team instead of money grabbing and going for the kills.

In MWO (not counting headshot snipers) a bad player gets around 40 to 200dmg, a mediocre player around 300/500dmg and a good player up to ~900dmg in a good match. These users need to aim their lasers, non locking SRM's and ballistic weapons. Compare these stats to streakcats who only require a lock-on and then can tap fire and forget: A bad player gets at least 400dmg, a mediocre player around 800dmg and a good one over 1000dmg up to 1200dmg.

These stats arn't based on hard facts from some datasheet but are what I see ingame and experienced. i.e. With my Hunchback 4SP (that I am using since OB) I get up to 850dmg with an average of 300/450dmg per match. When I used the streakcat I had an average of 850dmg per match and even had a match where I had gone over 1000dmg. After OB I've seen streakcats get more then 1000dmg. Where is the balance in that?

It is 2.54AM here, so excuse my type-o's.

#4 dF0X

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Posted 26 November 2012 - 06:00 PM

Streak SRM's what?

Streak SRM owns what?

Streak SRM is what?

man....

#5 Purlana

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Posted 26 November 2012 - 06:11 PM

So Jenners using SSRMs will remain unchanged? Ummm yay?


:)





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