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Streaks Too Good Agianst Commandos

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#1 Flapdrol

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Posted 17 November 2012 - 09:04 AM

Anyone notice that streaks seem to never miss a commando while they do miss an atlas sometimes? the grouping is really tight so you'll kill a commando (even a non trial one) in no time, almost like it's dealing splash damage to all torsos all the time. Agianst a jenner the streaks dont do much, why is that?

#2 Snib

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Posted 17 November 2012 - 09:16 AM

Jenners carry their cockpit 20m behind them so it's harder to hit. SCNR. :blink:

I think guided missile impact locations are randomized based on the surface area of the target, so with a very small target you end up with a much tighter spread. If you do it independently of the target you end up with streaks either always hitting CT of the atlas like they were before, or being entirely ineffective against lights, their main targets. Don't think the chance to miss differs between targets though, so seems to be ok.

Edited by Snib, 17 November 2012 - 09:42 AM.


#3 Dimento Graven

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Posted 17 November 2012 - 09:26 AM

Yeah, I think the streak to-hit potential is actually a bit too low. Having a streak mostly miss when I'm right next to an opponent, less than 20 meters away is disgruntling to say the least. The reason they're so effective against Commandos is because the streaks have a fairly decent damage profile, and the Commando has a fairly weak armor profile.

It doesn't take many streaks to get through the armor, and since most 'mechs I've seen carrying streaks carry several launchers, well, it requires that much better of a Commando pilot to avoid situations where they'll die.

#4 Scarlett Avignon

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Posted 17 November 2012 - 09:47 AM

Streaks have a range of 270 meters.

I'll let you figure out the rest.

#5 Flapdrol

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Posted 17 November 2012 - 09:50 AM

View PostDimento Graven, on 17 November 2012 - 09:26 AM, said:

The reason they're so effective against Commandos is because the streaks have a fairly decent damage profile, and the Commando has a fairly weak armor profile.

Commando's have 178 armor, jenners 238, so the jenner has only 34% more armor, yet streaks do very little to jenners while annihilating commando's, do streaks have splash damage?

#6 Dimento Graven

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Posted 17 November 2012 - 09:55 AM

View PostFlapdrol, on 17 November 2012 - 09:50 AM, said:

Commando's have 178 armor, jenners 238, so the jenner has only 34% more armor, yet streaks do very little to jenners while annihilating commando's, do streaks have splash damage?

Streaks don't have splash damage, and fairly certain I've killed as many Jenners as I have Commandos. But that 60 more points of armor is a big deal when you can put most of it on your torsos.

Plus, most of the time I see a Jenner they're moving at top speed.

Plus, most Jenners I've seen carry AMS. I haven't seen many Commandos sporting AMS, and AMS will affect the chance of streaks landing.

That might be the difference.

#7 Snib

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Posted 17 November 2012 - 09:58 AM

View PostFlapdrol, on 17 November 2012 - 09:50 AM, said:

Commando's have 178 armor, jenners 238, so the jenner has only 34% more armor, yet streaks do very little to jenners while annihilating commando's, do streaks have splash damage?

There's currently a trial Commando without AMS, but no trial Jenner, that's all.

#8 BattleSaint

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Posted 17 November 2012 - 11:04 AM

Also, most dedicated Jenner drivers are pushing @300xl, with speed tweak, doing @ 149.8kph. And the yare typically loaded with all the bells and whistles. And 34% more armor is a hge differance btw. Most commandos I encounter are much slower than a jenner( for weaps) dont have AMS and sacrifice armor. SSRM CAN be dodged( terrain dodged to be exact) but only at very high speed. Stop trying to pack all the firepower you can into that mini mech and go for speed. Its a scout, not a brawler, not even against other lights.

#9 Alopex

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Posted 18 November 2012 - 07:39 AM

Too right BattleSaint. The number of Commandos that I've seen running around with PPCs lately is actually rather humorous.

Fact is that if the whole lag shield issue was suddenly dealt with, light pilots would start crying foul about overpowered lasers. The only reason that streaks are being mention here is because they still hit, regardless of client-side hit box & latency related issues.

Light mechs are not designed to tolerate high damage. Cover is a must, and speed is their greatest asset. Any light pilot attempting to take advantage of their displaced hit box as they engage a medium, heavy or assault mech is going to be hit with a harsh dose of reality once that problem is fixed.

My prognostication: Lasers will be devastating, and the forums will be flooded with requests to nerf them next. And I seriously hope that those complaints are ignored. ;)

Edited by Alopex, 18 November 2012 - 07:39 AM.


#10 p00k

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Posted 18 November 2012 - 09:02 AM

it's the trials

it's not 178 armor vs 238 armor
it's usually 128 armor (what the trials have) vs 215+ (to the nearest half ton, again without a trial jenner the jenners you do see are custom built)
some of that gets spread to non-critical components, but for the bits and pieces that matter it's still a ~60+ armor difference. also, remember, more max armor = more internal structure too, giving jenners essentially a ~80+ armor/internal difference for the parts that matter

a streak2 is 5 damage. so lets say someone is packing a pair of streak2's, for 10 damage. that's 8+ volleys a jenner can take that a trial commando can't. so, yeah. also trial commandos aren't running max engines for top speed and top lagshield

#11 USMC Iceman

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Posted 18 November 2012 - 09:45 AM

Streaks are good as they are now today. The issue is that the hit box and server lag makes most light Mech players feel as if they are being hit very hard and its just the case they are being hit. The hit box is so bad with Light mechs moving fast you can hit them point center and miss. Were the SSRM hits they freak out.





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