

Ssrms And Ecm Interaction: A Solution
#21
Posted 11 December 2012 - 08:48 PM
#22
Posted 11 December 2012 - 09:01 PM
the ECM that is employed by MWO sounds like the Angel ECM... which is a flavor of ECM described on Sarna.net... and on tabletop it DID effect streaks, but somehow that rule let streaks fire as dumbfire srms, which i don't particularly agree with because that goes against the whole notion of streaks to begin with.
regardless if streaks were implemented differently to start with we wouldn't even have been having this problem and also I think it would have lessened the streaks rise to OP flavor of the month had they been implemented like this...
the streak missle needs a serious reduction in the cockpit shake and smoke effect on the target, next streaks should need to acquire a lock on after each time they are fired... so once the missles launch, they hit the target, the lock is broken... this to me goes along with the TT rules of rolling the dice to see if your streaks lock and thus are fired... so if the streak need a lock each time i think this would cut the ability to rapid fire streak in chain mode succession... and also with the introduction of ECM it would allow streaks to be fired, but at a much increased lock on rate if the streak mech is in the ECM bubble
that's just my 2 cents on streaks, seems logical and more balanced on both sides, but i'm not designing this game
Edited by Dagger6T6, 11 December 2012 - 09:03 PM.
#23
Posted 11 December 2012 - 09:24 PM
Weight 2 tons, Critical slots 9 (1 in each location except head + 2), Heat 1/s
Streaks can fire as normal SRMs
not limited by chassis/variant
At the same time fix streaks such that 2 SSRM2 is roughly as effective as 1 SRM6 ... I don't much care how its done, but they should involve a little added skill on the pilots part.
Edited by Redmond Spiderhammer, 11 December 2012 - 09:24 PM.
#24
Posted 11 December 2012 - 09:26 PM
I dont really see ECM as broken myself, I have no problem playing the game as it is now
#25
Posted 11 December 2012 - 09:36 PM
#26
Posted 12 December 2012 - 07:41 AM
#27
Posted 12 December 2012 - 09:21 AM
yashmack, on 11 December 2012 - 09:26 PM, said:
Then why the radical change from every other BT/MW ECM? Why does it flat stop SSRMs from working? Nothing in the history of the franchise worked anything like this.
yashmack, on 11 December 2012 - 09:26 PM, said:
Yea, great, I can load an ECM mech or drop my streaks in favor of dumb SRMs, too, but that is eliminating certain builds from the game, i.e. streakboats, which IMO had a legitimate purpose, i.e. countering fast lights mechs. The spatapult is much more effective against heavier enemies than the streakcat, but among the worst at killing lights.
Can we at least admit that something should be good at killing lights other than more lights?
#28
Posted 12 December 2012 - 09:30 PM
yashmack, on 11 December 2012 - 09:26 PM, said:
I dont really see ECM as broken myself, I have no problem playing the game as it is now
well when comments like this...
ECM is here and personally I can’t wait to ruin some streak cats day with this excellent piece of equipment.
are added as a preface to the patch notes it does raise a serious question... editorial stuff like this should be left out in my opinion
Edited by Dagger6T6, 12 December 2012 - 09:31 PM.
#29
Posted 12 December 2012 - 09:37 PM
Edited by Warlune, 12 December 2012 - 09:38 PM.
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