Jump jet power reduced greatly for the light mechs. Streak missiles hit only dead center on rear of jenner. Also taking out knockdown has caused to a new form of play, pushing it even further from a simulation game.
Game Play Complaints
Started by Daylartoo, Dec 26 2012 08:32 PM
8 replies to this topic
#1
Posted 26 December 2012 - 08:32 PM
#2
Posted 26 December 2012 - 08:33 PM
Nothing about ECM?
#3
Posted 26 December 2012 - 08:37 PM
Jump jets is supposed to stack, so having one or two should be and feel weak. People just got used to a game malfunction. I wish mine were... more jumpy though *sigh*
Streaks don't only hit "dead center" but also "right center" and "left center" and, if the other side is clever "right arm" and "left arm". It's guided to the center with some variation on final hit point. As intended.
Knockdowns were removed long ago... and will be back. Eventually. It's only temporary.
Streaks don't only hit "dead center" but also "right center" and "left center" and, if the other side is clever "right arm" and "left arm". It's guided to the center with some variation on final hit point. As intended.
Knockdowns were removed long ago... and will be back. Eventually. It's only temporary.
#4
Posted 26 December 2012 - 08:51 PM
Jump jets will be getting tweaked soon, possibly with a better trajectory. Streaks now have a chance to target all locations (but head) on a mech, which is something I think should have been in all along.
#5
Posted 26 December 2012 - 09:03 PM
Streaks still hit center they will be adding leg and arm joints as optional strike points. You hit arms and side torsos because they get in the way of the center, not from lack of the missle going for center.
Edited by Ryolacap, 26 December 2012 - 09:04 PM.
#6
Posted 26 December 2012 - 09:14 PM
Ryolacap, on 26 December 2012 - 09:03 PM, said:
Streaks still hit center they will be adding leg and arm joints as optional strike points. You hit arms and side torsos because they get in the way of the center, not from lack of the missle going for center.
My problem with streaks is that I don't think the dev's have thought them through, when the clan arrives and with it the SSRM6, it's going to be instantly game breaking. 3 Tons/weapon (same as the IS SRM6) guaranteed hits. So for 6 tons, you can be dishing out a GUARANTEED 30 damage on ANY light dumb enough to get within 270 Meters. Realistically most players will just play for maximum lethality and this is it.
Now imagine a mech with 4 SSRM6 launchers and a Tag Laser...this thing just became nightmare fuel. A light would barely(if at all) be able to withstand a single salvo from this thing. Even spreading out the damage you're talking 60 damage a salvo, it's like being hit by 2 Streak Cats alphas simultaneously.
Edited by Omega Deity, 26 December 2012 - 09:18 PM.
#7
Posted 26 December 2012 - 09:20 PM
Clan streak launchers have been a cautionary tale told many times. I am sure the Devs will put a lot of thought on how they want clan streaks to work.
#8
Posted 26 December 2012 - 11:12 PM
They said in Jan JJ's will have some work done on them.
We'll be soaring in the air soon enough.
We'll be soaring in the air soon enough.
#9
Posted 28 December 2012 - 02:30 AM
It is how the streaks hit I think it has something to do with the hit box on the back of the jen because you will still take rear hits even when being shot in the front by streaks while playing the jen. as for jump jets I don't only hold 1 I have 5 on my jenner. No reason for a full tank of fuel to barely get over an atlas 1min later.
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