Omni Tek, on 21 December 2012 - 06:46 PM, said:
now my TT knowledge is limited at best but if I remember corectly in TT streak missles wouldn't fire unless all the missles where locked yes? in that case shouldnt it take longer for multiple streak launchers to gain a lock, and streaks need to lose lock easier it is waaaay to easy to keep targets lit while moving at 120odd kph
In the table top game the Streak make sure that you don't fire the missile if you don't have a lock.
But every Streak you have on your mecha must be rolled.
If you want to fire "all of them" with the same lock, it's called interlocking (exactly the way
it work in game actually). And when you interlock SSRM in the table top you add
+1 to the difficulty to get a lock for every SSRM you add after the first.
So for exemple, a Streak cat with 6 SSRM2 would need a +5 difficulty to manage such a lock.
Knowing you have to beat the value with 2 D6 dices, and knowing a "regular" inner sphere
pilot has a gunnery of 4, you end up starting the locking with some a base value of
4+ 5 = 9.
To that value of 9, you have to add the gunner mech movement value (+1 if walking,
+2 if running, +3 if jumping), the range (+0 short, +2 medium, +4 long), and the
number of Hexagon the target has moved in the turn, with a value from +0 to +5 and more.
And that is not even counting the terrain modifier and such.
So to put it 'simply', a regular inner sphere pilot who want to have an interlocked lock on
another mech at long range with 6 SSRM can't do it because
you have 4 as base + 5 for intelocking +4 for long range. That make 13, and you can't beat
13 with 2 D6.
To manage such a lock you have to be an Elite Clan pilot, who has a base gunnery of 2
that make the shoot from an immobile Catapult to an immobile target having
2+5 +4 = 11 , and to achieve 11 or 12 with 2 D6, you have a 8% chance of doing it
(statistically). And that is on purely immobile targets that are standing at 240m to 270m.
I let you imagine a moving target that reach 100+km/h (meaning minimal +4)
while your own mech is running (+2)
Codejack, on 21 December 2012 - 06:36 PM, said:
As I have said many, many times before: Any mech that cannot either kill or outrun a streakcat is poorly built. I kill them all the time in my K2 Catapult (2xAC/20, 2xMLAS), and for that matter, the SRM36 splatapult is much better at killing heavy/assault mechs, including the streakcat, but I knew to avoid them in my Jenner and Cicada (pre-ECM).
Or, why does "skill" always seem to mean "needing 2 or 3 big mechs to kill 1 little mech"?
Actually I have a kill ratio of 2 to 1 in my favor, more won game than lost one, and often I'm among
the decisive part of the game, be it in my lights, heavy or assault.
I don't mind taking against a Streak boat with my Atlas, as it is fitted with an ECM, and
full elited. I have what it need to hit them from far, and even if they come close, I will hurt
them bad if not killing them.
But still, the streak are not "working as intended" as they offer an unbalanced advantage in
matter of "heat control", "constant damage", "light weight", that let a mech have them installed
and still have plenty of other space for something else.
Where the others mechs have to find a balance between the amount of armor,
firepower, speed, ammo, the "streak boat" only has to worry to have some ECM friend
close by.
The problem is that actually the streak are hitting the center torso almost constantly on a immobile to slow target.
If you are 'fast' enough the damage start to spread on the left and right torsos. And on ultra mobile target
you have a chance to hit the legs and arms too.
The problem is that on the Table top the SSRM is not guarantying a "torso hit". When you manage to achieve
a lock on, you roll the dice over the "whole mech" localisation table. Not some "center torso" area.
And on the Table top, AMS are engaging all kind of missile salvos, both Long Range and Short range.
And it's not the case with the Streak or Short range missile.
But I don't mind SRM boats, as even if they are pretty strong hitting, they have weakness and they
have make choice between speed, amount of ammo and heat control. Where it's not something
you have to worry about when it come to Streak SRM boats. And if the dev put the tripping back
into game, then those SRM boats will have to worry about being dropped to the ground as
they have to come close to make sure to have their whole volleys making some strong hit.
And here again the Streak boat has not that weakness, as he can stay around 200m-250m
and be sure that his whole volley is going to hit again and again.
Actually we see some troubles with Streak SRM 2 boats, but imagine when the Clan
or extended Inner Sphere SSRM4 and SSRM 6 are going to be added.
Edited by Stavinsky Elyas, 21 December 2012 - 07:11 PM.