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Streak Srm 6


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#21 focuspark

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Posted 04 February 2013 - 08:50 AM

There are a ton of threads discussion the OP nature of SSRM as they are today. SSRM6 will only make the problems worse. When combined with the 360 module, it's reported that Streaks will hit targets behind the attacker. They're just plain broken.

I think the best suggested solution is for SSRM to emit a beam when fired that lasts up to 2 seconds. The beam would visible only to the attacking mech pilot. After the beam has been on the target long enough (0.5 seconds continuous or 1.0 seconds cummulative) the missiles fire and hit their target. This makes SSRM have synergy with lasers as well as separates the LRM and SSRM lock on mechanism. It would add a skill factor to using SSRM, while retaining their TT/CBT flavoring. And, finally it would remove the ECM jamming of SSRM, bringing them more inline with standard weapons.

View PostAntarius, on 04 February 2013 - 04:22 AM, said:

i believe SRM and SSRM damage should be lowered to 2/rocket, they are a bit to strong. With SRMs you shred away an atlas in matter of secounds(for example with a 5xSRM6 Stalker or a 3xSRM6 Cent). With this damage drop they still would be great but in a competive way. (for streaks the same, because why should they do more damage)

But since armor was doubled, that'd make SRM the equivalent of 1 damage w/TT rules and make SRM do only 0.2 damage more than LRM in game. Not very fair for a weapon with a hard range limit of just 270 meters - just say'n.

#22 Eric darkstar Marr

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Posted 04 February 2013 - 09:00 AM

Okay to point out canon wise SSRM6s did not happen for the Inner Sphere till 3058.

Yes clans had them in 2826 but NO and I mean NO IS unit or merc corp that wasnt clan based had them.

Wolfs Dragoons Kell Hounds etc... did however they are clan based.

Now some Solaris VII mechs did but again those were either clan based stables or so heavily modified that they barely functioned. And SVII mech were normally scrap heaps unless they were custom non line mechs so still not available to anyone else but the that stable.

#23 Gaan Cathal

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Posted 04 February 2013 - 09:50 AM

View PostBobzilla, on 04 February 2013 - 06:48 AM, said:

SRM's are only powerful because there is no long range gameplay anymore. If that mess gets worked out, SRM boats will have a weakness again.


That's nice, but we're not talking about SRMs, the general opinion seems to be they're fine where they're at. SSRMs are a different matter.

View PostEric darkstar Marr, on 04 February 2013 - 09:00 AM, said:

Okay to point out canon wise SSRM6s did not happen for the Inner Sphere till 3058.

Yes clans had them in 2826 but NO and I mean NO IS unit or merc corp that wasnt clan based had them.


Since we're 90% sure that playable Clan mechs will be in place on queue, I'd say that's more or less irrelevant to the question of how ridiculous they're going to be if base SSRM mechanics aren't fixed.#

That is, incidentally, very ridiculous.

Frankly this is one of those points where TT mechanics have to give way to the demands of a real-time environment. Streaks cannot always hit and remain functionally balanced. They need to be guided SRMs, basically. They need to not make 180 degree turns in flight, they need to not shoot out the launcher at 90 degrees or more and they need to randomise missile landing locations over the entire damn mech.





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