

Streak Srm 6
#1
Posted 30 December 2012 - 08:51 PM
#2
Posted 30 December 2012 - 08:57 PM
#3
Posted 30 December 2012 - 09:13 PM
Bhael Fire, on 30 December 2012 - 08:57 PM, said:
Not anywhere near canon implementation.
#4
Posted 30 December 2012 - 09:48 PM
Deadoon, on 30 December 2012 - 09:13 PM, said:
I realize that. Here comes the "however" part...
Game balance trumps the TT rules...and always will. Also, I'm just throwing that out there as a suggestion to help balance the SSRM/6.
I don't really really care how they balance it, as long as we don't have to hear people whining about how OP'd they are when/if they ever make it into the game.

Edited by Bhael Fire, 30 December 2012 - 09:52 PM.
#5
Posted 31 December 2012 - 02:34 AM
Bhael Fire, on 30 December 2012 - 09:48 PM, said:
I realize that. Here comes the "however" part...
Game balance trumps the TT rules...and always will. Also, I'm just throwing that out there as a suggestion to help balance the SSRM/6.
I don't really really care how they balance it, as long as we don't have to hear people whining about how OP'd they are when/if they ever make it into the game.

Why don't lrm have a longer lock on with more missile tubes, why don't they fire exponentially slower?
#6
Posted 31 December 2012 - 02:43 AM
Deadoon, on 31 December 2012 - 02:34 AM, said:
Streaks right now can't be avoided once fired, LRMs can. With the current way streaks work SSRM6s would be absolutely OP. Imagine 3+ SRM6s on a mech and everytime they are fired everysingle missile hits, even at max range.
#7
Posted 31 December 2012 - 02:47 AM
Deadoon, on 31 December 2012 - 02:34 AM, said:
LRM's don't function in the same fashion that any launcher with the streak system equipped does. The streak involves every missile tube having it's own guidance that must lock in order for the weapon to fire. The LRM launcher creates a target via the launch system itself and relays it to it's missile in flight. If you've ever lost and regained a lock on a target you'll understand better how it works. Streak 6 packages aren't available until 3058. The dev's are holding true to the time sequence they've set. I wouldn't hold my breathe on them insurting tech from 10 years out for the sake of balance. Balance will have to be found through another route. As a tester why not try to recommend productive modifications to the current equipment. It will prove much more helpful to the dev's that may read your thread than asking for more, better equipment to be added.
#8
Posted 31 December 2012 - 03:25 AM
Noth, on 31 December 2012 - 02:43 AM, said:
Streaks right now can't be avoided once fired, LRMs can. With the current way streaks work SSRM6s would be absolutely OP. Imagine 3+ SRM6s on a mech and everytime they are fired everysingle missile hits, even at max range.
That is what a streak system does, didn't you know?
WiCkEd, on 31 December 2012 - 02:47 AM, said:
LRM's don't function in the same fashion that any launcher with the streak system equipped does. The streak involves every missile tube having it's own guidance that must lock in order for the weapon to fire. The LRM launcher creates a target via the launch system itself and relays it to it's missile in flight. If you've ever lost and regained a lock on a target you'll understand better how it works. Streak 6 packages aren't available until 3058. The dev's are holding true to the time sequence they've set. I wouldn't hold my breathe on them insurting tech from 10 years out for the sake of balance. Balance will have to be found through another route. As a tester why not try to recommend productive modifications to the current equipment. It will prove much more helpful to the dev's that may read your thread than asking for more, better equipment to be added.
Streak systems do not get harder to lock on as they get bigger though, that is my point. They are just more difficult to get that solid lock, period.
Also, the major reason why the ssrm are so broken isn't so much the ssrm themselves, but rather the fact that srm have no lock on system at all, thus making ssrm overall more powerful due to they actually hit the enemy reliably.
And you do forget that when the clans invade, in a few months, they will bring with them ssrm 6 that weigh the same as current srm systems.
#10
Posted 01 January 2013 - 10:10 AM
#11
Posted 01 January 2013 - 11:11 AM
Also, thank you for the reminder that SSRM 6 was not available until 3058, I thought it was earlier.
Edited by Icebergdx, 01 January 2013 - 11:23 AM.
#12
Posted 01 January 2013 - 11:15 AM
Just my thought on it.
'(^.^)'
#13
Posted 01 January 2013 - 02:07 PM
I don't dare to imagine what a 6x SSRM6 cat would be capable of.
Oh sure ECM. With the upcoming matchmaking overhaul I'm sure teams will be paired up according to the number of ECMs, above all else. That means they can counter each other and SSRM6s become usable again.
Edited by DeadlyNerd, 01 January 2013 - 02:08 PM.
#14
Posted 01 January 2013 - 02:08 PM
DeadlyNerd, on 01 January 2013 - 02:07 PM, said:
I don't dare to imagine what a 6x SSRM6 cat would be capable of.
Oh sure ECM. With the upcoming matchmaking overhaul I'm sure teams will be paired up according to the number of ECMs, above all else. That means they can't counter each other and SSRM6s become usable again.
SSRM6 will be here when the clans show up (just not for the IS), thus it's balance effect will be here mucher sooner than in 8 years.
#15
Posted 01 January 2013 - 02:11 PM
Noth, on 31 December 2012 - 02:43 AM, said:
Streaks right now can't be avoided once fired, LRMs can. With the current way streaks work SSRM6s would be absolutely OP. Imagine 3+ SRM6s on a mech and everytime they are fired everysingle missile hits, even at max range.
That is not entirely true. If I manage to get around a building before the firing mech can, the streaks will hit the building instead of me. This is not to say it is particularly easy, but it is possible.
#18
Posted 04 February 2013 - 01:22 AM
#19
Posted 04 February 2013 - 04:22 AM
Willie Sauerland, on 01 January 2013 - 02:11 PM, said:
That is not entirely true. If I manage to get around a building before the firing mech can, the streaks will hit the building instead of me. This is not to say it is particularly easy, but it is possible.
...nice comment, yes its possible to avoid them, but only in rare cases. I would say they hit in 90% of the cases, its the highest hit-chance with all weapons in game.
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)
for the Streak-lock-system, here is a nice way to balance it: streak-balance
#20
Posted 04 February 2013 - 06:48 AM
Antarius, on 04 February 2013 - 04:22 AM, said:
...nice comment, yes its possible to avoid them, but only in rare cases. I would say they hit in 90% of the cases, its the highest hit-chance with all weapons in game.
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)
for the Streak-lock-system, here is a nice way to balance it: streak-balance
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.
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