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Streak Srm 6


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#1 Icebergdx

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Posted 30 December 2012 - 08:51 PM

I know that we have the streak SRM 2, but by 3050, there was also a Streak SRM 6. Is there a plan, or though of implimenting the Streak SRM 6?

#2 Bhael Fire

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Posted 30 December 2012 - 08:57 PM

I hope so...but only if the target lock time is considerably higher than the SSRM/2s (more missiles, longer lock time to insure they all hit).

#3 Deadoon

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Posted 30 December 2012 - 09:13 PM

Only the clans have the higher ssrm, not available yet.

View PostBhael Fire, on 30 December 2012 - 08:57 PM, said:

I hope so...but only if the target lock time is considerably higher than the SSRM/2s (more missiles, longer lock time to insure they all hit).

Not anywhere near canon implementation.

#4 Bhael Fire

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Posted 30 December 2012 - 09:48 PM

View PostDeadoon, on 30 December 2012 - 09:13 PM, said:

Not anywhere near canon implementation.


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 Deadoon

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Posted 31 December 2012 - 02:34 AM

View PostBhael 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. :angry:

Why don't lrm have a longer lock on with more missile tubes, why don't they fire exponentially slower?

#6 Noth

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Posted 31 December 2012 - 02:43 AM

View PostDeadoon, on 31 December 2012 - 02:34 AM, said:

Why don't lrm have a longer lock on with more missile tubes, why don't they fire exponentially slower?


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 WiCkEd

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Posted 31 December 2012 - 02:47 AM

View PostDeadoon, on 31 December 2012 - 02:34 AM, said:

Why don't lrm have a longer lock on with more missile tubes, why don't they fire exponentially slower?


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 Deadoon

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Posted 31 December 2012 - 03:25 AM

View PostNoth, 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?


View PostWiCkEd, 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.

#9 Noth

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Posted 31 December 2012 - 04:41 AM

View PostDeadoon, on 31 December 2012 - 03:25 AM, said:

That is what a streak system does, didn't you know?


Yep, and that is why something needs changed to keep balance. This is a competitive video game, balance is needed.

#10 Terran123rd

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Posted 01 January 2013 - 10:10 AM

Pragmatic adaptation, Deadoon. It's a good thing to have when trying to translate a turn-based tabletop strategy game into a real-time twitch shooter.

#11 Icebergdx

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Posted 01 January 2013 - 11:11 AM

Actually, as far as the Streak System, it does not fire unless it has lock. I remember that from playing the board game. It was the one ammo using weapon that you did not have to really budget for, because if you fired it, and rolled and it did not hit, that meant the guidance system did not lock on, so the missile did not fire. Yes, it is powerful, but as anyone who has played MWO has seen, an ECM Raven, or ECM Atlas does a great job of shutting down a Streak SRM boat.

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 Ryvucz

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Posted 01 January 2013 - 11:15 AM

I think everyone that is for this is rather insane.

Just my thought on it.

'(^.^)'

#13 DeadlyNerd

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Posted 01 January 2013 - 02:07 PM

Apart from SSRM6 being available in a far 3058, how would all of you that approve balance out a 4SP going around 80+kph and tearing people up with SRM6s that can't miss and have a tighter spread.
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 Noth

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Posted 01 January 2013 - 02:08 PM

View PostDeadlyNerd, on 01 January 2013 - 02:07 PM, said:

Apart from SSRM6 being available in a far 3058, how would all of you that approve balance out a 4SP going around 80+kph and tearing people up with SRM6s that can't miss and have a tighter spread.
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 Willie Sauerland

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Posted 01 January 2013 - 02:11 PM

View PostNoth, 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.

#16 DeadlyNerd

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Posted 01 January 2013 - 02:12 PM

View PostNoth, on 01 January 2013 - 02:08 PM, said:


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.

I know. People just keep talking as if it came to IS.

#17 Willie Sauerland

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Posted 01 January 2013 - 02:14 PM

View PostDeadlyNerd, on 01 January 2013 - 02:12 PM, said:

I know. People just keep talking as if it came to IS.


It will be interesting to see if IS units will be able to salvage them once community warfare is implemented....

#18 Grey Ghost

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Posted 04 February 2013 - 01:22 AM

With the current firepower of multiple SSRM2's, I'd imagine if the clan SSRM4&6's see widespread use the gameplay will suffer greatly for it. If they stay the 100% hit easy mode that they are now.

#19 Antarius

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Posted 04 February 2013 - 04:22 AM

View PostWillie 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 Bobzilla

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Posted 04 February 2013 - 06:48 AM

View PostAntarius, 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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