

Ecm Isn't Unblanced, It's The Ssrm
#21
Posted 15 January 2013 - 08:55 PM
#22
Posted 15 January 2013 - 09:04 PM
#23
Posted 15 January 2013 - 09:50 PM
When you pull the trigger on a streak SRM, if the server authenticates that you're within 270 meters and that your cursor is on the target, the missiles fly and turn unerringly to hit it. Basically it determines at the instant you fire whether you're aiming in the right place. If you are, you get a target lock and they all hit. If you aren't, you hear a bzzt, and they don't fire.
#24
Posted 15 January 2013 - 11:53 PM
#25
Posted 16 January 2013 - 12:13 AM
Since have been made to spread damage to LT/CT/RT and sometimes to limbs too,and their shake effect has been reduced they are fine.
#26
Posted 16 January 2013 - 01:20 AM
It's a weapon that does a two SSRM Raven does the equivalent of two AC5 hits worth of damage to the LT/CT/RT of an enemy mech (they only ever hit legs at extreme range), every 3.5 seconds that never misses and doesn't require you to even be facing the enemy, let alone aiming at them.
Streak Cats may no longer own the game, but Streaks are by no means balanced by the fact that they only dominate light mechs now.
#27
Posted 16 January 2013 - 01:28 AM
It's because of ****** up ECM implementation which causes mechs equipping it disables an opponent's streaks.Without it you'd see a wide variety of light mechs,as each one would be more or less equally potent and dangerous.
#28
Posted 16 January 2013 - 02:18 AM
White Bear 84, on 13 January 2013 - 06:37 PM, said:
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Agree with White Bear here — the game was built around an economy that was upended just a patch or two ago. From my perspective, re-arm costs were another balancing point to much of the tech in the game; Artemis, ferro-fibrous and streak ammo are now among the items a pilot can carelessly blow through.
#29
Posted 16 January 2013 - 02:55 AM
#30
Posted 16 January 2013 - 03:07 AM
Buff Plankchest, on 16 January 2013 - 02:18 AM, said:
Making something more expensive as a balance to it being flat out better in game is the very definition of Pay to Win. People willing to put down money will be able to afford to run expensive SSRM builds that are better than what other players can field. If it only makes them unnatractive to a portion of the player base then it's not balanced, it's just handing and advantage to a paying elite.
MasterBLB, on 16 January 2013 - 01:28 AM, said:
It's because of ****** up ECM implementation which causes mechs equipping it disables an opponent's streaks.Without it you'd see a wide variety of light mechs,as each one would be more or less equally potent and dangerous.
If by wide variety of light mechs you mean any variety with two missile hardpoints? How exactly would getting rid of ECM prevent a Jenner F getting demolished by any other light packing SSRM? How would that help the Spider or the Cicada? If getting rid of ECM made SSRM balanced then we'd be seeing non-ECM packing lights in game already.
Edited by Mahws, 16 January 2013 - 03:09 AM.
#31
Posted 16 January 2013 - 06:09 AM
Mahws, on 15 January 2013 - 08:55 PM, said:
Exactly. I'm a refugee of the ridiculousness of the general forums. Glad to see some people who can think critically having actual discussions about actual problems.
I totally agree with the premise of the thread. I trust the devs to find their own solution as long as they agree SSRM effectiveness is the problem. I tend to agree ease of lock is a good chunk of it. Light vs. light combat could not be so high damage at high speed if not for SSRMs... If SSRMs were harder to use, high speed combat would actually take skill.
Problem is, the netcode needs to be fixed along with this, since it's extremely difficult to kill high speed targets with lasers, let alone autocannons or normal SRMs. Yeah, you can fire ahead to compensate for lag, but it's still ridiculous.
#32
Posted 16 January 2013 - 06:26 AM
#33
Posted 16 January 2013 - 06:43 AM
Note: You know Streaks are Broken on ECM Mechs how? When you have an Atlas-D-DC sporting 3 SSRMs - why would anyone in their right mind want to do that on a slow *** moving 100ton mech? ohh wait ya, cause they are broken.
#34
Posted 16 January 2013 - 06:43 AM
Proof is Streakcats pre ECM and how cheese they were..It is the streaks that need adjustment
#35
Posted 16 January 2013 - 06:52 AM
IIRC in the lore that Streaks are IR guided so make it so that you have to maintain the lock. If you loose that lock make streaks loose their guidance just like LRMs, so they are no longer a fire and forget weapon. So streaks can't magically track a target out view and hit.
#36
Posted 16 January 2013 - 06:56 AM
Or allow them super turning and terran awareness with always hit, but slower 100kph or less, and after it travels 270m it explodes so it can be dodged or out run. Would help bring back AMS that i don't see anymore.
I'm not a fan of the min range idea.
#37
Posted 16 January 2013 - 07:14 AM
The roles I see for streaks are:
Light Hunting - Net code aside, as the fixes are coming, being able to hit a small fast light isn't the easiest. So streaks should give you an edge if this is the role you want to persure. It should NOT however give you the 'I Win' button that it currently is.
Noob/High Ping Alternatives - We need new players to continue to come into the game and I, for one, would like to see our Euro and Asian (and elsewhere

So that said, I don't think minimum range on streaks is a good idea. They are short range missiles they should be viable in all short ranges. However, they fire like LRMs. So they should do dame liks an LRM. Ah but here's the rub. Even Slow mechs can often find cover from a LRM boat so not all LRMs will hit. SSRMs almost never miss because they are often on the faster mechs or fired so there is no chance to get behind cover to avoid them. So in order to balance them out mayhaps we should reduce their damage to below what LRMs do. I think Streaks should do 1.0 dmg per missile. At least this should be a start point for testing. 1.1 or 1.2 might be acceptable as well. Especially when the Streaks start locking onto arms and legs instead of ALWAYS hitting the torso, like the devs have promised would eventually happen. This way when Clan tech eventually comes into the game, you will almost always get a guaranteed 2 or 4 or 6 dmg per missle slot but you will not be overpowered.
#38
Posted 16 January 2013 - 07:45 AM
No need for any minimum range or other unnecessary deviations from TT.
High speed, short range missiles, should have a very limited turning angle. Makes no sense that you can fire em from pretty much any angle.
But the netcode should be fixed first. As right now, streaks are the only reliable weapon for hunting lights with high lag.
But once netcode is properly tweaked. Then they can get around to adjusting streaks, and hopefully remove Guardian ECMs non-canon ability to counter streaks and LRMs.
And with a proper netcode. Other weapons, and even regular SRMs. Will be viable weapons for hunting lights.
#39
Posted 16 January 2013 - 08:02 AM
Streaks vs the laser weapons on light v light is no contest, streaks have about the same dps/ton, much better damage/heat, always hit so no wasted dps or heat, also 100 ammo per ton, that's 250 damage to torso's right there.
besides, in light v light the 3L will have lasers + streaks and be heat limited, the other light only has lasers and is also heat limited. Even if he could hit everything he'd be at a disadvantage, it's not like a few tons of extra heatsinks do much compared to the 10 in engine 2.0 sinks.
#40
Posted 16 January 2013 - 10:17 AM
- limiting their currently extreme maneuverability to allow a reasonable possibility of evasion
- spreading out the damage a bit more and/or reducing target lock retention
That should be enough to balance them with direct-fire weapons, especially when combined with better netcode.
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