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Ssrms - Would The Game Be Better Without Them?


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Poll: Would the game be better without SSRMs? (191 member(s) have cast votes)

Would the game be better without SSRMs?

  1. Yes (28 votes [14.66%])

    Percentage of vote: 14.66%

  2. No (129 votes [67.54%])

    Percentage of vote: 67.54%

  3. Indifferent (14 votes [7.33%])

    Percentage of vote: 7.33%

  4. Other (Respond in thread) (20 votes [10.47%])

    Percentage of vote: 10.47%

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#1 DerHuhnTeufel

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Posted 12 January 2013 - 05:34 PM

Ignore the TT aspect of this game, because while the game is heavily influenced by TT, it is not TT. It plays much more like a FPS than a turn based tactical mech game, which is one reason why streaks are controversial - they take very little aim and have guaranteed damage. So on to the topic at hand:

Do you think this game would be better off without SSRMs?

Personally, I think it would. Streaks make it exceptionally easy to kill light mechs, making ECM on light mechs a virtual necessity. Streaks also allow the same light mechs to deal focused damage on just the torso, effectively allowing them to take out much larger mechs. In both circumstances, very little aim is required, unlike every other weapon in the game but LRMs. LRMs, however, are effectively countered by ECM and cover, and the AMS is actually somewhat effective against those. While I don't want to see the game returning to nothing but an LRM slugfest, light mech fights are nothing but a streak slugfest, which is equally bad.

#2 superteds

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Posted 12 January 2013 - 05:36 PM

lacks comedy option.

#3 Warrax the Chaos Warrior

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Posted 12 January 2013 - 05:38 PM

They just need to change them so they actually have to be aimed. They can still track after firing, but as it is now you can actually shoot something that has completely moved out of LOS before you lose the lock, and that is what's imbalanced. Buuuut we also still need the netcode fixed; until that happens, there isn't a whole that that can be done with weapon balance.

#4 siLve00

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Posted 12 January 2013 - 05:38 PM

learn to play... gosh we had so many threads about this.

i could even mulitkill w/o ecm mechs in my light by just avoiding ssrm mechs or simple crit them down.

holy ****...

how much of a noob you have to be that you still saying rockets are op or overused ?

#5 TungstenWall

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Posted 12 January 2013 - 05:44 PM

I think the only needed change would be a minimum range added to SSRMs. Id say 30-50m. Or force SSRMs to fly straight at least 100m before they start tracking a target.

#6 Omni Tek

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Posted 12 January 2013 - 05:45 PM

(other) streaks are only a problem when they'r taken in large quantities,1 streak launcher isn't a threat at all, 2-3 makes them verry effective VS low armor targets..etc I'd suggest just adding some sort of penalty to using 4+ of them (boating them)

View PostsiLve00, on 12 January 2013 - 05:38 PM, said:

learn to play... gosh we had so many threads about this.

i could even mulitkill w/o ecm mechs in my light by just avoiding ssrm mechs or simple crit them down.

holy ****...

how much of a noob you have to be that you still saying rockets are op or overused ?


Somebody needs a nap.

#7 xX_Nero_Xx

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Posted 12 January 2013 - 05:46 PM

roflmao everyone is complain about IS weapons wait till clan tech lbx 20 uac 20s less ton guass and everything else roflmao you havent seen crap yet

#8 verybad

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Posted 12 January 2013 - 05:47 PM

They need magnetic PPCs if SSRMs go away. Magnetic PPCs would make mechs stick together for ten seconds.

#9 Sheraf

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Posted 12 January 2013 - 05:49 PM

SSRM is fine as it is. I never have any problem with it. Isn't SSRM no longer target CT only?

#10 Kaijin

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Posted 12 January 2013 - 05:52 PM

We need an effective counter for energy and ballistic weapons too. They're OP now because LRMs got nerfed by ECM...

#11 Rat of the Legion Vega

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Posted 12 January 2013 - 05:53 PM

View PostsiLve00, on 12 January 2013 - 05:38 PM, said:

learn to play... gosh we had so many threads about this.

i could even mulitkill w/o ecm mechs in my light by just avoiding ssrm mechs or simple crit them down.

holy ****...

how much of a noob you have to be that you still saying rockets are op or overused ?


L2P streaks? :D :ph34r: :lol: :lol: :lol: What is there to L2P, exactly? Wait for beep, press button, win?

Also, streaks are guided missiles, not rockets. L2T (Learn to Terminology).

#12 Joseph Mallan

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Posted 12 January 2013 - 05:58 PM

The game would not be better or worse without SSRMs. It's the same way I feel about MGs. If the weapons were gone the game would not suffer. The DEVs would have to make an in house decision on how to MOD the Mechs to replace the equipment and the game would roll on. Sorta like the 3 Mech to master rule. Many great Mechs will be left out of the game cause you will not get to master them before 3058... Mauler *COUGH*.

#13 Kaspirikay

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Posted 12 January 2013 - 06:05 PM

It'll probably make me leave. Its the only thing I can use to reliably do damage with a high ping. With the addition of ECM, I am forced to use ECM or have teammates with ECM to do any real damage in a game.

Trust me, 270 ping will screw with your aim like hell in this game. Its stupid.

Why I was just playing modern warfare 2 on a 240 ping server and i was pulling in 40-12 on the scoreboard. Aiming is not a problem on those servers. Granted, there is an increased amount of hackers, but atleast those can be dealt with in other ways.

#14 TheSteelRhino

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Posted 12 January 2013 - 06:06 PM

This is a joke right?

Seriously. Right now light mechs don't need help. Lets see targetting issues due to s called lag shield, no knockdown, ecm (you dont't seriously think people will quit using ecm do you? Guarantees LRM protection)

Streaks are all heavies, assaults and mediums can count on to fight lights (ok lasers). But you have to have ecm advantage with counter for that.

Talk about lack of balance. Once other issues are fixed you may see less streaks if lag shield goes away and knockdowns return.

Hopefully ecm will get toned down in "balancing"

Edited by Rhinehardt Ritter, 12 January 2013 - 06:13 PM.


#15 Jalak Bali

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Posted 12 January 2013 - 06:41 PM

View PostIronEagle, on 12 January 2013 - 06:38 PM, said:

If you could hit the lights with something else, nobody would use ssrm2's.
Compared to srm6 or AC20 / Gauss they are way too weak.
The problem in the past (Streakcat) was the shake if chainfired.


This.
The counter to Streaks is "don't be a light without ECM" which is plenty of options. Why are we even talking about it when it only affects a handful of mechs? It's not like LRM which affects all mechs under 100kph.

#16 Solis Obscuri

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Posted 12 January 2013 - 06:44 PM

I think SRMs should also be homing missiles, but should have a wider spread and greater chance to miss than SSRMs.

And that SSRMs should have a wider spread than they have currently.

#17 Krazy Kat

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Posted 12 January 2013 - 06:52 PM

I like the idea that they have to get a target lock after every volley. Makes them more like TT and less OP

#18 Mahws

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Posted 12 January 2013 - 07:14 PM

View PostTungstenWall, on 12 January 2013 - 05:44 PM, said:

I think the only needed change would be a minimum range added to SSRMs. Id say 30-50m. Or force SSRMs to fly straight at least 100m before they start tracking a target.

This is pretty much the perfect fix to the balance problems. Makes streaks a useful counter to lights, worth considering against heavies and will prevent CSSRM6 completely replacing SRM when they come out. The only problem with SSRM at the moment is that they dominate Light Vs. Light fights because once you're locked on it's hold down left mouse to win. Being able to hit an enemy that's behind you with streaks is more than a little silly.

#19 Omni Tek

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Posted 12 January 2013 - 07:28 PM

View PostJalak Bali, on 12 January 2013 - 06:41 PM, said:

The counter to Streaks is "don't be a light without ECM" which is plenty of options.

Since when is 2 mechs plenty?

#20 Program 024

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Posted 12 January 2013 - 07:30 PM

While I am indifferent to the whole affair, I do agree that a tweak is needed.

Seeing the missiles come out of the missile tubes sideways to hit you when you are beside your enemy seems a bit... off... perhaps Pirahna went a little to far with ensuring the guarentee hit from Table Top rules.

Perhaps this rule is something that doesn't translate into a real-time game?





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