Adjustments To Streak-Srm 2-6
#21
Posted 24 January 2013 - 07:53 AM
#22
Posted 24 January 2013 - 08:43 AM
Taiga Gunman, on 16 January 2013 - 07:33 AM, said:
SSRMs are perfectly fine - until people start to boat them. Which is why I kind of like Sharg's suggestion even though it goes against the TT... The more SRMs you have in a launcher, the higher your probability for additional hits should be ... but you still only get 1 guaranteed one.
However, I also like sticking to the TT mechanics as close as possible, and if the books say that lock needs to be achieved for each and every launcher individually, and that missile lock is lost after firing, then I would say that this is what should be done. It would at least solve the "boating" issue, although I am not sure what we can do once SSRM4+ show up.
INSEkT L0GIC, on 16 January 2013 - 09:50 AM, said:
#23
Posted 24 January 2013 - 09:00 AM
1) Reduce the firing rate:
- This follows BT very well, because streaks would only fire if every single missile had a solid lock. SRM's would fire if ANY missile had a lock. (Contrary to the video game implementation, SRM's did lock and track their targets. Just rather poorly. Rocket launchers and MRM's were dumb fire.) It would make sense that to get every missile to get a solid lock would take more time than regular SRM's, hence a reduced firing rate. It would balance nicely with SRM's. Either you conserve ammo, use streaks, have a reduced firing rate, or you use higher firing rate regular SRM's, but chew through ammo quite quickly. I really like this suggestion and I hope the Devs consider this option.
2) Regain lock after firing:
- This one ALSO makes sense from both a battle tech and video game aspect. In BT, each SRM missile had to get a solid lock, so when you reload, it would make sense that you would need to re-establish lock again. From the video game perspective, I see streak cats and Ravens chain firing SRM2's non stop to keep up a barrage on mechs and do considerable damage. If they had to re-establish lock each time this would stop the chain firing effect of boated SRM's. It would give the target mech a chance to return fire. (Because I don't know about anyone else, but the streak smoke sometimes completely fills my view and I can't see what to shoot.)
These two options still make streaks a viable weapon, but give them a downside when compared to regular SRM's. It also would help to balance future streak SRM4 and Streak SRM 6's that are in the pipe. My hat's off to whomever thought up these two ideas. I am kicking myself for not thinking of them myself. They seem to be both a battle tech like and elegant solution.
#24
Posted 24 January 2013 - 09:27 AM
The way the fluff explains it makes it sound like SSRM has an omnipotent AI targeting system.
Let's treat it like any kind of missile launcher that launches guided missiles (and cannot fire without lock)
This way we can look at the missiles launched like ordinary short range tracking missiles.
With reduced turn rates the missiles would get more realistic trajectories that doesn't make them able to make impossible manouvering aimbot missile turns.
For all I know, yes lasers can do more damage, but Streak hits like a randomly hitting mini AC bullet, while lasers often spread damage due to target movement.
Let's think outside the box so we are not restricted to what the rules say.
There's this equipment I found this on Sarna, worth looking into?
http://www.sarna.net/wiki/Chaff_Pod
Consider how devastating the Catapult 6X SRM6 is right now, which requires ambushing and remaining hidden for maximum effectivness.
Now replace them with SSRM6, and you got a mech that instead of potentially being able to fire an 90 alpha on target now has 100% 90 alpha, which even if spread will destroy most mechs.
Edited by Kelpaz, 24 January 2013 - 09:36 AM.
#25
Posted 24 January 2013 - 09:54 AM
Quote
The Clans will (maybe) have them but the Inner Sphere doesn't get them until 3058. So I wouldn't be sweating those Cats of Death and Doom just yet...
#26
Posted 24 January 2013 - 09:57 AM
SSRM will only fire if the targeting computer believes the missiles will hit, otherwise it prevents the launch of the missiles. Once fired, there's nothing guaranteeing the missiles reach their target. Basically for your extra half ton you get a buzz sound when you attempt to fire your SRM2 when your lead sucks.
From Sarna.net (aka BattleTech wiki):
Streak Missile Launcher technology was developed and applied to the SRM-2 by the Terran Hegemony in 2647. It ensures that all missile tubes acquire a target lock before its missiles fire. This improvement upon standard Short-Range Missiles conserves ammunition and eliminates unnecessary heat buildup.
Notice that the intent of Streak SRM is to conserve ammo and heat, not guarantee hits.
Edited by focuspark, 24 January 2013 - 09:58 AM.
#27
Posted 24 January 2013 - 10:22 AM
1.Damage is just fine considering doubled amount of armor.
2.Hit chance is fine,next what,you'll start whinning that lasers always hit?Pathetic...
3.Speed and turn angle too.
What was making the streaks a bit too powerful was hitting CT only and smoking/shaking cockpit like hell.Even that wasn't a problem alone,but when mixed with Cat A1.Thankfully,that is corrected already,missiles spreads among RT/CT/LT(sometimes they hit limbs too),and the shaking has been significally reduced so it makes aiming for attacked mech inconvienient,but no longer impossible.
So only what reasonable could be done with streaks is:
1 Further reduction of smoke/shake effect (but now I find it fine as it is)
2.Change behaviour of missiles when shooting to not turn inside launcher but to fly ~15-20m straight then turn and follow the target
3.The major change which cooperates above, you'll have to keep target locked till the missiles hit.If you don't streaks should behave like LRM and fly to the last know location of a target.
That's it,no damage/speed/angle/unlock on shoot etc ****** nerfs.
#28
Posted 24 January 2013 - 12:30 PM
#29
Posted 24 January 2013 - 12:45 PM
DoRkcHoPs, on 24 January 2013 - 12:30 PM, said:
If SSRM remain mostly unchanged, then they should at least take this change: each missile targets a random (non-head) location.
#30
Posted 24 January 2013 - 12:50 PM
#31
Posted 24 January 2013 - 02:52 PM
In doing so you'd reduce SRM missile damage as well to be equal.
#32
Posted 24 January 2013 - 03:55 PM
Properly piloted Jenners with no ecm are often impossible to hit with my streaks if they know what they are doing and those light mechs are pretty much the only reason I carry them other than the weight/price, use terrain to your advantage and anticipate your opponents cooldowns. Pretty much the only issue I have with weapons are the AC/2 and small pulse running too hot. Spulse should be dropped to 1.5 or 2, .5 tons for 1 heat and the only advantage is .25 delivery makes them almost completely pointless besides the people that enjoy the sound of them. Honestly everyone I meet that uses small pulse, thats their reasoning.
The only adjustment I could suggest for the streaks would be a longer cooldown but that would make them just about useless. Point blank splash damage would be nice although I'm not sure if it already happens, I swear I saw a guy blow himself up point blank srming someone but he may have been running too hot. Splash damage!
Evasive action is the only course!
Edited by KKillian, 24 January 2013 - 04:01 PM.
#33
Posted 24 January 2013 - 04:09 PM
Edited by Colonel Pada Vinson, 24 January 2013 - 04:09 PM.
#34
Posted 24 January 2013 - 04:21 PM
A new lock-on after each firing seems a good point, and it won't lower their dps given how slowly they are already firing.
Focuspark, stop lying abour the rules. You have been told at least half a dozen time you're wrong about TT. You're wrong. And you're deliberately ignoring the sentence one line above the one you're quoting. That's all. Stop it.
Edited by Amarius, 24 January 2013 - 06:34 PM.
#35
Posted 24 January 2013 - 05:28 PM
Amarius, on 24 January 2013 - 04:21 PM, said:
A new lock-on after each firing seems a good point, and it won't lower their dps given how slowly they are already firing.
Focuspark, stop lying abour the rules. You have been told at least half a dozen time you're wrong about TT. You're wrong. And you're deliberately ignoring the sentence one line over the one you're quoting. That's all. Stop it.
I dunno there bug, calling me out for lying about the rules when all I did was copy-paste from sarna.net, the unofficial BattleTech wiki is kinda messed up. Keeping lock on just means SSRM are nerf'd by ECM - if you're happy with that, then so be it. I don't use 'em except when I'm trying to see what all the fuss is about.
#36
Posted 24 January 2013 - 06:56 PM
I'm really hoping that you're nearing the ban wall.
Just so everyone can see it again :
> http://mwomercs.com/...-to-the-streak/
You're clearly evading a simple fact : all SRMs, LRMS, and Streaks in TT are guided.
And that a Streak...
ensures that all missile tubes acquire a target lock before its missiles fire.
Note "target lock".
Still denying ?
See the MRM page (that you read, when we spoke earlier)
http://www.sarna.net/wiki/MRM
See ? They are the only unguided "missiles"
Edited by Amarius, 24 January 2013 - 07:01 PM.
#37
Posted 24 January 2013 - 11:14 PM
Kyone Akashi, on 24 January 2013 - 08:43 AM, said:
And that's the point. Even if SSRM2 were fine now, once SSRM4 and SSRM6 make their way into the game, we'll have murder lights running around.
Just think of a Commando-2D with 3 SSRM6 and ECM...
Won't be any fun for a laser Jenner.
MasterBLB, on 24 January 2013 - 10:22 AM, said:
And that's where you are wrong. As I said, they might be ok now, but once we get the bigger launchers and you suddenly face mechs with trippled SSRM2 firepower you will change your mind.
Better to find a way to prevent SSRMs from being too strong before they are implemented to prevent the real whining that will start then.
#38
Posted 24 January 2013 - 11:38 PM
#39
Posted 25 January 2013 - 12:20 AM
http://mwomercs.com/...ost__p__1748873
All those change sound like Gold!
+1 for a 5-10 meter flight time before homing,
+1 for reduced turning ability (greater turning circle) no more crazy spinning Streaks!
I think those 3 things would balance streaks, (plus changing ECM, slightly)
#40
Posted 25 January 2013 - 05:39 AM
Nexus Omega, on 25 January 2013 - 12:20 AM, said:
http://mwomercs.com/...ost__p__1748873
All those change sound like Gold!
+1 for a 5-10 meter flight time before homing,
+1 for reduced turning ability (greater turning circle) no more crazy spinning Streaks!
I think those 3 things would balance streaks, (plus changing ECM, slightly)
While the +1 is appreciated, I feel it necessary to clarify that the linked post is more of an explanation of how/why Streaks work the way that they do, and how/why Streaks and ECM interact in the manner that they do.
As far as an actual proposal, I feel that this post and this post, taken together, would achieve the desired effect in a manner that is scalable and applicable to Streak launchers of all sizes and both tech bases.
-----
Paul Inouye, MWO's Lead Developer, has indicated that they are working on Streak SRM balancing.
Quote
The official BattleTech rules - specifically, pg. 138 of Total Warfare - give a relatively comprehensive explanation of how Streak launchers work.
Quote
The player must roll for a targeting lock each turn, even if he achieved a lock in the previous turn. The player must make a separate to-hit roll for each individual Streak system being fired.
I am of the personal opinion that instituting the tendency for Streak missile systems to break their lock upon firing and the subsequent need to re-acquire the lock before firing again (per the BattleTech rules), in combination with the greater spread that the Devs are working on, would fit with Paul's stated intent to "help counter the SSRM effectiveness without having to directly hit damage/cooldown/heat etc".
Specifically, it changes the firing cycle from "Lock -> Fire, Fire, Fire, Fire..." to "Lock, Fire -> Lock, Fire -> Lock, Fire -> Lock, Fire...".
Doing so would make the weapon significantly less "spammy", as the effective rate of fire is then governed not by the cooldown of the weapon (which doesn't necessarily have to change), but on how quickly the 'Mech's Targeting-Tracking System (TTS) can acquire/reacquire the missile lock and how quickly the pilot/player can put the reticle on the target (and for how long they can hold it there).
Even massing them on a single 'Mech (as is typically done on the CPLT-A1) would not change this; while said Streak-boat may be capable of tremendous damage per salvo, the rate at which those salvos are delivered - especially against faster targets, like Lights and some Mediums, that can evade being locked-onto - would decrease, possibly substantially so.
I also believe that this could also scale well with regard to the larger Clan SRM launchers and their eventual IS counterparts. As with the other missile types, the larger Streak launchers could have a longer recycle time than their smaller brethren, and the proposed firing pattern ("Lock, Fire -> Lock, Fire -> Lock, Fire -> Lock, Fire...") would actually lead to a (slightly? significantly?) slower firing rate as the attacker would (still) spend a significant amount of time establishing a lock rather than actually having one, in addition to the slower recycle and the ability for faster 'Mechs to (for a time, at least) evade the lock-on to varying degrees.
In turn, this would also have the effect of making systems like the Beagle Active Probe and potential future Modules, which could/should affect time-to-lock (or that could/should be made to do so), significantly more valuable to such 'Mechs (which would then need to choose between equipping such things over other tings, and/or equipping such things in favor of compromises to other aspects of their design.
Your thoughts?
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