Adjustments To Streak-Srm 2-6
#41
Posted 25 January 2013 - 05:53 AM
#42
Posted 25 January 2013 - 06:11 AM
however the lock timer needs to be turned down a touch more at the least
and spread dammage locked fire means leg and other too
#43
Posted 25 January 2013 - 07:40 AM
focuspark, on 24 January 2013 - 09:57 AM, said:
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.
It really is getting lame by now focuspark, either try a different argumentation base or just stop spreading false informations.
I bet that quote from sarna.net is easily found some 50 times in the forums, posted by you.
But it doesn't make it anny better if you repeat it another 150 times.
Cool down, have a beer and relax.
Edited by Peter Thorndyke IV, 25 January 2013 - 07:41 AM.
#44
Posted 25 January 2013 - 09:20 AM
Peter Thorndyke IV, on 25 January 2013 - 07:40 AM, said:
I bet that quote from sarna.net is easily found some 50 times in the forums, posted by you.
But it doesn't make it anny better if you repeat it another 150 times.
Cool down, have a beer and relax.
How is posting a quote from sarna.net "spreading false informations"? Especially when it's a quote describing the intended design of the weapon the thread is discussing?
I get it, you like ECM-Streak-Ravens because they make you feel cool. That's nice for you.
#45
Posted 25 January 2013 - 09:49 AM
#46
Posted 25 January 2013 - 12:45 PM
Roadbuster, on 15 January 2013 - 03:31 AM, said:
Currently there are only SSRM2 avaliable, but sometime in the near future we might see SSRM4 and SSRM6 implemented.
These bigger versions will have even more potential and if you look at the current types of light mechs running around, you'll notice that Jenners and other non ECM light mechs are very rare these days.
The point is that, even with the avaliable ECM, Streak-SRMs need some kind of restriction to allow pilots to counter them even without ECM and to force SRM users to use their piloting and tactical skills more than now.
There are some suggestions already, how to achieve this and I'd like to gather more ideas and the opinion of the players as feedback for possible adjustments.
So this poll will be updated as people come up with new ideas.
One of the best sollutions so far would be to add a minimum range for SSRMs which is discussed in this thread by Mahws. (at least in my opinion)
http://mwomercs.com/...alance-changes/
Minimum range for SRMs are so dumb. They are Short Range Missiles, not Kinda Short Range Missiles.
#47
Posted 04 March 2013 - 01:23 AM
Natasha Kerensky, on 25 January 2013 - 12:45 PM, said:
Minimum range for SRMs are so dumb. They are Short Range Missiles, not Kinda Short Range Missiles.
It's also dumb for a missile to make a 180° turn right after leaving the launcher, fly through your mech and explode behind you.
Why not let SSRMs act like SRMs at ranges under 50-100m. You have to lock on to fire them, but if the target is too close they will just fly straight for the minimum distance before the guiding system kicks in.
#48
Posted 04 March 2013 - 06:28 AM
I believe the problem is in the lock on mechanic. others have suggested that one must relock for each volley. what i suggest is that the firer must keep the crosshair inside the red target box to fire SSRMs. as it works right now, after you get that first lock, all you must do is keep the target locked and your missiles will hit, even if the target is at a 90 degree angle (sometimes more). Now with my change, once you launch, you can move around and w/e with the missiles still hitting, but to fire, the crosshair must be on target. if it is an arm mounted launcher, the little circle has to be on target, if its torso mounted launcher, it has to be the center crosshair.
i think this would solve a lot of the issues with SSRMs without changing any other mechanic that might nerf something unintentionally (shooting at lights for example)
#49
Posted 04 March 2013 - 06:39 AM
#50
Posted 04 March 2013 - 08:28 AM
otherwise simply forcing a relock after every shot could well fix them...however, maybe not.
2 damage vs 2,5 could work. But will we even get SSRM 4 & 6? or is PGI using the hardpoint system ie 3 SSRM 2 = 1 SSRM6?
#51
Posted 04 March 2013 - 11:15 AM
#52
Posted 14 May 2013 - 01:38 PM
1) SSRMs should do less damage than their SRM counterpart
2) SSRMs should also have a dumbfire mode if you cannot log on
3) SSRMs should show some more realistic flight trajectories (e.g. first fly straight then lock on target, have a maximum turning rate.)
4) SSRMs should (and they don't atm) always hit the CT
5) SSRMs should not always hit. Yes they are tracking, but there should be a maximum turning rate and then they could just hit a wall or run out of fuel when they travveled 270m.
Currently you still see those SSRMs doing crazy circles around mechs and hitting them eventually.
Worse, you can fire them while the targeted mech is behind you, they still hit.
With a maximum turning rate you would at least need to fire in the approximate direction of the target. And if you are too close the missile will miss turn come back. In the meanwhile a lot can happen. Maybe the targeted mech gets into a position so that the returning missle can even hit you?
#53
Posted 14 May 2013 - 04:19 PM
#54
Posted 14 May 2013 - 10:28 PM
Sharg, on 15 January 2013 - 04:31 PM, said:
I think a lot of people, including PGI, misunderstand how Streaks worked in the original table top game. Streak SRMs had two mechanics:
1) Streaks did not guarantee that every missile in the volley would hit, but only that at least 1 missile would hit, since the missile hit table had a 1 missile minimum.
2) Streak launchers also conserved ammunition by preventing you from firing until you had a lock.
With these two mechanics combined, you can see Streak SRMs' real benefit: Every time you expend ammunition, you are guaranteed to do at least some damage, but not necessarily full damage.
unless the rules were changed after I stopped playinmg TT you are wrong.
steaks do not fire unless theey lock and all missiles hit when fired.
Really people stop whining learn how to pilot a light mech "AS they are intended to be" and get over the superlight fixation the broken game rules previously game you. yes streaks are a pain but they also do fraction of the damage that those hardpoints could do...are one of the shortedt ranges in the game.
#55
Posted 14 May 2013 - 11:08 PM
SSRMs need to be an efficiency weapon that does reliable damage with little wasted ammo, not a sustain heavy damage dealer. That role should go to standard SRMs. Hence my vote for reduced rate of fire.
SSRMs need to be a reliable source of damage to the mech, not a reliable source of damage to the center torso. Hence my vote for revamped targeting designed to spread hits randomly all across the mech (but not the head; head shots should be aimed shots or truly lucky hits, not RNG).
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