Jump to content

Ssrm Change Once State Rewind Is In Place


22 replies to this topic

Poll: SSRMs post State Rewind (35 member(s) have cast votes)

Do you support the OP's Suggestion?

  1. Yes (22 votes [62.86%] - View)

    Percentage of vote: 62.86%

  2. No (13 votes [37.14%] - View)

    Percentage of vote: 37.14%

Vote Guests cannot vote

#21 Sol Reapr

    Member

  • PipPip
  • 33 posts

Posted 07 March 2013 - 04:30 PM

View PostLarkinOmega, on 06 March 2013 - 01:58 PM, said:

Sure you could have a person write a repeat macro, but that is no different from UACs now, and would likely waste a lot of ammo.


#22 Sol Reapr

    Member

  • PipPip
  • 33 posts

Posted 07 March 2013 - 04:39 PM

I think you miss my point.

Because your proposed system still fires only when a hit is guaranteed (as detected by HSR), the hit is still guaranteed. Since both your proposed system and the current lock system both guarantee a hit (excepting external conditions, buildings, etc.) the result is the same either way, the shot will hit.

#23 LarkinOmega

    Member

  • PipPipPipPipPip
  • 188 posts

Posted 19 March 2013 - 07:41 PM

View PostSol Reapr, on 07 March 2013 - 04:39 PM, said:

I think you miss my point.

Because your proposed system still fires only when a hit is guaranteed (as detected by HSR), the hit is still guaranteed. Since both your proposed system and the current lock system both guarantee a hit (excepting external conditions, buildings, etc.) the result is the same either way, the shot will hit.


Yes it's still a guaranteed hit, but what you are not understanding is that it takes skill to keep getting these hits. What we have now is an extremely forgiving lock-on system. What I'm proposing requires more than being able to keep you target in your sights (for the most part). It changes from a low-skill system to a moderate-skill system, since you'll need to know how to lead SRMs correctly to get the hits. It changes the pre-hit conditions to produce that hit.

As I've said multiple times, Streaks are an ammo saving system, not an always hit system. Not homing missiles.

Here's a short example, Jenner vs Raven-3L.

Currently, given similar skill the Raven will always win. No matter what the Jenner does, those missiles will hit. They will curve around buildings if he's running around them, they will shoot up and then immediately backwards if he does a hop over the Raven with JJs. If he plays chicken immediately after a volley and is actually next to the Raven when the next fires, he'll still be hit. And the Raven can usually hit with his Lasers as well since he'll be pointing at the Jenner anyway to maintain his lock.

Meanwhile the Jenner has to land perfect shots each and every time he can. He has to duck and weave and can't counter lock the Raven due to the ECM. So he has to line up his lasers, then his missiles, then back to the lasers, all the while trying, mostly in vain, to dodge the homing missiles being launched by his opponent. It takes a much higher skill level disparity for the Jenner to win this fight.

With my system the Raven has to adjust his aim to make his streaks hit, he can't just point at the Jenner and have them seek out his opponent. The skill disparity is lowered by quite a lot.

Edited by LarkinOmega, 19 March 2013 - 07:42 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users