[Suggestion] Blinkin's Streakin Major Overhaul
#41
Posted 27 February 2013 - 02:24 PM
#42
Posted 27 February 2013 - 03:10 PM
The point of streaks is that they don't fire unless they are going to hit. saving Very expensive) ammo they shouldn't have any "Bonus to hit or to (avoid AMS that I am aware of) and they should be very very fast. the flight time should be so fast that dodging should be nearly impossible. that is where the "Streak" comes from. if they need changes at all I suggest the shortening the range a bit or raising the heat would be sufficient.
Let us remember that in TT a commando could carry four of them witout much trouble and six if you re-weaponed it totally. a stock commando can carry three max. Thanks to the rather inane hardpoint structure
#43
Posted 27 February 2013 - 03:49 PM
#44
Posted 28 February 2013 - 04:32 AM
#45
Posted 05 March 2013 - 10:49 AM
added another decent streak rework to the OP
#46
Posted 12 March 2013 - 09:50 AM
#47
Posted 21 March 2013 - 12:28 PM
#48
Posted 22 March 2013 - 10:19 PM
blinkin, on 27 January 2013 - 12:00 PM, said:
- forget everything about how streaks work right now
- streaks will stream out of launchers one at a time (becomes more important when streak 4 and 6 are added)
- streaks will only launch if the crosshair is over an enemy mech component
- while in flight streaks will head directly towards the crosshair no matter what it is pointed at, even if it moves (this will take away the 100% accuracy)
- ECM will randomly interrupt guidance system causing missiles to be unreliable but still usable
- streaks will have a maximum flight time (270m)
- streaks will need to be much more agile than they currently are
I Voted no, and here is why:
The only real fix needed is to make them scatter like LRM's and SRM's. They hit too centralized and that is why people have a problem with streaks. I play streaks on probably 1/2 my mechs. I AGREE they are overpowered and AGREE they need nerfed. Making them do what you want is keeping them overpowered and making them better. A good light pilot can keep a spot pinpointed while they zig-zag in front of you. This will let them destroy you faster, or take a critical piece off you faster. Make them scatter and be the missiles they are supposed to be.
#49
Posted 23 March 2013 - 12:03 AM
EODGunner, on 22 March 2013 - 10:19 PM, said:
I Voted no, and here is why:
The only real fix needed is to make them scatter like LRM's and SRM's. They hit too centralized and that is why people have a problem with streaks. I play streaks on probably 1/2 my mechs. I AGREE they are overpowered and AGREE they need nerfed. Making them do what you want is keeping them overpowered and making them better. A good light pilot can keep a spot pinpointed while they zig-zag in front of you. This will let them destroy you faster, or take a critical piece off you faster. Make them scatter and be the missiles they are supposed to be.
yes skilled pilot will be more effective with them as it should be with any weapon. a pilot with lasers can keep them pinpointed on a single location. a pilot with balistics can keep hitting the same spot.
i fail to see how requiring skill to use the weapon (the same skill used for all ballistic and laser weapons in the game) makes it more powerful. have you ever seen a light mech get hit by a full laser burst in one location while it was moving?
adding random scatter takes tactics away from a tactics based game.
yes a skilled pilot will be made much more effective with my system, but i only see 1 pilot out of every 20 matches (maybe) that would be skilled enough to make this more useful than the current system.
#50
Posted 01 April 2013 - 11:50 PM
made some small changes to the OP.
#51
Posted 09 April 2013 - 11:12 AM
#52
Posted 09 April 2013 - 01:35 PM
My idea might be more for a randomized tracking: The missiles have some chance to hit a random location on the mech and if the firing angle (the angle from the tube to the mech in target) is too great they just fire off like SRMs.
Also an ablility to blind fire them.
#53
Posted 11 April 2013 - 09:41 AM
Lazydrones541, on 09 April 2013 - 01:35 PM, said:
My idea might be more for a randomized tracking: The missiles have some chance to hit a random location on the mech and if the firing angle (the angle from the tube to the mech in target) is too great they just fire off like SRMs.
Also an ablility to blind fire them.
i dislike randomized aiming effects because they diminish the value of pilot skill.
#54
Posted 22 April 2013 - 03:58 PM
#55
Posted 24 April 2013 - 02:41 PM
#56
Posted 24 April 2013 - 04:40 PM
blinkin, on 27 January 2013 - 12:00 PM, said:
- while in flight streaks will head directly towards the crosshair no matter what it is pointed at, even if it moves (this will take away the 100% accuracy) OR for the TT purists / people who don't like the laser guidance mechanic. instead each missile goes directly toward whatever component the reticle was pointed at when the missile fired.
- ECM will randomly interrupt guidance system causing missiles to be unreliable but still usable
I would suggest that both mechanics can be used. Make SSRMs track to the component (with some margin of error) normally, and track to the reticule under the effects of ECM.
#58
Posted 29 May 2013 - 11:15 PM
i think its alright we can try this out.
#59
Posted 30 May 2013 - 07:15 AM
focuspark, on 27 January 2013 - 12:02 PM, said:
More like the equivalent of TOW missiles.
I like the idea.
I had thought SSRMs would be better off if they required the player to keep the aimpoint on top of the target mech and the missiles would hit only the component the mech is aiming at (that way the damage will always be random in a fast moving fight..not insta-ct seeking missile) and the SSRM would not be able to be fired unless the aimpoint was inside the target lockbox.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users