Devs... Streaks Need To Be Reworked.
#1
Posted 31 January 2013 - 11:34 AM
#2
Posted 31 January 2013 - 04:52 PM
#3
Posted 31 January 2013 - 05:03 PM
#5
Posted 01 February 2013 - 04:12 PM
#6
Posted 01 February 2013 - 04:29 PM
Let them follow your aiming-dot. If you hold it at a Mech the rockets aim at it, if you loose this lock, they fly in the last direction they headed until you aim again at a target or they reach there fly-limit 360m.
If you dont have a lock or be jammed by an ECM, they work as an heavier version of a SRM2.
Simple, add some work to fireing Streaks, without destroying its benefits to normal SRMs.
#7
Posted 01 February 2013 - 04:34 PM
Check out my big fix thread for the simplest and best solution to ecm, streaks, and more.
#8
Posted 01 February 2013 - 04:43 PM
#10
Posted 04 February 2013 - 01:26 PM
#11
Posted 04 February 2013 - 03:43 PM
I would suggest that they can only turn a certain amount per distance travelled, e.g: 30 degrees per 50 metres.
This would preserve the only fire when locked mechanism but would stop the wild twisting about stuff.
#12
Posted 04 February 2013 - 05:46 PM
Empedocles, on 04 February 2013 - 03:43 PM, said:
I would suggest that they can only turn a certain amount per distance travelled, e.g: 30 degrees per 50 metres.
This would preserve the only fire when locked mechanism but would stop the wild twisting about stuff.
That would allow nearly a 180 degree turn...
Perhaps no more than 30 degrees period if more realistic.
#13
Posted 05 February 2013 - 12:17 AM
PGI have implemented ssrm's as per canon in my view (from Sarna.net: Originally developed in 2647, the Streak SRM Launcher is relatively similar to the standard SRM launcher but linked to a unique Targa-7 fire control system. This system is designed to guarantee a hit against any target onto which the pilot can get a lock, a special feature of this system preventing the weapon from firing at a target when there is no lock-on, saving ammunition by preventing shots that would miss anyway.) however, while this works fine in TT, it needs toning down in the video game.
#14
Posted 05 February 2013 - 02:11 AM
#15
Posted 05 February 2013 - 05:46 AM
Empedocles, on 05 February 2013 - 12:17 AM, said:
PGI have implemented ssrm's as per canon in my view (from Sarna.net: Originally developed in 2647, the Streak SRM Launcher is relatively similar to the standard SRM launcher but linked to a unique Targa-7 fire control system. This system is designed to guarantee a hit against any target onto which the pilot can get a lock, a special feature of this system preventing the weapon from firing at a target when there is no lock-on, saving ammunition by preventing shots that would miss anyway.) however, while this works fine in TT, it needs toning down in the video game.
about the TT-rules... quoting a "semi-technical" explanation from a TT for a simple feature, "dont use ammo/heat if you dont hit", isnt the right way to implement it in a FPS/SIM.
If you want to translate the feature in MWO, you would shoot them like normal SRMs(because same change to hit in TT) if you hit one rocket, all rocket do damage at random locations, if all miss, you get your ammo and your heat back.
This would be close (still better as in TT) to TT, but not realy good for a FPS/SIM.
So you have to change them, but need to balance them with normal SRMs, because they are similar. Atm nobody would think about to use a SRM2 luncher, if he could get for only 0.5 tons more a streak, with nearly no ammo waste.
lower the effectivness of Streaks, with a harder to control, yes maybe the, lockon after every shot-thing... and it shouldnt be effected by ECM (couldnt read anything of this sort in the BT-rulebooks, shouldnt even stop LRMs... but an other thing)
#16
Posted 05 February 2013 - 10:03 AM
Yeah, yeah, I know...
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