Nerfing Streak's? Try A Little Fratricide
#1
Posted 12 February 2013 - 12:35 PM
So don't.
Let them interefere with each other.
The whole point of Streak tech is to guarantee a lock, leading to the impact of more missiles. Visual studies of Streak impacts show far more concentrated volleys on the target, more missiles to the same area.
Fine. Assign a penalty for too many missiles in the same area. Declare that one or two streak launchers firing into the same lock do not interfere with each other, but then assign a progressive penalty for each additional launcher to reflect the "crowding" of missiles onto the same target and the inevitable collision and mutual destruction of some of them before they hit, like a jostling crowd cramming into an escalator.
So Streak boats can still have their salvotgasms, but there would be a progressively lower benefit for each additional launcher installed.
Of course, Streakers could beat this penalty with chain fire, but where's the fun in that?
#2
Posted 12 February 2013 - 12:36 PM
#3
Posted 12 February 2013 - 12:39 PM
So the issue is more the synergy with ECM/Streaks and not the number of streaks.
Also, I already fire streaks on chain fire for maximum cockpit shake and annoyance, as I'm sure many other players do.
I do agree with you that something should be done though, I just don't think this is the answer.
#4
Posted 12 February 2013 - 12:50 PM
#5
Posted 12 February 2013 - 12:54 PM
TrickyGilligan, on 12 February 2013 - 12:39 PM, said:
So the issue is more the synergy with ECM/Streaks and not the number of streaks.
Also, I already fire streaks on chain fire for maximum cockpit shake and annoyance, as I'm sure many other players do.
I do agree with you that something should be done though, I just don't think this is the answer.
I hadn't considerent the cockpit shake aspect of this, thanks.
#6
Posted 12 February 2013 - 01:21 PM
#7
Posted 12 February 2013 - 01:24 PM
My on going suggestion:
Have streak launchers project a beam up to 270m for up to 2 seconds. If the beam can be kept on a target for 0.5 seconds continuously or 1.0 seconds cumulative, the missile launch and work as they do now. If the beam cannot be kept on the target sufficiently, the launcher resets, no ammo expended, no heat generated.
Bang - SSRM are balanced, no wacky hacks to confuse people.
#8
Posted 12 February 2013 - 05:29 PM
focuspark, on 12 February 2013 - 01:24 PM, said:
My on going suggestion:
Have streak launchers project a beam up to 270m for up to 2 seconds. If the beam can be kept on a target for 0.5 seconds continuously or 1.0 seconds cumulative, the missile launch and work as they do now. If the beam cannot be kept on the target sufficiently, the launcher resets, no ammo expended, no heat generated.
Bang - SSRM are balanced, no wacky hacks to confuse people.
But you don't see any cool airbursts like that!
#10
Posted 13 February 2013 - 01:50 AM
Streaks guarantee hits, but they are low dmg and all over the place still. For me they are usually the weakest link in the weapon line installed. Some "guaranteed hits", but I would top them that near anyways with SRMs. For me they are "good" from a bit afar, where you spam your mediums/pulses as constant fire (like 3 SSRM2 @ atlas).
#11
Posted 13 February 2013 - 01:59 AM
PropagandaWar, on 12 February 2013 - 01:21 PM, said:
SIMPSONS DID IT!
http://mwomercs.com/...__fromsearch__1
blazarian, on 13 February 2013 - 01:50 AM, said:
Streaks guarantee hits, but they are low dmg and all over the place still. For me they are usually the weakest link in the weapon line installed. Some "guaranteed hits", but I would top them that near anyways with SRMs. For me they are "good" from a bit afar, where you spam your mediums/pulses as constant fire (like 3 SSRM2 @ atlas).
this is only somewhat true until the higher level streaks make it to the game.
http://www.sarna.net/wiki/SSRM-6
versus most large mechs what you say is currently correct, but against light mechs 5 damage is a pretty big deal.
#12
Posted 13 February 2013 - 02:37 AM
blinkin, on 13 February 2013 - 01:59 AM, said:
http://mwomercs.com/...__fromsearch__1
this is only somewhat true until the higher level streaks make it to the game.
http://www.sarna.net/wiki/SSRM-6
versus most large mechs what you say is currently correct, but against light mechs 5 damage is a pretty big deal.
But light mechs have the mobility and speed = if they encounter SSRM -> they flee like Forrest Gump and change their plans because they can. The SSRM6 is balanced for sure when it comes, when it comes to heat/ammo.. or whatever. If SSRMs are made to "not hit", what's the point in using them? One "solution" also is to add spread, so guided but has unfocused dmg.
#13
Posted 13 February 2013 - 02:47 AM
AMS also could act on streaks properly.
I think diminishing benefits from boating weapons is generally a sound approach, too.
#14
Posted 13 February 2013 - 09:02 AM
#15
Posted 13 February 2013 - 09:10 AM
darkthought, on 13 February 2013 - 09:02 AM, said:
... but the ECM + SSRM OP issue is that they can put ECM into ECCM mode and use their streaks only when they want to.
#16
Posted 13 February 2013 - 10:18 AM
Increase the lock on time
If the middle circle of the crosshair isn't on the mech, the lock is lost.
damage goes from 2.5 to 2.
Making it take long then the half second it takes, and making the players have to keep the aim on the mech, and haing thee damage be appropriate for the weapon. Maybe one day they will even spread like a SRM is spouse to.
#17
Posted 13 February 2013 - 10:19 AM
CancR, on 13 February 2013 - 10:18 AM, said:
Increase the lock on time
If the middle circle of the crosshair isn't on the mech, the lock is lost.
damage goes from 2.5 to 2.
Making it take long then the half second it takes, and making the players have to keep the aim on the mech, and haing thee damage be appropriate for the weapon. Maybe one day they will even spread like a SRM is spouse to.
Isn't that almost exactly what I proposed except you're still supporting pop-tarting by allowing lock on from behind objects?
#18
Posted 13 February 2013 - 10:48 AM
focuspark, on 13 February 2013 - 10:19 AM, said:
yeah, it is like a reasonable modification except it makes streaks useless.
@CancR
just put your suggestion in a pole thread. let people give you feed back in one easy to read area, and give them a simple yes no vote.
do you like this streak modification-- yes/no.
you already know my opinion, so lets see what the opinion of the majority is.
#19
Posted 13 February 2013 - 10:56 AM
focuspark, on 13 February 2013 - 10:19 AM, said:
Alot of people came up with this idea around the same time, yet we have not got us all organized and united.
Quote
No, because you have to have the crosshairs on the mech. If you are drawing line of sight to the building even though you have a mech targeted on the building, you don't have the crosshairs on the mech it's self.
blinkin, on 13 February 2013 - 10:48 AM, said:
@CancR
just put your suggestion in a pole thread. let people give you feed back in one easy to read area, and give them a simple yes no vote.
do you like this streak modification-- yes/no.
you already know my opinion, so lets see what the opinion of the majority is.
blinkin, on 13 February 2013 - 10:48 AM, said:
]
Because you see, requiring any amount of skill on the payer's part then makes them useless. Never mind the fact that each streak still will give you 4 damage with out the much harder skill of being able to keep on your target for the duration of laser fire to get the full damage. A little bit of skill would mean no one would run streaks ever again!
#20
Posted 13 February 2013 - 11:46 AM
CancR, on 13 February 2013 - 10:56 AM, said:
like i said you already know my opinion on the subject.
put out a poll thread and see what the majority think.
i will ask that you please keep the poll simple and unbiased.
do you think my idea will fix streaks?
- yes
- no
- yes if... (explain changes in post)
i will only be one vote of many.
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