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Are There Any Official Plans To Balance The Ssrms?


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#21 Satan Petit Cul

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Posted 13 February 2013 - 01:09 AM

View PostDarkfire66, on 13 February 2013 - 12:54 AM, said:

If you are a light and see something with lots of streaks, go somewhere else.


I was editing my post while you reply.

The fact is a RVN 3L goes at 150Km/h ! So ? what the point to go somewhere else if the ultimate light hunter goes as fast as me ?

#22 Tetatae Squawkins

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Posted 13 February 2013 - 01:35 AM

View Post***** Petit Cul, on 13 February 2013 - 01:09 AM, said:


I was editing my post while you reply.

The fact is a RVN 3L goes at 150Km/h ! So ? what the point to go somewhere else if the ultimate light hunter goes as fast as me ?



Here's the thing. If you don't have ECM you should be sticking closer to your team. You can still scout a little but don't just go off on your own. You need to be able to retreat when that ECM equipped mech comes for you. Without ECM you are less of a scout and more of an ankle-biting striker in brawls.

#23 HurlockHolmes

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Posted 13 February 2013 - 01:43 AM

Ever since they changed it so they don't all land on the center torso, I raff at any raven that tries to circle strafe me. (Unless I am not in my AL)

To be perfectly honest, I would worry more about any light that can mount a single srm6 or more, and use them effectively while going fast.

#24 Tetatae Squawkins

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Posted 13 February 2013 - 01:47 AM

View PostHurlockHolmes, on 13 February 2013 - 01:43 AM, said:



any light that can mount a single srm6 or more, and use them effectively while going fast.



Which is probably 20 people in the whole game.

Edited by crabcakes66, 13 February 2013 - 01:51 AM.


#25 HurlockHolmes

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Posted 13 February 2013 - 02:16 AM

View Postcrabcakes66, on 13 February 2013 - 01:47 AM, said:



Which is probably 20 people in the whole game.


I have never seen a single light with srms and go faster than 130 at least, while being decent with them, which is exactly why I have nothing to fear from them. It has been a very long time since I have seen/fought a legitimately good light pilot, or it could be that every single mech in this game moves in such a manner that it makes it **** easy to predict their movements. And since the "mostly" fixed netcode, it truly shows how weak they are.

I have only seen ONE light pilot that I found difficult to hit, he was in a spider with what I assume was max jumpjets allowed or near the most. But his armament was so weak that he wasn't even a threat. And in the end it only took one volley of 2x6srm to near one shot him.

Every time a light runs up to me and expects to not get mauled, I kick a bag of terrible pilots into a river.

#26 MonkeyCheese

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Posted 13 February 2013 - 02:30 AM

They need to at least nerf the valid angle for locking. It is way too easy to lock something for streaks while moving at max speed.

#27 Satan Petit Cul

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Posted 13 February 2013 - 02:55 AM

FYI i am used to play 2xSRM6 Commando 1D.

View Postcrabcakes66, on 13 February 2013 - 01:35 AM, said:

Here's the thing. If you don't have ECM you should be sticking closer to your team.

There is absolutely no point to be a light mech and stay behind an Atlas ! If you want to stay behind an Atlas you don't need to go fast, you need to hit strong.


View Postcrabcakes66, on 13 February 2013 - 01:35 AM, said:

You need to be able to retreat when that ECM equipped mech comes for you.

And? it doesn't change anything ! Because if you are in a Commando a Raven 3L can kill you 10 times before his armor turns red even if all your teammates are shooting at him thanks to lagshield.

Edited by Satan Petit Cul, 13 February 2013 - 02:56 AM.


#28 Stargoat

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Posted 13 February 2013 - 03:22 AM

View PostMerrik Starchaser, on 13 February 2013 - 12:23 AM, said:


To me it seems like ECM is the real problem here... we already new that.


the /current/ problem is the ECM/Streak combo, but if ECM is nerfed such that it, say, doesn't block a lock-on, then ECM-less streakboats like the A1 of old become overpowered again. As a sometimes light pilot, I'm not particularly looking forward to running against 6*SSRM2 cats again.

If ECM is nerfed, streaks also have to be nerfed, especially when boated.

#29 Soulscour

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Posted 13 February 2013 - 03:51 AM

I think they should make streaks have spiral homing trajectories and allow them to miss.

#30 Joseph Mallan

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Posted 13 February 2013 - 04:05 AM

View Postbonapartist1, on 12 February 2013 - 10:53 PM, said:

Does anyone know if there's an official word on how the SSRM is going to evolve? Are there any plans to bring backs to a financial drawback to using them, or to increase their weight, or impose a minimum range, or to decrease their seemingly magical ability to make sudden hairpin turns on a dime?
This would be the only fix I can see happening/needed.

#31 Sean von Steinike

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Posted 13 February 2013 - 04:17 AM

Only real problem I have with them is the silly sharp turns they can make.

#32 Boitameuh

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Posted 13 February 2013 - 04:29 AM

Streaks and ECM should exclude each others.

#33 Strum Wealh

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Posted 13 February 2013 - 05:39 AM

View PostKarl Franz, on 12 February 2013 - 11:03 PM, said:

SSRM2 are not a problem now, wait for CSSRM6 :)

View PostApostal, on 12 February 2013 - 11:06 PM, said:

Boated...

"A player attempting to lock a Streak missile on target must make a standard to-hit roll during the Weapon Attack Phase as if he were firing a standard SRM."
"The player must roll for a targeting lock each turn, even if he achieved a lock in the previous turn. The player must make a separate to-hit roll for each individual Streak system being fired."
(Total Warfare, pg. 138)

Ostensibly, BT canon could argue in favor of Streak launchers' locking processes being mutually-exclusive of one another, such that each Streak launcher begins its own lock-on process only after the preceding Streak launcher has finished its own lock-on process.
That is, the first Streak launcher takes "X" seconds to lock on, after which the second Streak launcher takes "X" seconds to lock-on, after which the third Streak launcher takes "X" seconds to lock-on...
Thus, the total locking time for a 'Mech with "n" Streak launchers would be n*X seconds.

As an example, a CPLT-A1equipped with six (6) Streak launchers that each take, say, two (2) seconds to lock would need to hold the reticle on a given target a total of twelve (12) seconds (6 launchers * 2 seconds to lock per launcher) to lock all of its Streak launchers onto said target.
Likewise, a RVN-3L equipped with two (2) Streak Launchers (each of which needs, say, two (2) seconds to lock) or a COM-2D equipped with three (3) Streak launchers would respectively need to hold the reticle on a given target for four (4) and six (6) seconds.
Being under the umbrella of of a friendly ECM unit would double these times to 24 seconds for the -A1, 12 seconds for the -2D, and eight seconds for the -3L.
And since canonically Streak launchers lose their lock after each salvo, every salvo would require having to go through the entire process from the beginning.

Your thoughts?

#34 Khobai

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Posted 13 February 2013 - 06:19 AM

Quote

The big issue is light vs light combat, where Raven-3L demolishes pretty much everything else


The bigger issue is that any light without ECM gets killed by any mech with SSRMs or LRMs. Missiles are so overpowered that the only way you can survive them is with ECM.

Missiles need to be nerfed. ECM needs to be nerfed. AMS needs to be buffed.

#35 MiG77

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Posted 13 February 2013 - 06:28 AM

Actually there is very easy "fix" for SSRM's. Just make so that AMS work effectively against them*. -> Even StreakCat would lose half of its missiles to single AMS. And Against dual AMS config it would be almost useless.



*AMS itself should also be modified. Either so that it only shoot missiles locked to you or made AMS effective area way smaller.

Edited by MiG77, 13 February 2013 - 06:30 AM.


#36 zraven7

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Posted 13 February 2013 - 06:30 AM

View PostDerHuhnTeufel, on 12 February 2013 - 11:09 PM, said:

Streaks are a serious issue if you play non-ECM light mechs. To the point where playing a non-ECM light is basically pointless.

Funny, my Jenner is doing quite fine.

#37 VonRunnegen

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Posted 13 February 2013 - 06:31 AM

So..... if streaks weighed twice as much as now they'd not boat nearly as well in the A1 and would be a significant investment for the craven/streakmando/jenner d. They'd still be pretty handy to spider-kill or similar but wouldn't be the only choice in light vs light fights. Then again, they'd be rubbish for big mechs wanting a light-deterrent.
How about halving the ammo per ton? Still as good as now for a single launcher designed to stop lights running freely around, but on a streak cat or a craven the limited ammo would be a problem, forcing players away from totally relying on them.

#38 Khobai

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Posted 13 February 2013 - 06:33 AM

Quote

Actually there is very easy "fix" for SSRM's. Just make so that AMS work effectively against them*. -> Even StreakCat would lose half of its missiles to single AMS. And Against dual AMS config it would be almost useless.


This idea is as bad as ECM. Nothing should hard counter missiles. Missiles just shouldnt be so overpowered in the first place that they need a hard counter.

The whole problem is that streaks should NOT automatically hit. They dont automatically in tabletop. So why do they automatically hit in MWO? Streaks have the same chance to miss as all other weapons in tabletop. The only difference is that when streaks fail their attack roll they simply don't waste ammo or heat. And when streaks pass their attack roll they don't have to roll on the cluster chart like normal SRMs.

Edited by Khobai, 13 February 2013 - 06:37 AM.


#39 Thunder Lips Express

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Posted 13 February 2013 - 06:33 AM

i don't use streaks often, and when i'm up against them i find them fair enough. it's nothing like it used to be, there are a lot of other builds i fear more then a streak boat

#40 MiG77

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Posted 13 February 2013 - 06:36 AM

View PostKhobai, on 13 February 2013 - 06:33 AM, said:


This idea is as bad as ECM. Nothing should hard counter missiles. Missiles just shouldnt be so overpowered in the first place that they need a hard counter.


It is not hard counter. AMS would just protect you from certain amount of missiles ~5 per AMS. Just like in TT. If you overhelm AMS then fine, you can do that (by boating) but AMS wouls still be very usefull.





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