Streak Targeting Needs Fixing Locks Targets At Long Ranges
#1
Posted 14 February 2013 - 06:32 AM
At long range 700+ meters out the target reticle would lock onto the mech I was going to shoot at ,with my PPCs, this is very distracting and makes seeing your target harder due to the exta circles.
Since the range on a SSRM is only 270m the locking should be reduced to 300-350m.
Can this be done??
#2
Posted 14 February 2013 - 07:15 AM
How do you solve the situation with a mech equipped with SSRMs and LRMs? If you disallow SSRMs to lock out past 270m, do the LRMs not lock on? Or do you lose lock all of a sudden when SSRMs get within 270m? How will the two systems tell you if you have a lock on?
I have explained this MANY times to PGI, which no feedback on the subject. I will be including this in "Ask the Devs" in hopes they will see the issues at hand.
SSRMs and LRMs need completely different locking mechanics so they can act independently and have different locking rules.
#3
Posted 14 February 2013 - 07:36 AM
And vise versa. If you dont want to fire PCCS and SRMS at the same time.. Put one on group 2, and one on group 3.. and it wont happen.. In conclusion.. the target circle turning red is a target function.. the piolets choice to FIRE is the piolets function or malfunction...
#4
Posted 14 February 2013 - 07:45 AM
SRMs can travel further than 270 meters but deal less damage and LRMs deal damage below 180 meters? What game are you playing... it sure as heck isnt MWO?
1: SRMs (and SSRMs) autodestruct if they pass the 270 meter mark. The only way they can deal damage outside of 270 meters is the small splash damage radius of when they blow up... outside of mabe 275 meters (including the small splash damage radius mentioned) there will be absolutely no damage what so ever.
2: the current IS LRMs deal no damage within 180 meters flight distance. They dont even scratch the paint of your target. They just bounce and dissapear.
#5
Posted 14 February 2013 - 07:46 AM
Aurrous, on 14 February 2013 - 07:36 AM, said:
The above statements are inconsistant or incorrect.
SSRMs will only hit their targets if they are within 270m. They do not follow the same linear reduction patterns of laser and ballistic weaponry. And while LRMs do deal damage at closer ranges, they do have a minimum range of 180m, dealing 0 damage close than 180m.
But the locking of SSRMs beyond their range is not an issue with allowing bad players to waste ammunition, but instead is an issue with balance. At long distances, a mech can gain and maintain the lockon with SSRMs and then just wait until you are inside the 270m range and fire all of the missiles.
What instead should happen is that the lockon should not be starting until the target is with 270m. This is a balancing issue with SSRM weaponry due to their lockon mechanics being tied with LRMs, which do have much further ranges.
Many suggestions have been made on how to fix SSRMs. One interesting suggestion that I have heard is that when a SSRM launcher is fired, instead a laser is projected and while that laser is projected on a target, the SSRM will continue to fire missiles until the launcher is empty.
Edited by Zyllos, 14 February 2013 - 07:50 AM.
#6
Posted 14 February 2013 - 09:03 AM
#7
Posted 14 February 2013 - 10:27 AM
#8
Posted 14 February 2013 - 10:33 AM
I suppose as a deception tactic its a pretty cool idea if you can pull it off. Only thing I worry about is whether new players will just end up wasting their ammo because they don't know better.
#10
Posted 15 February 2013 - 04:49 AM
CapperDeluxe, on 14 February 2013 - 10:33 AM, said:
Haha. Thats a great troll tactic. I must try this out against opposing Snipers... stand 350+ meters behind them and every time they try to move forward to snipe our team... let a single volley of SSRM2 explode harmlessly behind him.... He gets the incomming missile warning and is forced to back of again, I dont deal any damage, so there is no way he will be alearted of where I am shooting from (unless he or one of his teammates looks back)... all for the cost of a few missiles which are more than enough to last the full round anyways.
#11
Posted 15 February 2013 - 07:06 AM
Rushin Roulette, on 15 February 2013 - 04:49 AM, said:
Just don't expect it to work more than a few times, once they realize that no LRMs are smashing around them or the cover in front of them they may get wise to whats going on! It might work better if you have at least one LRM boat on your team that way it will appear as if your team has more LRMer's than you actually have.
Edited by CapperDeluxe, 15 February 2013 - 07:07 AM.
#12
Posted 15 February 2013 - 02:08 PM
blinkin, on 14 February 2013 - 11:04 AM, said:
it tightens the grouping on lrm and srm only.
That is actually an incorrect statement, regarding SSRMs.
While, yes, Artemis should have no effect on SSRM launchers, if you take the Artemis Upgrade with SSRMs, you will notice that your lockons are much faster (which is the effect that Artemis should be having for LRMs).
This is because how the Artemis system is just "added" to your mech and then increases the critical slot and tonnage of all LRM/SRM launchers then sets the system which LRM/SSRM use for lockons to lockon faster.
#13
Posted 15 February 2013 - 02:29 PM
Zyllos, on 15 February 2013 - 02:08 PM, said:
That is actually an incorrect statement, regarding SSRMs.
While, yes, Artemis should have no effect on SSRM launchers, if you take the Artemis Upgrade with SSRMs, you will notice that your lockons are much faster (which is the effect that Artemis should be having for LRMs).
This is because how the Artemis system is just "added" to your mech and then increases the critical slot and tonnage of all LRM/SRM launchers then sets the system which LRM/SSRM use for lockons to lockon faster.
ah that makes sense. did not know that it increased lock speed.
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