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Streaks: How They Just Don't Fit In With Skill Based Combat


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#21 Marchant Consadine

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Posted 14 February 2013 - 06:16 PM

View PostWales Grey, on 14 February 2013 - 04:55 PM, said:

In my fever dreams, I imagine a Mechwarrior game free of the cruft of Battletech, and I weep upon awakening.


There are plenty of games (some even good ones) with giant robots that have nothing to do with battletech. I personally have never played battletech (tabletop), but being a Warhammer veteran (both fantasy and 40k and everything else GW related) I can fully well understand why a battletech game needs to abide to the rules as closely as is convenient (A game that says it's set in WH40k universe that actually would have nothing to do with WH40k would never get a dime of my money - must be even worse with these battletech fanatics so they can't alienate them).

#22 Flapdrol

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Posted 15 February 2013 - 04:21 AM

View PostMarchant Consadine, on 14 February 2013 - 05:59 PM, said:


You're saying a raven 3L outperforms every other mech in the game with even a nood pilot against a good pilot (since skill doesn't matter). Really? I must have misunderstood, please clarify.

Any other LIGHT mech. I can take em out with a much heavier large laser boat just fine. But light vs light is completely dominated by ecm and streaks. Yesterday I was running the 2D, luckily the enemy had a deaths knell and a jenner so I got 2 free kills.

Edited by Flapdrol, 15 February 2013 - 04:24 AM.


#23 focuspark

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Posted 15 February 2013 - 07:23 AM

View PostFlapdrol, on 15 February 2013 - 04:21 AM, said:

Any other LIGHT mech. I can take em out with a much heavier large laser boat just fine. But light vs light is completely dominated by ecm and streaks. Yesterday I was running the 2D, luckily the enemy had a deaths knell and a jenner so I got 2 free kills.

Ravens eat medium mechs for lunch as well. Let's call a duck a duck here, Ravens (and to a lesser extent Commando - OMG did am I actually saying this?!!) are overly powerful with the current ECM + SSRM setup. I actually broke down and purchased a COM-2D a few days ago and did the ECM + SSRM thing and... OMFG it's a different game.

MW:O goes from a skill based game where you have to have constant situational awareness and coordinate your efforts with your team (which for me is a PUG so that's interesting) to a game where you basically circle strafe with a lock on while holding down Mouse_1. Well... I guess you still need some situation awareness because the enemy might have ECM, in which case you need to press <J>.

Edited by focuspark, 15 February 2013 - 07:23 AM.


#24 Metafox

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Posted 15 February 2013 - 09:47 AM

Following the theme of reposting, I'll repost a relevant streak-related suggestion of mine: Make streaks auto-aim rather than home. Streaks would launch in the correct trajectory to hit the center of the target, similar to an aimbot. Once fired, streaks would fly unguided in a straight line like ordinary SRMs, perhaps with a tightened spread.

I believe that auto-aiming is a good balance between canon rules and the demands of real-time gameplay. One of the main problems with streaks is that every missile is guaranteed to hit, largely negating the target’s speed, distance, size, and pilot skill. Adjusting streaks to auto-aim will allow streaks to remain accurate while giving quick and/or skilled players a sporting chance.

#25 focuspark

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Posted 15 February 2013 - 09:51 AM

View PostMetafox, on 15 February 2013 - 09:47 AM, said:

Following the theme of reposting, I'll repost a relevant streak-related suggestion of mine: Make streaks auto-aim rather than home. Streaks would launch in the correct trajectory to hit the center of the target, similar to an aimbot. Once fired, streaks would fly unguided in a straight line like ordinary SRMs, perhaps with a tightened spread.

I believe that auto-aiming is a good balance between canon rules and the demands of real-time gameplay. One of the main problems with streaks is that every missile is guaranteed to hit, largely negating the target’s speed, distance, size, and pilot skill. Adjusting streaks to auto-aim will allow streaks to remain accurate while giving quick and/or skilled players a sporting chance.

Auto-aim is a fail when you need to lead a slow moving projectile. I'm fairly certain the devs could not get this right.

#26 Metafox

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Posted 15 February 2013 - 10:13 AM

View Postfocuspark, on 15 February 2013 - 09:51 AM, said:

Auto-aim is a fail when you need to lead a slow moving projectile. I'm fairly certain the devs could not get this right.

Thanks for the feedback. Even with slow projectiles, leading is better than nothing. My intent was to suggest that streaks simply be more accurate SRMs (but still dodgeable) rather than the magic bullets that they are right now. That said, I'll concede that PGI's limited time would probably be better spent on other more fundamental tweaks. Perhaps when they find a way to decouple the streak locking function from the LRM locking function, we'll see some bigger and better adjustments to streaks.

#27 focuspark

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Posted 15 February 2013 - 10:59 AM

View PostMetafox, on 15 February 2013 - 10:13 AM, said:

Thanks for the feedback. Even with slow projectiles, leading is better than nothing. My intent was to suggest that streaks simply be more accurate SRMs (but still dodgeable) rather than the magic bullets that they are right now. That said, I'll concede that PGI's limited time would probably be better spent on other more fundamental tweaks. Perhaps when they find a way to decouple the streak locking function from the LRM locking function, we'll see some bigger and better adjustments to streaks.

Well, what do you think of my (posted may times, why not again) suggestion for "fixing" Streaks?

SSRM should emit a 270m beam for 2.0 seconds when fired. If the beam can be kept on a target for 0.5 seconds continuously or 1.0 second cumulatively during the 2.0 second duration, the missiles fire and behave as they do now. Otherwise, the shot is considered a miss and no ammo is expended and no heat generated.

#28 Telemetry

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Posted 15 February 2013 - 11:40 AM

Too many wrong posts above to adequately quote them without creating an absolute huge post. Let me just make a few statements in general that should cover most of the responses:

Q: Why are you spamming the boards? You are trolling!, etc.
A: I don't post much (only about 20 times on this forum) and I accidently hit the button twice, creating two entries under General Discussion. I have deleted them and after reading a poster that said I should post the message here instead, I posted here. So...this is the only thread on this topic posted by me in existence.

Q: This is not a twitch game!
A: Depending on your definition, which can vary, this can be considered a twitch game because it does require constant muscle movement (i.e. twitching) to control your mech and aim while in combat. You can find definitions on the internet of twich gaming that would classify this game as twitch. Maybe not to the extent of "Centipede", but still requires contant muscle input.

Q: Have you even played the game?
A: I am a Founder having started playing in Closed Beta. Since open beta I have played just over 2000 matches, winning roughly 1500 of them with about 1500 kills. So yes, I have played. I also own 50 mechs, most of them are master level, I think only the stalkers and a couple other mechs are less than ELITE level. Just haven't gotten them done yet.

Q: They can't remove streaks because they are tied to the BT lore.
A: Sure they can. They have LRMs with +80% damage from BT lore. They have double armor. They have a fixed hard point system. They have Artemis, ECM, and other systems that behave differently than lore versions. They have moduels that are not lore. Lots of other changes that affect the game and don't adhere to lore/TT rules. Also, I am not saying to remove them forever, just to remove them for a patch cycle and work on balancing them more. Specially in the context of ECM.

Edited by Telemetry, 15 February 2013 - 11:56 AM.






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