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Best Way To Balance Streak Srm


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#1 Satan Petit Cul

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Posted 16 February 2013 - 03:07 PM

Remove it from the game.
Seriously, do it !


It doesn't bring anything interesting on the game. So just forget it.

#2 MaxllmuS

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Posted 16 February 2013 - 05:50 PM

lol

#3 blinkin

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Posted 16 February 2013 - 05:51 PM

trolloloollooollloll

#4 Satan Petit Cul

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Posted 16 February 2013 - 06:10 PM

Not kidding.

If we consider the whole picture, does the streak srm fits into the gameplay ?

At the moment Streak is just killing the light mech gameplay, and nothing else....

Edited by Satan Petit Cul, 16 February 2013 - 06:12 PM.


#5 Doden Kriger

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Posted 16 February 2013 - 06:22 PM

Are you New to MechWarrior?
SSRM2 is just a taste of whats to come with Streaks, Clans will have there Streak 6 unfortunatly the IS doesnt get a 6 till 3058

Edited by ARCTIC F0X, 16 February 2013 - 06:26 PM.


#6 Satan Petit Cul

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Posted 16 February 2013 - 06:33 PM

View PostARCTIC F0X, on 16 February 2013 - 06:22 PM, said:

Are you New to MechWarrior?
SSRM2 is just a taste of whats to come with Streaks, Clans will have there Streak 6 unfortunatly the IS doesnt get a 6 till 3058


I don't care about 3058, and the fancy story of Clans. I'm talking about a video game that need to be fixed.

So Artic Fox, what does streak srm bring to the game ? except abusive free kill ?

Today I just made a streakmando, to try it. A guy in a trial mech left the server instead of fighting against me, because i was rapping him. Streak are fuccked up.

Edited by Satan Petit Cul, 16 February 2013 - 06:35 PM.


#7 Woska

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Posted 16 February 2013 - 07:04 PM

Streaks are also seriously limited in some ways. Personally I found that I was often ready to fire a manually aimed shot faster than the Streaks locked on. They have their use, but I don't feel they are as terribly over powered as you imply.

#8 blinkin

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Posted 16 February 2013 - 07:24 PM

this has been suggested before. most already know the arguments. if you don't agree just let the thread die.

#9 Roughneck45

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Posted 16 February 2013 - 07:51 PM

Make ams stronger against it.

Problem solved.

#10 Ivory Spider

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Posted 16 February 2013 - 09:16 PM

Seriously they don't do that much damage, the lock on takes much longer than i'm comfortable with and the lock is easily lost. And as a light with missile pods I often find SSRM is my best and defence from enemy lights. I don't have enough lasers on my raven to out-laser a laserboat jenner or out-missile a commando. I don't think tey are OP at all.

I understand you disagree with me but to sugest they be removed completely from the game doesn't sound fair to many SSRM users at all.

#11 JadePanther

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Posted 16 February 2013 - 09:57 PM

put a longer reload time on them.. that and fix them being able to turn way tooo damn sharp out of the launcher.. I've seen them exit a mech at 90 degrees...

Maybe even make them launch straight for 10m and then turn and home in.. Most guided missles have a short distance that they travel before they oreint, acquire, and adjust thier vector to intercept target.. Streaks lack this delay on all 3 accounts.

#12 Kaeb Odellas

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Posted 18 February 2013 - 11:24 PM

It's funny watching one launch out of the tubes, turn around, and hit a target behind the Raven 3L that fired it.

Wait, no it's not. It's actually pretty stupid.

#13 focuspark

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Posted 18 February 2013 - 11:46 PM

The OP is crazy to think the suggestion would fly, but he's not completely wrong. Streaks, as implemented by PGI, are a farce and completely OP.

#14 Valorcalls

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Posted 19 February 2013 - 12:00 AM

Streaks suffer from the fact that if a target is within 270 meters, facing you, and nothing in between you and target, it hits your CT (or head in catapults and stalkers).

THE FIX FOR SSRMS IS:

Make them fire 30ish meters straight out of the launcher. (this gives 240 meters of flight left to catch a target)

THEN begin to track said target at a turn rate of 30 degrees per 20 meters. (meaning they turn slow as ****)

The fuel in the SSRMs literally dies after 270 meters of flight. (its annoying sometimes)

Make them lose your targeting lock after EACH SSRM BATTERY is fired. (3 ssrms will require 3 seperate lockons and firing)

And finally, MAKE THEM SPREAD LIKE SRMS. They hit the following locations: CT, Left & Right Arms, and the Head. That is insane. (the biggest issue)

Problem solved.

-Flicks 2 pennies at OP and returns to forums-

#15 Empedocles

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Posted 19 February 2013 - 02:07 AM

Make them fire 30ish meters straight out of the launcher. (this gives 240 meters of flight left to catch a target)

THEN begin to track said target at a turn rate of 30 degrees per 20 meters. (meaning they turn slow as ****)

The fuel in the SSRMs literally dies after 270 meters of flight. (its annoying sometimes)



This is all that is needed to sort streaks out. Nothing more.

#16 Rawrshuga

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Posted 19 February 2013 - 03:13 AM

Remove Streaks? Hmm ... How about LRMs? They're pretty imbalanced too (not to mention superbly boring), what with them being homing missiles and having one of the longest ranges in the game, and requiring next to no skill to use them whatsoever. Oh yeah, but ECM sorts that out, but ECM is OP so we should remove that too.

No. Removing them is not a solution, nor is it an option. Maybe they need to be tweaked, but having piloted light Mechs extensively in this game, I don't think so. I think your annoyance against Streaks stems more from being unable to deal with them, and the fact is that with good situation awareness and piloting you can easily beat a Streak with a well-built light mech. One-on-one that is. Much harder if there's a few Streak users on you. The key is to be aware of who is the Streak user. How? Cycle targets until you find the one with that loadout. Or look for the obvious ones, COM-2Ds, RVN-3Ls, RVN-2xs, CAT-A1s, CAT-C4s. CN9-As and Atlases. Amongst these the most dangerous is the COM-2D. So focus on him. This is called target prioritization.

So you've IDed your threat, now what? Well how does a streak work? Inside 270m the attacker has to lock his weapons on you by keeping his targeting reticule on you for about 2 seconds. You break that and he loses lock. You get behind him and he loses lock. You jump above him and he loses lock. Get outside 270m and he loses lock. Get behind cover and he loses lock, or his missiles hit the cover. How many more methods do you need?

I was locked in a light on light battle between my raven and another one. I never once managed to lock him because he kept getting behind me every 2-3 seconds. It was a long pitched battle of lasers with victory going to the one that didn't shutdown. I lost, but I learnt something about the limitation of streaks.

Furthermore, streaks are one of the few weapons that can be highly effective vs. lights (but a well placed AC/20 is more effective IMO). But their effectiveness somewhat decays when you try to apply them against the heavier mechs. Mechs don't have unlimited hardpoints and taking a Streak 2 means not taking a more powerful SRM6 or LRM20. You lose effectiveness against a heavy mech in favour to be more anti-light. In my cataphract I love going up against Steak Cats because they just don't have the firepower to handle me. The same is not true against an SRM6 Cat. Point is that player made a choice to be effective against lights, and took the hit of being less effective vs. heavier mechs then he could be. They do bring something to the game, but it's at slightly higher level play. It's about making choices, both in your build and which opponents you handle and how you handle them on the battlefield.

#17 Boitameuh

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Posted 19 February 2013 - 03:34 AM

SSRMs are killing the pleasure of piloting light mechs, period. Saatan and I made a little experiment: playing together with CMD-2D equiped with full streaks (and ECM of course).

Match begins, we find the enemy light mechs, get lock on them, circle and clic-spam with SSRMs. BAM! no more lights in the enemy team, now lets focus on the big guys who can't shoot back because we are lagging and abusing ECM skilled players!

We even ***** every RVN-3L we encountered, which wasn't the most unpleasant aspect of the experiment TBH.

Edited by Boitameuh, 19 February 2013 - 03:35 AM.


#18 Flapdrol

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Posted 19 February 2013 - 03:39 AM

View PostBoitameuh, on 19 February 2013 - 03:34 AM, said:

SSRMs are killing the pleasure of piloting light mechs, period. Saatan and I made a little experiment: playing together with CMD-2D equiped with full streaks (and ECM of course).

Match begins, we find the enemy light mechs, get lock on them, circle and clic-spam with SSRMs. BAM! no more lights in the enemy team, now lets focus on the big guys who can't shoot back because we are lagging and abusing ECM skilled players!

We even ***** every RVN-3L we encountered, which wasn't the most unpleasant aspect of the experiment TBH.

you ******** (come on, I cant say b a s ta rds??)

I wouldn't mind streaks being removed either. Might make spiders and commando's (not just the 2D) viable.

Edited by Flapdrol, 19 February 2013 - 04:18 AM.


#19 Boitameuh

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Posted 19 February 2013 - 04:38 AM

You can't even say S a t a n down here!
:)

#20 sycocys

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Posted 19 February 2013 - 08:12 AM

You know what's awesome? Using your light to trick that streaker into running face first into your buddies with a bunch of srms and ac cannons.





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