canon indicates that missile damage is 2 pts. MW:O is 2.5 pts.
Make in-game missile damage 2 pts and voila! Fixed.


Best Way To Balance Streak Srm
Started by Satan Petit Cul, Feb 16 2013 03:07 PM
23 replies to this topic
#21
Posted 19 February 2013 - 04:49 PM
#22
Posted 19 February 2013 - 08:25 PM
How to fix streaks without removing them:
Balance SSRM6 against SRM6 right now. That means add SSRM6 immediately.
Implement a maximum turning rate for streaks, just like LRM's.
Give streaks a slightly longer cooldown.
Fire SRM's and SSRM's in succession (MW4-style), so that damage application models more closely reflect that of lasers, but with projectile travel time.
Tighten SRM spread. SRM's should be able to land consistent hits against 2-3 body parts on a Medium from 250 meters.
Artemis-enabled SRM's should be pinpoint accurate.
This means if you want to go assault or heavy hunting, bring SRM's. If your aim is good, you can reduce SSRM-6 users to a puddle of paste while they spew missiles frantically and spread damage everywhere.
If you want homing, bring SSRM's - but you're going to sacrifice raw damage output and immediate launch capability for homing. The damage you do is also going to get spread EVERYWHERE.
ECM should disrupt indirect spotter lock only, and not direct LOS-lock.
Balance SSRM6 against SRM6 right now. That means add SSRM6 immediately.
Implement a maximum turning rate for streaks, just like LRM's.
Give streaks a slightly longer cooldown.
Fire SRM's and SSRM's in succession (MW4-style), so that damage application models more closely reflect that of lasers, but with projectile travel time.
Tighten SRM spread. SRM's should be able to land consistent hits against 2-3 body parts on a Medium from 250 meters.
Artemis-enabled SRM's should be pinpoint accurate.
This means if you want to go assault or heavy hunting, bring SRM's. If your aim is good, you can reduce SSRM-6 users to a puddle of paste while they spew missiles frantically and spread damage everywhere.
If you want homing, bring SSRM's - but you're going to sacrifice raw damage output and immediate launch capability for homing. The damage you do is also going to get spread EVERYWHERE.
ECM should disrupt indirect spotter lock only, and not direct LOS-lock.
#23
Posted 19 February 2013 - 09:47 PM
This has been suggested before and I think it was a good suggestion for balancing Streaks: -
Make them lock-on for each individual shot.
This has as a similar effect to increasing cooldown and does increase the skill play a little because of the constant need to reacquire lock between shots. You won't notice much difference in a head-to-head slugfest, but the difference will be significant if you're running circles around a target.
Make them lock-on for each individual shot.
This has as a similar effect to increasing cooldown and does increase the skill play a little because of the constant need to reacquire lock between shots. You won't notice much difference in a head-to-head slugfest, but the difference will be significant if you're running circles around a target.
#24
Posted 19 February 2013 - 10:49 PM
Gremlich Johns, on 19 February 2013 - 04:49 PM, said:
canon indicates that missile damage is 2 pts. MW:O is 2.5 pts.
Make in-game missile damage 2 pts and voila! Fixed.
Make in-game missile damage 2 pts and voila! Fixed.
This is good but doesn't take it far enough!
In BT:
you have to re-gain the lock after each fire! Good! Fix!
Damage is 2 damage/missle! Good! Fix!
You have to gain a lock which is as hard to get as being able to hit with a M. Laser! Good! Fix! (This would mean you lose lock if your crosshairs are not directly over the mech which would include blocking LoS terrain like buildings or cliffs or even friendly mechs)
This would be a good fix for streaks, so we will never see it.
Streaks have no place in a 'thinking man's shooter' which is why they are in MWO.
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