Too Bad Streaks Don't Function As In Original B Tech
#81
Posted 18 February 2013 - 04:16 PM
#82
Posted 18 February 2013 - 04:31 PM
Dagger6T6, on 18 February 2013 - 04:09 PM, said:
I think this would have went a long way to alleviate some of the Streak problems we have seen in the past and some of what we see on the ECM Steak light mech combo
Thats dumb, that would create a refire delay greater than the weapon recycle itself.
It would be better if maybe there was a boresight the target must be inside to fire, this could simulate the TT rules.
Xenois Shalashaska, on 18 February 2013 - 04:16 PM, said:
This guy is getting it,
infact MW3 did the same thing and MW4 to some degree.
#83
Posted 18 February 2013 - 05:01 PM
Anyways... IF Streaks fire they hit, its a simple as that. No limited turning radius, no follow the lead missle, no fancy stuff. Its cut and dry. The solution must be in the way they achieve lock-on, or how they are determined to hit.
#86
Posted 18 February 2013 - 07:01 PM
Khobai, on 18 February 2013 - 12:46 PM, said:
Because that makes the weapon useless. It takes like 2 seconds to lockon. Thats basically increasing the weapons cooldown by 50%. Streaks would do so little dps they wouldnt be worth it.
Edited by ArmandTulsen, 18 February 2013 - 07:03 PM.
#87
Posted 18 February 2013 - 08:34 PM
To everyone, I think they misunderstood the mechanic I was explaining.
SSRMs will still lock on to the target and home in. The laser being projected is basically how many SSRMs are fired.
Lets say that for every 0.5s the projected laser is on the target, you get to fire a single SSRM. Once that SSRM is fired, it will home in on the target just like it is now.
What this does is introduce a way for missiles to not home in (but not fire, thus not wasting ammo on a shot that will not hit).
#88
Posted 18 February 2013 - 08:54 PM
How about having to hold the reticule on the target to 'charge' the lock, as it were - hold down the fire button when the target is under the reticule, and if the reticule doesn't leave the target for a short time (say only half a second, perhaps even less) the streaks fire, tracking all the way. If the reticule leaves the target, the whole thing resets and you need to release the button and start again.
This system does a couple of things: first, it means you need more player involvement in the firing process, which makes them more intensive weapons to use - perfect for a relatively advanced weapon that has the benefit of never missing once fired. Secondly, it future-proofs itself against streaks to come - streak 6s might need a full second intead of a quarter for instance.
#89
Posted 18 February 2013 - 09:08 PM
ConnorSinclair, on 18 February 2013 - 04:31 PM, said:
Thats dumb, that would create a refire delay greater than the weapon recycle itself.
It would be better if maybe there was a boresight the target must be inside to fire, this could simulate the TT rules.
This guy is getting it,
infact MW3 did the same thing and MW4 to some degree.
Well you would also decrease lock on time, and it would give a reason to use the SRM 2's, no waiting for lock on
#90
Posted 18 February 2013 - 09:10 PM
Zyllos, on 18 February 2013 - 08:34 PM, said:
To everyone, I think they misunderstood the mechanic I was explaining.
SSRMs will still lock on to the target and home in. The laser being projected is basically how many SSRMs are fired.
Lets say that for every 0.5s the projected laser is on the target, you get to fire a single SSRM. Once that SSRM is fired, it will home in on the target just like it is now.
What this does is introduce a way for missiles to not home in (but not fire, thus not wasting ammo on a shot that will not hit).
You should consider posting your idea on the suggestion board, rather than buried in a thread in discussion where the devs will never see it.
#91
Posted 18 February 2013 - 11:49 PM
SuomiWarder, on 18 February 2013 - 12:21 PM, said:
In the original rules streaks didn't fire on a missed die roll. They were not weapons that always hit. As the game engine has to determine if a hit would occur anyway (as it does for an SRM launch), why can't streaks work the same way? If your aim point would result in a miss when you fire, nothing happens. If it hit would have been recorded the missiles launch and hit.
Six Streak 6 Timberwolves with lasers to back them up are going to cause much nashing of teeth and whining of OPness.
I believe it's not easy to implement a "sure-fire" shot system in a real time game. Too much can change between the point of shooting a missile and it reaching the enemy. If Streaks were instant-hit weapons, it would be possible, but they are not.
I think the best approximation would be to have them as precise as they are now, but with a lower rate of fire. The lower rate of fire represents all the shots a Streak SRM wouldn't take because they'd result in a miss.
#94
Posted 19 February 2013 - 07:22 AM
But on the subject of SSRMs, I would be fine with just modifying the turn radius and then adding a much longer CD to the SSRM launcher.
Edited by Zyllos, 19 February 2013 - 07:22 AM.
#95
Posted 19 February 2013 - 07:27 AM
Jman5, on 18 February 2013 - 12:39 PM, said:
I think Streak SRM 2s are fine at the moment. Purposefully weakening them for weapons that aren't even in the game yet would be a bad move.
Streak SRM 2s are not fine they have ruined light vs light combat and when the large variants come into play you will see the same destruction of gameplay at every other weight class.
#96
Posted 19 February 2013 - 07:40 AM
http://www.sarna.net/wiki/Streak
"The Streak Missile Launcher is a specialized version of the standard Short Range Missile launcher which withholds fire until it receives a solid lock ensuring all missiles will hit.
Originally developed in 2647, the Streak SRM Launcher is relatively similar to the standard SRM launcher but linked to a unique Targa-7 fire control system. This system is designed to guarantee a hit against any target onto which the pilot can get a lock, a special feature of this system preventing the weapon from firing at a target when there is no lock-on, saving ammunition by preventing shots that would miss anyway.
Unlike a standard SRM whose shotgun effect may result in some misses and some hits, Streak guidance gives the lighter launchers the effective average firepower of the heavier and more wasteful SRM systems, but with considerably less variation in damage effects. The only disadvantages are that Streak launchers are incompatible with other missile target acquisition technologies such as the Artemis IV FCS and Narc Missile Beacon, their specialized ammunition is much more expensive, and some users are willing to accept partial hits rather than not be able to fire on demand."
Probably because the Streak's couldn't miss in the tabletop game, too.
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