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Too Bad Streaks Don't Function As In Original B Tech


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#81 Xenois Shalashaska

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Posted 18 February 2013 - 04:16 PM

Streak should have a limited turning radius like in mechwarrior living legends. Still accurate but you can evade them if you flank the mech shooting them.

#82 ConnorSinclair

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Posted 18 February 2013 - 04:31 PM

View PostDagger6T6, on 18 February 2013 - 04:09 PM, said:

My opinion on Streaks is that they should need to reacquire lock every time they are fired. Instead of getting a lock and just staying locked if the reticule is reasonably close to the target box.

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.

View PostXenois Shalashaska, on 18 February 2013 - 04:16 PM, said:

Streak should have a limited turning radius like in mechwarrior living legends. Still accurate but you can evade them if you flank the mech shooting them.


This guy is getting it,

infact MW3 did the same thing and MW4 to some degree.

#83 Helbourne

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Posted 18 February 2013 - 05:01 PM

Just to confuse people more. SRMs (Streaks or not) in TT you rolled for each missle'***** location doing 2 points of damage per missle. LRMs you rolled on the cluster muntions table (to find out how many missles hit your target) doing 1 point of damage per missle in clusters of 5 points. With an LRM 20 if only 12 missles hit, you would roll 3 hit locations. You would apply 5 points of damage to one location, the next 5 to another, and the last 2 points to a 3rd location.

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.

#84 ConnorSinclair

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Posted 18 February 2013 - 05:15 PM

View PostHelbourne, on 18 February 2013 - 05:01 PM, said:

The solution must be in the way they achieve lock-on, or how they are determined to hit.


Which is a bore sight limitation, holy ****.

Do you even FOX 1,2 or 3?

Edited by ConnorSinclair, 18 February 2013 - 05:15 PM.


#85 Dirkdaring

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Posted 18 February 2013 - 05:50 PM

View PostCache, on 18 February 2013 - 12:36 PM, said:

Why worry about little-ol' Streak launchers when Clan LRMs have no minimum range. They lock on nearly the same. :)


/thread on post #2

Edited by Dirkdaring, 18 February 2013 - 05:50 PM.


#86 ArmandTulsen

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Posted 18 February 2013 - 07:01 PM

View PostKhobai, 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.
You mean, streak SRMs will actually take - *GASP* - SKILL to use? Good GOD!

Edited by ArmandTulsen, 18 February 2013 - 07:03 PM.


#87 Zyllos

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Posted 18 February 2013 - 08:34 PM

Man, this thread took off without me.

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 Zyzyx66

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Posted 18 February 2013 - 08:54 PM

I like the idea of a laser-target lock, but it could be simpler perhaps.

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 Ashnod

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Posted 18 February 2013 - 09:08 PM

View PostConnorSinclair, 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 Mahws

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Posted 18 February 2013 - 09:10 PM

View PostZyllos, on 18 February 2013 - 08:34 PM, said:

Man, this thread took off without me.

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 MustrumRidcully

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Posted 18 February 2013 - 11:49 PM

View PostSuomiWarder, on 18 February 2013 - 12:21 PM, said:

With Clan mechs coming, many of which have multiple Streak Launchers of greater than 2 missiles, things are going to get very ECM reliant.

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.

#92 Zyllos

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Posted 19 February 2013 - 06:57 AM

View PostMahws, on 18 February 2013 - 09:10 PM, said:

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.


Well, this is someone's else idea, so it might already be posted there.

#93 80sGlamRockSensation David Bowie

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Posted 19 February 2013 - 06:59 AM

View PostCache, on 18 February 2013 - 12:36 PM, said:

Why worry about little-ol' Streak launchers when Clan LRMs have no minimum range. They lock on nearly the same. Posted Image



QFT

#94 Zyllos

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Posted 19 February 2013 - 07:22 AM

The thing with CLRMs is that LRMs fly slowly and they will not turn very fast. So I think they will be easily dodged when your radial velocity is high against the CLRM shooter. But if you are point blank or running directly at the target, then I think you are in a world of hurt.

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 b00zy

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Posted 19 February 2013 - 07:27 AM

View PostJman5, on 18 February 2013 - 12:39 PM, said:

This is one of those things where we can cross that bridge when we get there. There is no point nerfing existing weapons because some time in the murky future there will be better versions out there. If Streak SRM 6s are released with clan invasion, then SSRMs should be balanced in tandem with that release.

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 Airmikee

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Posted 19 February 2013 - 07:40 AM

I don't remember the Streak's being able to miss in the tabletop game.

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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