Too Bad Streaks Don't Function As In Original B Tech
#1
Posted 18 February 2013 - 12:21 PM
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.
#2
Posted 18 February 2013 - 12:36 PM
SuomiWarder, on 18 February 2013 - 12:21 PM, said:
Why worry about little-ol' Streak launchers when Clan LRMs have no minimum range. They lock on nearly the same.
#3
Posted 18 February 2013 - 12:39 PM
SuomiWarder, on 18 February 2013 - 12:21 PM, said:
because at the moment of firing, it has yet to be determined 100% if you're going to hit or miss. it depends still on the movement of the target. also what does 'hit' mean. if i fire 18 srms and 3 hits, thats basically a miss to me.
#4
Posted 18 February 2013 - 12:39 PM
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.
Edited by Jman5, 18 February 2013 - 12:41 PM.
#5
Posted 18 February 2013 - 12:41 PM
1) when you pull trigger, streak launchers fire an invisible dummy missile that tracks the target but has a chance of missing.
2) if the dummy missile hits, the streaks fire, and all the streaks automatically hit.
3) if the dummy missile misses, the streaks simply dont fire, but the cooldown is still expended as if you had fired.
There would be an odd firing delay between when you pull the trigger and the missiles actually fire... but that delay shouldnt affect accuracy much since at that point it wouldve already been determined if the missiles will hit or not (I suppose a friendly mech could step in the way though, but that can happen now).
Edited by Khobai, 18 February 2013 - 12:44 PM.
#6
Posted 18 February 2013 - 12:43 PM
Khobai, on 18 February 2013 - 12:41 PM, said:
1) when you pull trigger, streak launchers fire an invisible dummy missile that tracks the target but has a chance of missing.
2) if the dummy missile hits, the streaks fire, and all the streaks automatically hit.
3) if the dummy missile misses, the streaks simply dont fire, but the cooldown is still expended as if you had fired.
Why not leave lock acquisition as it is and just break the lock after every shot?
Edited by Cache, 18 February 2013 - 12:43 PM.
#7
Posted 18 February 2013 - 12:45 PM
Ex. Drop with AC-20 K2 on Alpine, supposed to be large map, and mechs with range will have a fun time picking apart the K2 trying to close the gap to get in effective range.
Same with streaks and srms, To use them you must be within 200m, if not more depending on style. These cheese or one trick pony builds are nice within current map limitations but when the playing fields grow, their appearances will shrink.
#8
Posted 18 February 2013 - 12:46 PM
Quote
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.
#10
Posted 18 February 2013 - 12:49 PM
Khobai, on 18 February 2013 - 12:46 PM, said:
The usefulness of DPS is greatly exaggerated. DPS does nothing if you're not hitting.
shadevarr, on 18 February 2013 - 12:46 PM, said:
Much more complicated actually. They would have to have a different lock-on mechanic than LRMs. With LRM flight time, you couldn't just lose lock after firing.
Edited by Cache, 18 February 2013 - 12:50 PM.
#11
Posted 18 February 2013 - 12:50 PM
Khobai, on 18 February 2013 - 12:41 PM, said:
1) when you pull trigger, streak launchers fire an invisible dummy missile that tracks the target but has a chance of missing.
2) if the dummy missile hits, the streaks fire, and all the streaks automatically hit.
3) if the dummy missile misses, the streaks simply dont fire, but the cooldown is still expended as if you had fired.
There would be an odd firing delay between when you pull the trigger and the missiles actually fire... but that delay shouldnt affect accuracy much since at that point it wouldve already been determined if the missiles will hit or not (I suppose a friendly mech could step in the way though, but that can happen now).
That would most likely lead to odd clipping issues with missiles shooting through buildings though. I don't think the devs would intentionally implement something like that (especially since they've made game functionality changes specifically for clipping issues, namely cataphract torso twist).
#12
Posted 18 February 2013 - 12:50 PM
#13
Posted 18 February 2013 - 12:51 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.
Theres no way to model die rolls in real time sims...... If you made your "to hit roll", which is basically your guy succeeding(aiming) in getting a target lock on the enemy, they fired, and all the missiles hit.
I fail to see what you dont understand about that?
#14
Posted 18 February 2013 - 12:54 PM
@ Cache
They could always create two lock on reticules. One for streak weapons and one for lrms. That would also let them do my idea and make different lock on box sizes. Right now they are the same size because they share a reticule.
#15
Posted 18 February 2013 - 01:04 PM
#17
Posted 18 February 2013 - 01:04 PM
Orzorn, on 18 February 2013 - 12:54 PM, said:
They could always create two lock on reticules. One for streak weapons and one for lrms. That would also let them do my idea and make different lock on box sizes. Right now they are the same size because they share a reticule.
I thought about that, but the HUD is pretty busy already. I'm not convinced that's a good idea. In Closed Beta there was a feature where a thin circle around your reticule flashed when your shots hit your opponent (instead of the reticule itself flashing red as it does now). It was very distracting and received poor feedback, hence the change.
#18
Posted 18 February 2013 - 01:07 PM
#19
Posted 18 February 2013 - 01:07 PM
And if the devs don't anticipate issues and design to avoid future problems, we will be in beta forever as they change things to adjust for new issues every month.
And I have heard many srm boat Cat pilots and Streak hogs bark about how they have to get in close to use their weapons. Maybe there will be a map that makes that difficult some day, but right now it is not difficult at all. You just hide behind your allies and sooner or later a base cap or brawl will allow you to waddle into range. It's not a terrible hard skill to develope.
#20
Posted 18 February 2013 - 01:07 PM
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