#1
Posted 25 November 2014 - 03:09 AM
P.S.
Yes I know the idea is to not get close to these guys but sometimes turning a corner or just randomly stumbling upon one with this build is bound to happen and it's basically a free kill for the C-SSRM guy.
#2
Posted 25 November 2014 - 03:16 AM
It seems to be accepted as ok now. Back in closed beta, Streak Cats and Splat Cats were a scourge and people MF'd them all up an down the forums. At least those mechs had big ears to knock out and leave them helpless. Still, the Streak and Splat Cats got nerfed pretty good. Now SSRMs don't CT seek and the ears on the A1 are massive (just look at the Cat A1's ears now, they are each about the size of Texas).
Now the Storm Crow can mount them with no decernable hitbox weakness and people are cool with it (maybe because they don't CT seek as bad, IDK). Don't know what much else to say I suppose. Just try not to run into one as best you can.
#3
Posted 25 November 2014 - 03:18 AM
MeiSooHaityu, on 25 November 2014 - 03:16 AM, said:
They're about the size of Texas when empty, or with one weapon each. They grow to pure USSR proportions if you put two or better yet, three of anything, including SRM2. I guess a 6xSRM2 Cat-A1 scared someone somewhere once.
#4
Posted 25 November 2014 - 03:21 AM
#5
Posted 25 November 2014 - 03:23 AM
Godly against lights, kinda meh against mediums and absolutely sucks ass against heavies and assaults.
Imagine that an actual opportunity to counter play your enemy in a game like MWO where you usually just boat the biggest rock
#6
Posted 25 November 2014 - 03:24 AM
Aphoticus, on 25 November 2014 - 03:21 AM, said:
Lol same reason I rock 2xgauss on a Jager; to get revenge on the Dires.
#8
Posted 25 November 2014 - 03:33 AM
The Ferguson, on 25 November 2014 - 03:24 AM, said:
Lol same reason I rock 2xgauss on a Jager; to get revenge on the Dires.
Dire with 2x gauss and shitloads of energy weapons can fight back... and one shot that jagers XL
most light mechs can't really do that to C-SSRM boats
#9
Posted 25 November 2014 - 03:36 AM
sneeking, on 25 November 2014 - 03:23 AM, said:
It happens.
There are many builds that can combo you this way.
I understand where you're coming from on this but from what I can recall from all the loadouts I've seen, this is the only one that can literally lock and press one button for free kill, whereas any other weapon (except LRMs of course) actually requires you to aim. I think this is further backed by how BAP has completely removed ECM from close range encounters after its recent buff. Just my thoughts.
#10
Posted 25 November 2014 - 03:53 AM
The Ferguson, on 25 November 2014 - 03:36 AM, said:
I understand where you're coming from on this but from what I can recall from all the loadouts I've seen, this is the only one that can literally lock and press one button for free kill, whereas any other weapon (except LRMs of course) actually requires you to aim. I think this is further backed by how BAP has completely removed ECM from close range encounters after its recent buff. Just my thoughts.
Reminds me of that cheap pistol in Titanfall. Someone thought a pistol with autoaim was a good idea. One of the reasons I don't play Titanfall anymore.
#11
Posted 25 November 2014 - 03:58 AM
You first have to get a lock. If a light is moving in close across the face and back it is harder to get a lock. The farther you are away and more straight line you run it is easier to get a lock.
The build is very ammo dependent and when you are out, you are a stick.
It does generate a lot of heat. You can maybe get two alphas before you have to hide and cool down. Against lights this not a problem. Against any thing else and you are now getting pounded.
It has a long cool down so you have to take a beating between volleys.
#12
Posted 25 November 2014 - 04:10 AM
#13
Posted 25 November 2014 - 04:33 AM
Firestarters and Oxides ate our legs in seconds. Even with TAG and Artemis the lock takes simply too much time. And radar deprivation makes you constantly loose it.
C-SRM6s are so much better. Twice the DPS and no firing delay.
#14
Posted 25 November 2014 - 04:55 AM
There fairly slow weapons lock time and ROF so its not like if you get in to a fight and bang instant pop you have a small window to jump behind cover or run past and break the lock.
Then we got the weakness vs lights with long range weapons a LL or PPC allows them to run around taking pot shots with out risk form the C-SSRM been in range to hit them.
Edited by Darzok, 25 November 2014 - 04:58 AM.
#15
Posted 25 November 2014 - 05:38 AM
Kmieciu, on 25 November 2014 - 04:33 AM, said:
Firestarters and Oxides ate our legs in seconds. Even with TAG and Artemis the lock takes simply too much time. And radar deprivation makes you constantly loose it.
C-SRM6s are so much better. Twice the DPS and no firing delay.
I would say you picked bad area to engage and/or scouting failed, C-SSRMs can be shot to ~380meters and about 2 volleys from StreakCrow will destroy or critically cripple any light mech,
(My unit has also used SSRMs in MRBC/RHOD and mostly succesfully.)
#16
Posted 25 November 2014 - 05:44 AM
You know something is working when they cry on the forum
My streak wolf is my best Mech after the TW nerf
I posted this on a thread I started in the new player section
"
Well I tried them yet again managed to kill my own guy but can’t seem to kill the red team
In theory it should be the best weapon in the game
Lock on fire and forget
The description “Short range missile system that fires 6 tracking missiles that will always hit their intended target"
This should be changed to-- Short range rockets that hit the ground buildings your own team mates and sometimes the enemy--
BAP and targeting computer really speeds up targeting time so I did learn something
Oh in case anyone is wondering a rocket is unguided and a missile is guided"
OP Lights have been terrorizing the game
They go and do what they want they would take out my Jager in seconds of course I never cried about it
Now if a light has damage then one shot will finish them off (sometimes)
On the training grounds it takes 3 shots of 24 to take out a light
To get them to work half a decent I carry CBAP and 4 tons of targeting computer
Streak cool down module and streak range module
I know that CBAP hasn’t changed that much because I pack the thing every day I just don't say anything
It’s a dangerous build and one that has been nerfed they allow me two kills then turn them off like a switch
It’s like a 6 or 7 second recycle rate plus the targeting time
A lot of time I get my face shot off trying to use them
These things really need an auto lock on and beyond visual lock on
If you see a TW chasing you a light they might have streaks
It makes lights think twice about running in blindly
Oh sometimes I type hey red team I going to inset these missiles fin first
Edited by Davegt27, 25 November 2014 - 07:42 AM.
#17
Posted 25 November 2014 - 05:44 AM
It's no different than stumbling into a WubMachine of Death (6x LPL of anything).
#18
Posted 25 November 2014 - 05:47 AM
Charge him with a Heavy and see how he dies horribly. Charge said heavy in a Firestarter and 2 shot his rear armor.
#19
Posted 25 November 2014 - 05:49 AM
#20
Posted 25 November 2014 - 05:54 AM
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