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Why Splatcat Ruins Games Beyond Being Gimmicky.


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#241 Ngamok

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Posted 26 February 2013 - 07:36 AM

View PostVermaxx, on 25 February 2013 - 11:30 AM, said:

Twin Gauss K2 is overpowered.

Small Laser Hunch is overpowered.

Small Laser Jenner is overpowered.

MEDIUM LASER (both above) is overpowered.

SSRM is overpowered.

SRM is overpowered.


The ^&$*ING radar lets you know what a mech is carrying before you charge it. USE IT, stop charging Missile Box Eared Cats before figuring out what is in them.

Little hint - almost everything in the game lets you sit outside an SRM's good cone range and blow it apart.


The Jenner thing was back with lagshield. SSRM isn't over powered unless you have ECM + SSRM on a light running circles around people at 140+ and taking out lights that don't have that combo. The Hunchback thing was a bit OP only because of speed. It wasn't because of 9 ML or 9 SL or the mix since it's so easy to take them out with high output brawlers.

I agree with the rest of it :lol: because I have a twin AC/20 Cat and I shoot people in the back for fun.

#242 Ghogiel

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Posted 26 February 2013 - 07:36 AM

View PostThontor, on 26 February 2013 - 07:30 AM, said:

I think their point is to change the mechanics of SRMs so that they behave as if they are always "firing out of NARC tubes."


I know what they are saying. I think most people aren't actually complaining about SRMs. Just a single mech. And secondly I don't think people are thinking how what I can only assume is a nerf to a weapon system basically affects all other variants with SRMs even MORE.

I think it's daft.

#243 MaddMaxx

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Posted 26 February 2013 - 07:36 AM

View PostOni Ralas, on 25 February 2013 - 11:34 AM, said:

It's ok. I hate them too, until we port into Alpine. Then I just crack this huge smile and go ear hunting.
snip
Splats still are pretty stout incoming fire wise. If they were made more of paper, the hate for them would fall of majorly.


A Catapult A1 has a Maximum of 40 pts of armor per Arm/Ear. 40 pts! And it has to get to

Quote

minRange="0" longRange="270.0" maxRange="270.0"
because according to the MWO rulebook, at 271m the missiles don't do any damage...

So to recap. Shoot off 1 40 pt armored area (that is "Sore Thumb" like visually) and reduce the A1 to 50% effectiveness. Shoot off the other 1 and now it is a walking waste of tonnage.

Solution A.

"Identify"
"Verify"
"Nullify"

then "Smilify" :lol:

Edited by MaddMaxx, 26 February 2013 - 07:38 AM.


#244 Ngamok

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Posted 26 February 2013 - 07:39 AM

View PostThontor, on 26 February 2013 - 07:30 AM, said:

I think their point is to change the mechanics of SRMs so that they behave as if they are always "firing out of NARC tubes."


No worries. Even if they are firing out of NARC tubes, it's still funny to watch 6 waves or 6 missles going off. But it would make hitting all of them harder to land.

View PostMaddMaxx, on 26 February 2013 - 07:36 AM, said:


A Catapult A1 has a Maximum of 40 pts of armor per Arm/Ear. 40 pts! And it has to get to because according to the MWO rulebook, at 271m the missiles don't do any damage...

So to recap. Shoot off 1 40 pt armored area (that is "Sore Thumb" like visually) and reduce the A1 to 50% effectiveness. Shoot off the other 1 and now it is a walking waste of tonnage.

Solution A.

"Identify"
"Verify"
"Nullify"

then "Smilify" :lol:


Yea, bad part is only dumb splatcat drivers will be out in the open waiting to have their ears stripped. The others will be behind a hill where their team is sniping till someone gets close then BLAM.

#245 Penance

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Posted 26 February 2013 - 07:42 AM

View PostNgamok, on 26 February 2013 - 07:39 AM, said:

Yea, bad part is only dumb splatcat drivers will be out in the open waiting to have their ears stripped. The others will be behind a hill where their team is sniping till someone gets close then BLAM.


So they're like some kind of short range camping ninja.

#246 Bilbo

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Posted 26 February 2013 - 07:47 AM

Played a game last week where the other side had, I think, 4 of these. We had a fairly balanced team with 1 SRM cat of our own.
Things got pretty hectic for about 5 minutes and we finally wore them down to cats remaining(1 with no ears), with me in an ac/10 flame and our own de-eared cat. Both the de-eared cats run to their respective enemy bases. I start dueling their remaining cat. He loses an ear and I lose all my weapons. I run to our base to slow their cap and start dancing around until their other cat runs out of ammo. We win by cap. It was a thouroghly entertaining game.

#247 Daggett

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Posted 26 February 2013 - 07:48 AM

View PostMaddMaxx, on 26 February 2013 - 07:36 AM, said:

A Catapult A1 has a Maximum of 40 pts of armor per Arm/Ear. 40 pts! And it has to get to because according to the MWO rulebook, at 271m the missiles don't do any damage...

Don't forget the internal structure.

I don't have the exact numbers here, but it is at least 20 additional pts, probably more.
So you need a bit more firepower to disarm a splatcat unless you crit an ammo explosion.

#248 Yokaiko

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Posted 26 February 2013 - 07:51 AM

View PostDaggett, on 26 February 2013 - 07:48 AM, said:


I don't have the exact numbers here, but it is at least 20 additional pts, probably more.
So you need a bit more firepower to disarm a splatcat unless you crit an ammo explosion.



I one shotted a splatcat that way, dude had ammo in his ears, I hit him once with a pair of gauss rounds and he when nuclear...I had a chuckle.

Its up there with Guass+XL engined atlases on the mechlab failure scale.

#249 Stoicblitzer

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Posted 26 February 2013 - 07:54 AM

most splatcat pilots aren't idiots. They aren't going to announce their presence until it's usually too late. River & Frozen City are splatcat wet dreams with all the buildings to weave in and out of. Me and a buddy took splatcats in Forest Colony and went through the cave. The enemy was camping and facing our line. We went through the arch and got behind them. We one-shotted 3 guys (HBK, AWS, CPLT) before their team realized we were there. Of course with the advent of larger maps and 12v12, splatcats may become extinct. However, a coordinated team can beat them but should it take a whole team to fight one mech? That's the same argument we had for strkcats.

#250 Franchi

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Posted 26 February 2013 - 07:55 AM

View PostYokaiko, on 26 February 2013 - 07:51 AM, said:



I one shotted a splatcat that way, dude had ammo in his ears, I hit him once with a pair of gauss rounds and he when nuclear...I had a chuckle.

Its up there with Guass+XL engined atlases on the mechlab failure scale.

Ammo in the ears, I did that once on a streak cat with the std 315 thinking that the side torsos would protect me then I took a ac20 cat to the side torso BA BOOOOOM.

Never again with the ammo in the ears.

Edited by Franchi, 26 February 2013 - 07:55 AM.


#251 Bilbo

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Posted 26 February 2013 - 07:55 AM

View PostYokaiko, on 26 February 2013 - 07:51 AM, said:



I one shotted a splatcat that way, dude had ammo in his ears, I hit him once with a pair of gauss rounds and he when nuclear...I had a chuckle.

Its up there with Guass+XL engined atlases on the mechlab failure scale.

Makes me chuckle reading about it.

#252 Suki

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Posted 26 February 2013 - 07:55 AM

View PostTheGunBunny, on 25 February 2013 - 02:08 PM, said:

Please name a mech that can rush into the enemy and kill one or two mech before they are destroyed. Your arguement is useless after that statement...

Any mech using 3 PPC/ERPPC can do it. 1-2 good placed alfas is enough even for Atlases.

#253 Mawai

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Posted 26 February 2013 - 07:56 AM

It may seem strange but I don't really agree ... splatcats (6 x SRM6) can be an effective build but they can be countered.

1) Splat cats are vulnerable at any range over 270m.
2) Splat cats have to aim and actually hit (unlike the 6xSSRM2 cats that really are cheese builds - somewhat suppressed at the moment by ECM)
3) In a match today, I engaged a splatcat with my Jenner for a while ... they fired 3 volleys at me and although some of the missiles hit they did not tear me to shreds.
4) If you are a brawler ... walking straight up to a splatcat is a bad idea ... engage at some distance where the spread of SRMs will reduce the number that actually hit and so the splatcat actually has to aim.
5) Engaging a splatcat alone if you are in a slow mech is also a bad idea ... the splatcat is likely faster ... so stay with your buddies and blow the splat cat to pieces. The arms have at most 40 armor each and are easy to hit ... so taking them off isn't really that difficult.

#254 Stoicblitzer

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Posted 26 February 2013 - 08:04 AM

View PostOneEyed Jack, on 26 February 2013 - 06:46 AM, said:

Splatcats often annoy me greatly in the moment, but no more than several other things, and I don't feel they ruin the game. However, it's quite apparent which people are desperate to defend them with idiotic comments like:
  • Don't get close
  • Shoot the ears off
  • Use your sensors before you charge
  • ... and other nonsense.
Either that or they're desperate for others to think they're better at the game than they actually are. Little do they know that it only demonstrates their ignorance.


Anybody with a lick of common sense, and the balls to admit they occasionally die in a video game, knows that:
  • Splatcats are fairly fast and can catch just about anything that's trying to back away
  • If you're faster and turn to run, you just die to 36 missiles in the back before you go far
  • If you're faster and turn to run, you can't shoot at the ears, because they're behind you... shooting you in the back
  • The same cover that protects you from Snipers and LRMs gives the Splatcat cover to get close
  • Splatcats have enough armor that it's essentially impossible to prevent them getting at least 2 alphas before a single mech can kill them or amputate an ear. Teammates, unless they were already facing them, will likely take at least this long to respond.
  • Only very bad Splatcat pilots approach across open terrain
  • Splatcats, along with AC20-cats, are often piloted by the most cowardly players and don't even enter the fight until everyone is half dead and they can 1-shot people
Yes, yes they can be dealt with, assuming your team has the brains to focus them down, but that doesn't help that first guy they saw when you/they came around the corner or over the hill.


Besides the cowardly part, you are 100% correct.

#255 Irvine

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Posted 26 February 2013 - 08:05 AM

View PostCraftyman, on 25 February 2013 - 09:56 PM, said:

Are you implying the dragon can alpha for 90 damage in any configuration? Are you that dense?

Assaults can't outrun splatcats OR outdamage a splatcat, same for other brawler heavies. The only option is to blast them at range, which since PPCs and gauss rifles are flavor of the month covers up the problem slightly. However when the metagame shifts back towards brawling the splatcat WILL be a bigger issue.

An easy fix would be to lower it's top engine cap to something like 260-280 and nerf it's insane torso twist to like 100 so that mediums could run away/outflank without being devastated in one salvo.


Assaults can and will out damage a splatcat are you THAT dense? Have you not ran into a brawler Stalker? You might remember them, the can drop over 90 with very little imagination. This is while carrying ~500pt of armor. Most cats carry around 384+/-.

For example TWO builds that i made in less that 5 minutes

http://mwo.smurfy-ne...c44d182eb19f15d

http://mwo.smurfy-ne...411195e79ed09f0

And i can guarantee that there are dedicated stalker pilots who have far more optimized builds that can facemelt a splatcat.


What is your preferred mech of choice? I can make something that someone will QQ about very quickly.

Oh and PS a dragon can get a near 60pt alpha while running around 100kph.

#256 Yokaiko

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Posted 26 February 2013 - 08:07 AM

View PostStoicblitzer, on 26 February 2013 - 07:54 AM, said:

most splatcat pilots aren't idiots. They aren't going to announce their presence until it's usually too late. River & Frozen City are splatcat wet dreams with all the buildings to weave in and out of. Me and a buddy took splatcats in Forest Colony and went through the cave. The enemy was camping and facing our line. We went through the arch and got behind them. We one-shotted 3 guys (HBK, AWS, CPLT) before their team realized we were there. Of course with the advent of larger maps and 12v12, splatcats may become extinct. However, a coordinated team can beat them but should it take a whole team to fight one mech? That's the same argument we had for strkcats.


If I had a dime for every time I got LRM'd back into that cul-de-sach by the arch and there was a splatcat waiting there.

"OH (@#&@#%"
boom!

#257 Royalewithcheese

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Posted 26 February 2013 - 08:16 AM

View PostMawai, on 26 February 2013 - 07:56 AM, said:

4) If you are a brawler ... walking straight up to a splatcat is a bad idea ... engage at some distance where the spread of SRMs will reduce the number that actually hit and so the splatcat actually has to aim.


+1. If rule #1 for fighting splatcats is "don't get flanked," rule #2 is "let them come to you." They need to get well within "close" range before they're effective. A real brawler (Atlas, Stalker, whatever) will have weapons that are effective at the edge of close range. You can do massive damage to them before they get close and be able to successfully 1-on-1 them when the do get close. If splatcat is the scissors to an LRM boat's paper, more balanced brawler assaults are the rock. (Unless they let the cat sneak up on them from behind. Then they're also paper.)

Edited by Royalewithcheese, 26 February 2013 - 08:22 AM.


#258 Suki

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Posted 26 February 2013 - 08:26 AM

View Postriverslq, on 25 February 2013 - 09:28 PM, said:

I just played a match well, for 25 seconds, with 3 splat cats and 1 streak cat on the other team.
I powered down, and quit out of the match.
No point.
Sue me.

loser

#259 Sug

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Posted 26 February 2013 - 08:38 AM

View PostMawai, on 26 February 2013 - 07:56 AM, said:

It may seem strange but I don't really agree ... splatcats (6 x SRM6) can be an effective build but they can be countered.

1) Splat cats are vulnerable at any range over 270m.
2) Splat cats have to aim and actually hit (unlike the 6xSSRM2 cats that really are cheese builds - somewhat suppressed at the moment by ECM)
3) In a match today, I engaged a splatcat with my Jenner for a while ... they fired 3 volleys at me and although some of the missiles hit they did not tear me to shreds.
4) If you are a brawler ... walking straight up to a splatcat is a bad idea ... engage at some distance where the spread of SRMs will reduce the number that actually hit and so the splatcat actually has to aim.
5) Engaging a splatcat alone if you are in a slow mech is also a bad idea ... the splatcat is likely faster ... so stay with your buddies and blow the splat cat to pieces. The arms have at most 40 armor each and are easy to hit ... so taking them off isn't really that difficult.


Is it ok to reply to one post by quoting another? I'm doing it.



View PostOneEyed Jack, on 26 February 2013 - 06:46 AM, said:

Splatcats often annoy me greatly in the moment, but no more than several other things, and I don't feel they ruin the game. However, it's quite apparent which people are desperate to defend them with idiotic comments like:
  • Don't get close
  • Shoot the ears off
  • Use your sensors before you charge
  • ... and other nonsense.
Either that or they're desperate for others to think they're better at the game than they actually are. Little do they know that it only demonstrates their ignorance.



Anybody with a lick of common sense, and the balls to admit they occasionally die in a video game, knows that:
  • Splatcats are fairly fast and can catch just about anything that's trying to back away
  • If you're faster and turn to run, you just die to 36 missiles in the back before you go far
  • If you're faster and turn to run, you can't shoot at the ears, because they're behind you... shooting you in the back
  • The same cover that protects you from Snipers and LRMs gives the Splatcat cover to get close
  • Splatcats have enough armor that it's essentially impossible to prevent them getting at least 2 alphas before a single mech can kill them or amputate an ear. Teammates, unless they were already facing them, will likely take at least this long to respond.
  • Only very bad Splatcat pilots approach across open terrain
  • Splatcats, along with AC20-cats, are often piloted by the most cowardly players and don't even enter the fight until everyone is half dead and they can 1-shot people


Ty OneEyed Jack.

Edited by Sug, 26 February 2013 - 08:39 AM.


#260 Bilbo

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Posted 26 February 2013 - 08:42 AM

View PostRoyalewithcheese, on 26 February 2013 - 08:16 AM, said:


+1. If rule #1 for fighting splatcats is "don't get flanked," rule #2 is "let them come to you." They need to get well within "close" range before they're effective. A real brawler (Atlas, Stalker, whatever) will have weapons that are effective at the edge of close range. You can do massive damage to them before they get close and be able to successfully 1-on-1 them when the do get close. If splatcat is the scissors to an LRM boat's paper, more balanced brawler assaults are the rock. (Unless they let the cat sneak up on them from behind. Then they're also paper.)

If you build it right, the Atlas can take the first salvo to the back, turn around and shoot the cat in the face, and then just out brawl it. Of course, if there is more than one, you are screwed.





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