

I Play The Skillcat To Generate Rage Against It
#201
Posted 27 February 2013 - 03:32 PM
#203
Posted 27 February 2013 - 04:37 PM
Josef Nader, on 27 February 2013 - 02:04 PM, said:
But it's no where near as cheesy as the A1. It has a large number of easily exploitable weaknesses. The A1's only weakness is range, and if the A1 is playing properly this is a weakness that he can mitigate rather easily. He's fast, and he can control the engagement. Snipers rely on opportunity shots, and an A1 can pretty easily mitigate the number of opportunities if he isn't stupid. Aside from that, it has no other weaknesses.
So, a mech that is being accused of being a skillless toy requires that the pilot be "isn't stupid", to "control the engagement", "easily mitigate the number of opportunities"
Are these not things a poor player is incapable of accomplishing? I don't have a problem with dying to them, and I think they are a stupid build because they are a walking target, but I am only killed by exceptional, or exceptionally lucky pilots in an A1. I do not allow them to "control the engagement" nor "easily mitigate the number of opportunities"
#204
Posted 27 February 2013 - 04:41 PM
Kylere, on 27 February 2013 - 04:37 PM, said:
Are these not things a poor player is incapable of accomplishing? I don't have a problem with dying to them, and I think they are a stupid build because they are a walking target, but I am only killed by exceptional, or exceptionally lucky pilots in an A1. I do not allow them to "control the engagement" nor "easily mitigate the number of opportunities"
You know, I think I just realized what the real problem is here. The splatcat is the one build the RVN-3L actually can't dominate. Think about it. SRMs aren't affected by ECM. They have excellent damage AND good spread, so you're bound to get a good number of them to hit even with the Raven's FUBAR hitbox. 3Ls only carry medium lasers and SSRMs, which don't outrange SRMs. And the Cat chassis can move and twist fast enough to actually get some good shots off at a fast-moving light.
Edited by Doc Holliday, 27 February 2013 - 04:42 PM.
#205
Posted 27 February 2013 - 04:42 PM
SRM in general need the 'spread' to happen very quickly (15 meters), then normalize so they don't spread any more. Think Robotech missiles.
#206
Posted 27 February 2013 - 04:45 PM
Monky, on 27 February 2013 - 04:42 PM, said:
SRM in general need the 'spread' to happen very quickly (15 meters), then normalize so they don't spread any more. Think Robotech missiles.
See, that's why we need good discussions. I never thought of a spread like that. That's a perfect solution to tone down SRMs up close, yet leave them somewhat useful out to their max range. I like it.
And yes, both SRMs and SSRMs need damage reduced.
#207
Posted 27 February 2013 - 04:54 PM
Doc Holliday, on 27 February 2013 - 04:45 PM, said:
SSRMs' damage is pretty negligible unless you're chasing down lights. A much bigger issue with them is that they can do some seriously screwed up gymnastics after leaving the tube. I've seen my Streaks (I've a career Raveneer) quite literally turn on a dime to hit an enemy Commando that went behind me after firing...that shouldn't happen.
A much tighter turning radius would make lights able to dodge them much easier (in MW3 you could dodge missiles by just walking perpendicular to your attacker at ~80+ KPH) and it might provide an excuse to actually up the damage a little (to be slightly better against heavies and assaults to compensate for becoming much less OP against lights).
Edited by FupDup, 27 February 2013 - 04:57 PM.
#208
Posted 27 February 2013 - 04:59 PM
plus the mech just goes too fast, a lot of people say run away, but unless your pushing 90kph+ running away just isnt an option.
ive been running some brawlers, dragons, hunchies, etc, and mostly to me the torso twist on the catapult is what seems most out of place, big torso twists should be reserved for brawling mechs, not fire support.
I say this as a catapult owner that loves his founders cat and would hate to see the twist get nurfed, but I fear that the catapult simply has too many of a good thing going on...somethings gotta give.
#209
Posted 27 February 2013 - 05:00 PM
FupDup, on 27 February 2013 - 04:54 PM, said:
A much tighter turning radius would make lights able to dodge them much easier (in MW3 you could dodge missiles by just walking perpendicular to your attacker at ~80+ KPH) and it might provide an excuse to actually up the damage a little (to be slightly better against heavies and assaults to compensate for becoming much less OP against lights).
The damage on them seems ok to you now because they only come in twos. Wait until we have SSRM6's. You think people are whining a lot about splat cats? You haven't seen anything yet.
#210
Posted 27 February 2013 - 05:02 PM
Doc Holliday, on 27 February 2013 - 05:00 PM, said:
I don't think we should be worrying about the Clanners for some time to come, because I don't want to think about a Timberwolf boating as many Clan LRM20's as it can fit...*shudders*
EDIT: Even just a lowly Kit Fox with a Clan LRM20 and a few ERML's would be a beast (Clanner equivalent to the 3L?).
Edited by FupDup, 27 February 2013 - 05:04 PM.
#211
Posted 27 February 2013 - 05:06 PM
FupDup, on 27 February 2013 - 05:02 PM, said:
EDIT: Even just a lowly Kit Fox with a Clan LRM20 and a few ERML's would be a beast (Clanner equivalent to the 3L?).
If they keep following the timeline, clanners are coming this year. Best start worrying about them.
#212
Posted 27 February 2013 - 05:07 PM
#213
Posted 27 February 2013 - 05:13 PM
BAD IDEA - Nerfing SRM damage because one mech can mount 6 of them. Where would that weapon system have any value to the mechs that can only mount 1 or 2 of them? You know, like most other mechs.
GOOD IDEA - Cut down the speed of the catapult, in particular the A1. Catapult is actually rather slow in canon, the mobility comes from the jump jets. The A1 in any form (lrm, srm, streak, mixed) would seem way more reasonable if it couldnt keep pace with mediums. It is supposed to be a heavy missile platform. Speed is where the balance is missing.
Bottom line is, without a major overhaul of the hardpoint system, we are going to have these "extreme builds." Nerfing a weapon because a particular chassis can field them en masse is bad thinking and leads to a constant cycle. Remember when medium lasers were nerfed into uselessness back in closed beta because mechs like the 4P could boat them? It screwwed all the light mechs which needed them.
Simply adjust the mech in question. Catapult is too fast.
#214
Posted 27 February 2013 - 05:15 PM
LoneUnknown, on 27 February 2013 - 05:13 PM, said:
BAD IDEA - Nerfing SRM damage because one mech can mount 6 of them. Where would that weapon system have any value to the mechs that can only mount 1 or 2 of them? You know, like most other mechs.
GOOD IDEA - Cut down the speed of the catapult, in particular the A1. Catapult is actually rather slow in canon, the mobility comes from the jump jets. The A1 in any form (lrm, srm, streak, mixed) would seem way more reasonable if it couldnt keep pace with mediums. It is supposed to be a heavy missile platform. Speed is where the balance is missing.
Bottom line is, without a major overhaul of the hardpoint system, we are going to have these "extreme builds." Nerfing a weapon because a particular chassis can field them en masse is bad thinking and leads to a constant cycle. Remember when medium lasers were nerfed into uselessness back in closed beta because mechs like the 4P could boat them? It screwwed all the light mechs which needed them.
Simply adjust the mech in question. Catapult is too fast.
Really? You liked your own post? How sad.
You're also wrong. But hey, keep thinking that way. I'll keep abusing my solitary SRM6 on my dragons to great effect.
#215
Posted 27 February 2013 - 05:24 PM
#216
Posted 27 February 2013 - 05:28 PM
Doc Holliday, on 27 February 2013 - 05:15 PM, said:
You're also wrong. But hey, keep thinking that way. I'll keep abusing my solitary SRM6 on my dragons to great effect.
You let **** like that bother you? Now THAT is sad.
Feel free to explain how I am wrong and that unstacked SRMs are somehow overpowered.
#217
Posted 27 February 2013 - 05:30 PM
Don't nerf the Cat or SRMs.
Ice
Edited by IceFyre, 27 February 2013 - 05:31 PM.
#218
Posted 27 February 2013 - 05:34 PM
1. At max top speed of 86.4kph and excellent accel, decel, turning rate, torso twist it is an excellent mech also to have in Conquest map situations, I've finally decided to try running an A1 and these factors has won my team many close Conquest matches (not splatting suprisingly, but won points by resources collecting)!. An assault by comparison wouldn't make it as it is too slow, I have mastered both Stalker and Atlas and they're just way too slow.
2. The A1 'Pult is a multi-role mech: heavy fire support, opportunist brawler, cap mech.
3. Jump Jets are invaluable for getting you out of trouble spots - lately, I've seen many more JJ's on mechs and not just 'Pults.
Interestingly, the Awesome is and can be potentially faster mech but does not seem to have the same "punch" as the Splat-A-Pult.
TL:DR: I waz actually bored just running my Assaults and decided to try the Catapults to see what all the "fuss" is about!
Edited by Primetimex, 27 February 2013 - 05:39 PM.
#219
Posted 27 February 2013 - 05:40 PM
#220
Posted 27 February 2013 - 05:42 PM
More large maps would also correct the issue, if you cant get to the enemy it is a pointless weapon.
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