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Cat A1 And What To Do About It. Quick Poll.


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Poll: What to do about Cat A1? (201 member(s) have cast votes)

What to do about Catapult A1

  1. Remove that version from the game (5 votes [2.49%])

    Percentage of vote: 2.49%

  2. Modify torso twist to 90 degree instead of 140 degrees (34 votes [16.92%])

    Percentage of vote: 16.92%

  3. Play around with some statistics (10 votes [4.98%])

    Percentage of vote: 4.98%

  4. Suck it up and deal with it (131 votes [65.17%])

    Percentage of vote: 65.17%

  5. Fix ECM? (21 votes [10.45%])

    Percentage of vote: 10.45%

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#21 The Cheese

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Posted 10 March 2013 - 08:00 PM

Before state rewind I would have said they need a change, but now, they're only a problem if they get the drop on you. Granted, that's gonna happen, and it's gonna suck. However, if you can see them coming, they're not too hard to disarm now that everybody can reliably aim lasers.

I think all of the Catapults, rather than just the A1, need looking at. I'll wait for the chassis tweaks before I say what I think needs changing.

Edited by The Cheese, 10 March 2013 - 08:58 PM.


#22 Agent of Change

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Posted 10 March 2013 - 08:03 PM

So I saw the thread title and that is was a poll and I thought" there is no way there is going to be an option for "suck it up" but to my surprise there was and it was winning.

10/10

best poll ever.

Edited by Agent of Change, 10 March 2013 - 08:03 PM.


#23 valkyrie

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Posted 10 March 2013 - 08:18 PM

Allow me to show you some art of MWO through the ages:

Posted Image

Really, the single biggest way to "fix" the Cats is to reduce their twist range so it's actually possible to get on their flanks without having a 90 damage alpha made of "**** you" pointed in your face at all times. I'd also say increase the heat on SRM6s by 1 or so so it makes it more difficult to boat 6 of them, but with coolant flush coming that'd be a moot point.

Anyway, fixed SRM hitreg is gonna get here eventually, and that's when "suck it up" will no longer be an option.

#24 Lightfoot

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Posted 10 March 2013 - 08:31 PM

The trick is to spot them before they spot you. Good luck.

#25 MischiefSC

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Posted 10 March 2013 - 08:36 PM

K2. 4LLs. 2MGs (that trickle of damage while my lasers cool down can add up). I kill A1s all the time. You look for boxy eared Catapults and you shoot their cockpits out. With the new state rewind I almost feel guilty it's so easy.

Almost.

#26 Commander Kobold

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Posted 10 March 2013 - 08:39 PM

catapult is fine, fix either boating/srms

View PostMischiefSC, on 10 March 2013 - 08:36 PM, said:

K2. 4LLs. 2MGs (that trickle of damage while my lasers cool down can add up). I kill A1s all the time. You look for boxy eared Catapults and you shoot their cockpits out. With the new state rewind I almost feel guilty it's so easy.

Almost.


why LLs over PPCs?

#27 Darkfire66

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Posted 10 March 2013 - 08:42 PM

View PostNoobzorz, on 10 March 2013 - 07:36 PM, said:

What should we do with it?

Balance SRMs.

It's not much better when an AS7-D-DC oneshot legs a light with its alpha.


DDC should oneshot a light. You are carrying more than the light's entire weight just in weapons and ammo.

#28 valkyrie

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Posted 10 March 2013 - 08:42 PM

View PostOmni 13, on 10 March 2013 - 08:39 PM, said:

catapult is fine, fix either boating/srms


You're going to have to fix the Cats eventually. Guess which chassis is the premier boater, capable of boating the largest weapons in all three types with great precision? Hint: It's not the Stalker.

Edited by valkyrie, 10 March 2013 - 08:42 PM.


#29 Pater Mors

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Posted 10 March 2013 - 08:43 PM

View PostDarkfire66, on 10 March 2013 - 08:42 PM, said:


DDC should oneshot a light. You are carrying more than the light's entire weight just in weapons and ammo.


It's like ramming a volkswagon beatle with a semi trailer and expecting the beatle to be in good enough condition to drive. One Gauss round should technically hit with enough force to tear a light's leg right off.

#30 Tincan Nightmare

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Posted 10 March 2013 - 08:52 PM

Just change the A1's missile tubes. If you install an SRM, you go from having the base 15 tubes to just two. Then those SRM6's come out in 3 waves of 2, possibly scattering the damage more. People have no issue with the A1 now, the whole 'kill it at range, shoot the ears, just deal with it' crowd (though staying at range is tough if its mounting an XL and running about 80kph) but that will change with Clan tech. When you have lights and mediums running around at 90 to 120 kph with 5 or 6 SRM6's that weigh 1.5 tons apiece maybe people will want to revisit SRM mechanics then.

#31 AC

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Posted 10 March 2013 - 08:55 PM

I still don't understand why we have these dang "energy, Ballistic, Missile" hardpoints. Why not give them size limitations? Like Large Energy, or Medium Missile.... This would eliminate many of the problematic designs we have now, while keeping each mechs original purpose.

What is more, we have mechs that are basically identical, which is silly and a waste of time. By having small, medium, and large slot sizes, we could differentiate these mechs more.

Edited by AC, 10 March 2013 - 09:19 PM.


#32 Royalewithcheese

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Posted 10 March 2013 - 09:02 PM

If you want to nerf missile stacking in general, you could just add multiple missile launchers firing out of the same set of missile tubes together for the purpose of how many volleys come out of the tubes. Not convinced that that's necessary, but that would be a simple and logical way to do it.

#33 kragmoor

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Posted 10 March 2013 - 10:27 PM

why would ecm have any effect on the a1? like at all...

#34 N0ni

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Posted 10 March 2013 - 10:40 PM

View PostDavers, on 10 March 2013 - 06:39 PM, said:

No poll option for 'Kill it at range'? :)

IF we ever get the Arrow IV Missile Artillery System range won't be an option. :)

#35 KinLuu

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Posted 10 March 2013 - 10:45 PM

Lets take a quick look at the viable brawlers currently ingame:

-CTP A1
-AS7 DDC
-CN9 A
-CTP C4 (rare)
-CTP K2
-HBK SP

Apart from the 2x AC20 K2, all of these brawler builds are more or less based around multiple SRM6.
And it is easy to see why. The SRM6 adds burst damage to a build, and quite a lot at that. In addition to that, it only generates mediocre heat and has quite good sustained damage as well. For only 3 (+1) tons. This weapon basically screams BOAT ME!

It needs to generate more heat or it needs to do less sustained damage. Currently the range is the only downside of a SRM6.

#36 ProtoformX

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Posted 10 March 2013 - 10:50 PM

Honestly I feel like an ***** when a SRM cat kills me. The dang things only have a 270m range. It's not hard to stay away from them. There are those **** situations where you're in a slow mech, or one pops out from around the corner. Thing is, you just lost rock, paper, scissors; it's not the mech's fault.

#37 Monky

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Posted 10 March 2013 - 11:42 PM

The thing that makes the SRMcat cheesy is that it can mount huge XL engines and ridiculous firepower, so that when used smartly by an individual it can destroy any close ranged threat in moments. When used by players of roughly any skill level in a group, it can close in before they lose most of their firepower and basically destroy any grouped together enemies.

I would say the best fix is to A: review SRM damage and B: review engine sizes on the Catapult. I would like to see the Catapult lose some torso twist overall as that is a brawler feature and the catapult is a fire support mech.

Edited by Monky, 10 March 2013 - 11:42 PM.


#38 Josef Nader

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Posted 10 March 2013 - 11:57 PM

Reduce twist on all cats. Not that much. Bring it down to 120 or so (to bring it in line with the other heavies). Problem chassis solved. Ballistic cats are no longer dominant. Missile cats are no longer as dominant. They get to keep doing exactly the same thing they're doing now, just slightly worse. Everyone's happy.

#39 Malora Sidewinder

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Posted 10 March 2013 - 11:57 PM

View PostAjion, on 10 March 2013 - 06:32 PM, said:

Catapult is really good mech, but by heavying 6 srm slots, well heh, it is a newb's dream come true.

I'm far from a new player, and actually extremely good, and occasionally i'll run a splatcat.
it's not like i need it to get kills, i just have fun in it. it's satisfying on a very visceral level.

it's actually fine, as it has some serious flaws and weaknesses that keep it from dominating the meta, as they're all easily exploitable.

it may take very little skill to use efficiently, but that doesn't make it a mech for new players.

#40 VonRunnegen

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Posted 11 March 2013 - 12:31 AM

Been running a C4 with SRM6s as an experiment and even with those extra-large ears and 2/3 the alpha it still shreds stuff super-easy if you XL the engine to get the speed you need.

The thing I notice that makes it easy is if I am at the front I'll get focused, but if I emerge from cover second I get totally ignored. So a light or fast medium breaking first lets me mess up enemy teams who fail to target switch from the 'decoy' to me.... maybe were I in an A1 they'd realise the danger but I suspect its a general thing that people try to stick on one mech until its dead regardless.

Note: I'm new to the C4 so only about 30 games played, and the first 10 I hadn't gone SRM6 yet so its a tiny sample size.





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