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A Good Way To Nerf The Cata A1


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#161 Commander Kobold

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Posted 17 March 2013 - 11:13 AM

View PostMechwarrior Buddah, on 17 March 2013 - 11:11 AM, said:


As I have constantly said, Boating is as much a part of the game as the mechs themselves. If they outlawed boating we wouldnt even HAVE Catapults. The whole line is a designed boat. And the Awesome for that matter


I'm not saying that it isn't I meant that there should be some sort of penalty for taking all your high dmg boated weapons and W+M1-ing your way to victory (boats are fine, but there should be some downside to taking all your boated weapons and firring them all at once)

#162 Deathlike

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Posted 17 March 2013 - 11:14 AM

View PostOmni 13, on 17 March 2013 - 11:05 AM, said:

in both of those cases you have back up weapons, The C4 has SRMS and MLs, and the A1 has 4 SRM 6s.

SRM6s will do you more good against ECM lights than a tag ever will.


You missed my point.

I cannot have the equivalent of 1 lrglaser/2meds w/o losing TAG and vice versa. It's a waste to use LRMs if I don't even have a TAG option.

Thus, the C4 is simply not viable for me (in general). Why even bother doing 2 meds+2 SRM6s when I can go straight splatcat and not care?

Edited by Deathlike, 17 March 2013 - 11:14 AM.


#163 Commander Kobold

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Posted 17 March 2013 - 11:17 AM

View PostSpiralRazor, on 17 March 2013 - 11:13 AM, said:



my jobs not to be a ray of sunshine, its to dispel some myths. Ergo, you must be one of the bads i mention if you really have an issue with the A1 after ECM.


but you're wrong on that point, and no I don't have a problem with splatcats, I tend to be far enough form the front lines that I get to see them before they see me. Doesn't change the fact that you're wrong in what you said wether I can deal with a splat cat or not.

View PostDeathlike, on 17 March 2013 - 11:14 AM, said:


You missed my point.

I cannot have the equivalent of 1 lrglaser/2meds w/o losing TAG and vice versa. It's a waste to use LRMs if I don't even have a TAG option.

Thus, the C4 is simply not viable for me (in general). Why even bother doing 2 meds+2 SRM6s when I can go straight splatcat and not care?


well for one with the C4 build you're not useless at long range and at medium range you could lay some serious hurt down (and I'm pretty sure that a well placed 2xsrm6 shot does more dmg than a LL) and with the A1 build you don't have to rely on your LRMs to the point where ECM will be that much of a problem to you. also your splat cat won't be useless at range you effectively remove your dead zones.

(a tag won't help you once you're jammed anyways)

Edited by Omni 13, 17 March 2013 - 11:22 AM.


#164 Thunder Lips Express

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Posted 17 March 2013 - 11:18 AM

i don't know why everyone is all up in arms on the a1 splat, sure if it sneaks up on you then your dead, but when i see one comming they have hell to pay as they close the distance, by the time they get close enough to be effective they are severely damaged.

#165 Commander Kobold

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Posted 17 March 2013 - 11:21 AM

View PostEcliptor, on 17 March 2013 - 11:18 AM, said:

i don't know why everyone is all up in arms on the a1 splat, sure if it sneaks up on you then your dead, but when i see one comming they have hell to pay as they close the distance, by the time they get close enough to be effective they are severely damaged.


It's the same reason people don't like LRM boats, people in general don't like low risk high reward playstyles (being on the receiving end of one anyways) and yes they're really easy to deal with once you see one, but you don't always get to see them first and I've never been killed faster than by a splat cat (getting two shotted before you know what's going on sucks)

#166 Sifright

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Posted 17 March 2013 - 11:23 AM

View PostOmni 13, on 17 March 2013 - 11:21 AM, said:


It's the same reason people don't like LRM boats, people in general don't like low risk high reward playstyles (being on the receiving end of one anyways) and yes they're really easy to deal with once you see one, but you don't always get to see them first and I've never been killed faster than by a splat cat (getting two shotted before you know what's going on sucks)


State rewind for missiles will make that 90 alpha a one shot kill for most enemy mech targets.

even atlases will drop in two shots from the front once missiles correctly hit what the player aimed at.

#167 Shadowsword8

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Posted 17 March 2013 - 11:25 AM

SRM need a nerf (too much damage per heat, too much damage per ton). But the A1 need, if anything, a buff. It's the only Catapult that can't turn out a viable compromise if you mix long range and close-range weapons.

#168 MrMainiac

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Posted 17 March 2013 - 11:27 AM

View PostBluten, on 16 March 2013 - 04:05 PM, said:

SRMs just need a damage nerf. They are too weigh efficient. Such a nerf wouldn't hurt people with only 1-2 of them, but would kick the A1 cheese pults in the teeth. That nerf is coming up, but not soon enough...


The nerf is removing splash damage. This should make things better and will help everybody

#169 MischiefSC

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Posted 17 March 2013 - 11:36 AM

I just don't get the A1 hate I guess. I hate the chassis myself because of the Catapult chassis it's the most gimped - the only thing it DOESN'T suck at is splatapulting and that's such a one-trick pony that it's not hard to beat.

SRMs are not the issue and don't need a nerf. Removing splash damage is going to nerf the s**t out of them too I suspect since it's like a tiny damage multiplier. Even if it's only equating to 0.5 pts per missile that hits the same general area that's still an 18 point drop in actual damage delivered by a splatcat every shot. That's plenty and I suspect it's more than that.

Atlases were one of those mechs taking extra damage from splash and I strongly suspect it was based around where the missiles hit (how many locations they splashed on) so that's why you'd get those occasions where one would hit you and it'd be a bad hit but just like any other alpha. Sometimes though you'd get hit and it would seem like your mech just blew apart. I suspect that was an example of splash error.

#170 SpiralRazor

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Posted 17 March 2013 - 11:38 AM

View PostMrMainiac, on 17 March 2013 - 11:27 AM, said:


The nerf is removing splash damage. This should make things better and will help everybody



Paul said tuning, not removing. Unless theres an update to that?

#171 Wintersdark

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Posted 17 March 2013 - 11:45 AM

View PostBluten, on 16 March 2013 - 04:29 PM, said:


They also said it would be fixed the patch after next. I'm assuming they have more "pressing" issues for Tuesday's patch.

Not pressing per sey, it's just too late to change Tuesday's patch. They'd have to delay it substantially to alter it then test test test to be sure they don't break the game when it goes live.

Being included in the next patch is pushing it in asap - safely.

#172 Wintersdark

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Posted 17 March 2013 - 11:48 AM

View PostSpiralRazor, on 17 March 2013 - 11:38 AM, said:



Paul said tuning, not removing. Unless theres an update to that?

Yup. His followup post said it's just going away.

SRM's will simply do 2.5 damage on impact, not 2.5+splash damage. This will be a HUGE splatcat nerf, as even with only minor per-missile splash bonues, with 36 missiles it adds up fast.

Even nerfed like this (no splash damage) a SRM6 still does Gauss Rifle damage, for 3 tons and two slots. That's pretty good.

#173 M4rtyr

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Posted 17 March 2013 - 11:50 AM

Paul said removing splash damage to tune it and they would put it back in.

But thats not a nerf to SRM or LRM damage, thats. Because thats still extra damage over their base damage. I would hope they change that witht he tuning but doubt it.

Missiles are the only weapons to get a damage increase over their base and there was no reason for it (no double armor is not a reason, might have been which but its a completely nonsense basis). They need to have their damage reduced back to the base and then all missles boats are much better. For instance instead of doing a 90 alpha a splatacat would do 72 alpha, still lots of damage for those that once it but not over the top. Besides when splash comes back why should missiles benefit from -TWO- damage increases.

Edit:

View PostWintersdark, on 17 March 2013 - 11:48 AM, said:

Yup. His followup post said it's just going away.

SRM's will simply do 2.5 damage on impact, not 2.5+splash damage. This will be a HUGE splatcat nerf, as even with only minor per-missile splash bonues, with 36 missiles it adds up fast.

Even nerfed like this (no splash damage) a SRM6 still does Gauss Rifle damage, for 3 tons and two slots. That's pretty good.


Wrong splash damage doesn't do that much. I did one alpha with my splatacat at point blank and did 94 damage. Assuming 1-2 missiles missed thats a 4-9 damage range of damage from splash But it didn't look like any missed. While on the other hand taking damage from 2.5 back to 2 is the 18 damage decrease. That is much more inline.

Splash damage should go away competely imop because none of it is thought out at all. But I doubt that would happen.

Edited by M4rtyr, 17 March 2013 - 11:55 AM.


#174 SpiralRazor

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Posted 17 March 2013 - 12:00 PM

That makes sense...tuning for new hit boxes may take awhile, and the simplest fix is just to remove it while its being worked on.


Now if only they would do the simplest fix for ECM/Machine Guns/Flamers/SPL.

#175 Commander Kobold

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Posted 17 March 2013 - 12:09 PM

View PostMrMainiac, on 17 March 2013 - 11:27 AM, said:


The nerf is removing splash damage. This should make things better and will help everybody

not a nerf its a fix

#176 Oderint dum Metuant

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Posted 17 March 2013 - 12:09 PM

So MWO thus far according to the forums


ECM = OP = Take it and your a noob.

LRMS = OP = Take it and your a noob

Splatcat = OP = Take it and your a noob

Any sniper based build with JJ = OP = Take it and your a poptarting noob.

Raven 3L = OP = Take it and your a noob super haxor.

Centurion 9A = OP = Take it and your a noob.

.......................................

Edited by DV McKenna, 17 March 2013 - 12:10 PM.


#177 MischiefSC

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Posted 17 March 2013 - 12:11 PM

View PostM4rtyr, on 17 March 2013 - 11:50 AM, said:

Paul said removing splash damage to tune it and they would put it back in.

But thats not a nerf to SRM or LRM damage, thats. Because thats still extra damage over their base damage. I would hope they change that witht he tuning but doubt it.

Missiles are the only weapons to get a damage increase over their base and there was no reason for it (no double armor is not a reason, might have been which but its a completely nonsense basis). They need to have their damage reduced back to the base and then all missles boats are much better. For instance instead of doing a 90 alpha a splatacat would do 72 alpha, still lots of damage for those that once it but not over the top. Besides when splash comes back why should missiles benefit from -TWO- damage increases.

Edit:



Wrong splash damage doesn't do that much. I did one alpha with my splatacat at point blank and did 94 damage. Assuming 1-2 missiles missed thats a 4-9 damage range of damage from splash But it didn't look like any missed. While on the other hand taking damage from 2.5 back to 2 is the 18 damage decrease. That is much more inline.

Splash damage should go away competely imop because none of it is thought out at all. But I doubt that would happen.


Save that SRMs do 4x the heat and 1/4 the range as the Gauss and that even with 6 of them it's not pinpoint damage. WIthout splash damage each missile is only going to damage the point it hit - this means far, far less focused damage even at point blank range.

Wait and see what happens. I'm betting what you'll see is that SRMs only have a hit percentage of around 50, you just don't always see the misses. That's what the stats imply. So without splash damage you're going to find SRMs suddenly do about 40 points spread over 3 hit locations - it's about like getting dual-AC20 shots from a boomcat just not all in the same hit location.

There will be tears on April 2nd. You just watch. TEARS from the splatcatters and everyone who relies on SRMs for killing power. Even worse from LRM boats who suddenly find the damage they do to Atlases reduced by 40% or so.

Tears.

#178 Ghogiel

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Posted 17 March 2013 - 01:18 PM

View PostDV McKenna, on 17 March 2013 - 12:09 PM, said:

So MWO thus far according to the forums


ECM = OP = Take it and your a noob.

LRMS = OP = Take it and your a noob

Splatcat = OP = Take it and your a noob

Any sniper based build with JJ = OP = Take it and your a poptarting noob.

Raven 3L = OP = Take it and your a noob super haxor.

Centurion 9A = OP = Take it and your a noob.

.......................................

That's because only noobs play MWO.

#179 M4rtyr

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Posted 17 March 2013 - 01:31 PM

View PostMischiefSC, on 17 March 2013 - 12:11 PM, said:


Save that SRMs do 4x the heat and 1/4 the range as the Gauss and that even with 6 of them it's not pinpoint damage. WIthout splash damage each missile is only going to damage the point it hit - this means far, far less focused damage even at point blank range.

Wait and see what happens. I'm betting what you'll see is that SRMs only have a hit percentage of around 50, you just don't always see the misses. That's what the stats imply. So without splash damage you're going to find SRMs suddenly do about 40 points spread over 3 hit locations - it's about like getting dual-AC20 shots from a boomcat just not all in the same hit location.

There will be tears on April 2nd. You just watch. TEARS from the splatcatters and everyone who relies on SRMs for killing power. Even worse from LRM boats who suddenly find the damage they do to Atlases reduced by 40% or so.

Tears.


LOL, what a joke.

Splash damage is not the majority of the damage. All the talk about splash damage is because of how fouled up damage in TG is. I've hit a commando point blank and it didn't take tons of splash damage like people are talking about in the TG (and I did try TG as well, its a very noticable difference).

You are right though, SRM's spread their damage out and they still get more kills then my ML's do. But this goes to the other problems of boats, namely convergence making it too easy to core mechs with PPC's and the like.

But I can't wait for the removal of splash damage, wish it never comes back and still want SRM and LRM damage lowered on top of it. They don't need and should not have the damage increase they got.

#180 Teralitha

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Posted 17 March 2013 - 01:41 PM

View PostSpiralRazor, on 17 March 2013 - 10:27 AM, said:



The best way to fix the A1 for you, would be to uninstall.


Only the worst players have an issue with the A1, in any configuration.



My worst is your best, so you currently dont have the game installed then?





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