Jump to content

A Good Way To Nerf The Cata A1


212 replies to this topic

#21 Acenan

    Member

  • PipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 124 posts
  • LocationNorway

Posted 16 March 2013 - 05:31 PM

View PostTaktix, on 16 March 2013 - 05:26 PM, said:

Better way: marginally increase the heat generated by SRM launchers, limiting the number of sequential alpha-strikes an SRM boat can fire before overheating. Sounds fair to me (and I run SRMs on just about every missile-sporting mech I have).

But on most mech it only takes one Cat A1 alpha to core or brutally disable them, 6xSRM6= 90 dmg + splash

#22 MWHawke

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • 645 posts

Posted 16 March 2013 - 05:31 PM

View PostTeralitha, on 16 March 2013 - 05:10 PM, said:


No but slashing the damage of a weapon that is only too strong when boated will make the weapon useless in anything but a boat. Better to just nerf the problem varient only. Or just remove the varient from play altogether. Its not like we need every single varient of every single mech in existence to enjoy the game.

Think of it... a mechwarrior without the A1..... hmmmmmmmmm what would it be like I wonder...


Then you will complain about another variant.. and another.. until.. VOILA!!!! MWO has only 1 variant to play..

#23 CMGrendel

    Member

  • PipPipPipPipPip
  • Bad Company
  • 158 posts

Posted 16 March 2013 - 05:32 PM

View PostCMGrendel, on 16 March 2013 - 04:27 PM, said:

SRMS are not working correctly at the moment and causing more damage than intended due to splash damage causing greater than anticipated effects on new mech geometry.

*Acknowledged by the development team*


Just to prevent further confusion and pointless posts.

#24 Redshift2k5

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 11,975 posts
  • LocationNewfoundland

Posted 16 March 2013 - 05:35 PM

View PostTeralitha, on 16 March 2013 - 04:57 PM, said:

Um... Actually... they can nerf and buff anything they want, its their game and they make the rules.


Yes, but they are sticking to the rules they imposed on themselves. They won't break stock loadouts this far into the game.

#25 Franchi

    Member

  • PipPipPipPipPipPipPip
  • 818 posts
  • Locationplaying something else.

Posted 16 March 2013 - 05:56 PM

Op If you want to whine about this include a poll with an option for "its fine" and 70% of the votes will go to that option because well ITS FINE.

See Sig.


Oh and can someone tell me is this the 599th or 600th thread of QQ about this?

#26 M4rtyr

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 691 posts

Posted 16 March 2013 - 06:14 PM

View PostTeralitha, on 16 March 2013 - 05:10 PM, said:


No but slashing the damage of a weapon that is only too strong when boated will make the weapon useless in anything but a boat. Better to just nerf the problem varient only. Or just remove the varient from play altogether. Its not like we need every single varient of every single mech in existence to enjoy the game.

Think of it... a mechwarrior without the A1..... hmmmmmmmmm what would it be like I wonder...


Weapons aren't too strong when boated and if nerfed to weak when not boated.

Most of my hunchie 4SP kills come from my 2 SRM's, probably 75% of my kills. Granted the splash damage is having an inpact but its all the more reason they need to have damage reduced because they have EXTRA damage ADDED to them from splash damage.

as for boating SRMs, my splatacat has a 90 damage alpha (even though I've done as much as 94 in one shot thanks to splash damage). If SRM damage was reduced back to where it started it would still do a massive 72 alpha. There isn't a big different there. Just like going from 30 damage to 24 is a minor drop for my 4SP's 2 SRM6's.

Dropping the damage back to where it was before the doubled armor will not hurt missiles, it was stupid to even raise them in the first place. Armor was doubled to extend time to kill, then you increase missile damages and it unblances missiles compared to all the other weapons and counters the armor buff at the same time. There was zero common sense or reasoning to increasing their damage and they should be dropped back to those prior levels.

#27 Embalmed

    Member

  • Pip
  • Little Helper
  • Little Helper
  • 13 posts
  • LocationIn ashes

Posted 16 March 2013 - 06:25 PM

View PostTeralitha, on 16 March 2013 - 03:57 PM, said:

Just increase the base mech weight by a few tons.(like 3-5 tons) Thereby reducing the amount of free tons it has available.


...or, you could just adjust your tactics and nullify their advantage.

#28 TygerLily

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 2,150 posts

Posted 16 March 2013 - 06:26 PM

I thought a good argument someone made was, since the Cat's are designed to be long-range support, maybe they should be cockpit shotted easier. And by boating SRMs, and going the opposite of their design, maybe making the cockpit even easier you discourage the cheese build without eliminating them. I think someone should be able to bring one out if they want but I like the idea of an Achilles Heel.

#29 Joe3142

    Slothstronaut

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 958 posts
  • LocationUK

Posted 16 March 2013 - 06:28 PM

That would kind of be ****. I don't use catapults much, but reducing the mech tonnage? thats just idiotic.

#30 Tibs

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • 229 posts
  • Locationohio

Posted 16 March 2013 - 06:43 PM

just give them less hard pt.s like maybe just 2 or 4

#31 M4rtyr

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 691 posts

Posted 16 March 2013 - 06:47 PM

*sigh* why is everyone wanting to change the cat, its fine.

It just so happens it can only mount two weapons, LRM or SRM, both of these weapons are the ONLY weapons to have had their damages increased from base. THAT is the problem, the chasis is designed to be a boat and it only boats the two weapons that are most unbalanced at the moment.

Don't change the chasis, fix the actually cause and adjust the weapons.

#32 NRP

    Member

  • PipPipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 3,949 posts
  • LocationCalifornia

Posted 16 March 2013 - 06:55 PM

I just bought an A1 since it was on sale and I was bored. Full ASRM6 loadout, no JJ so I could carry extra ammo. Kind of an interesting experience.

Some facts. It takes 3-4 alphas to kill anything larger than a light. And it runs hot. It overheats after 3 successive alphas on most maps (probably worse on Caustic). I used GXP to elite the chassis, so I have all the efficiencies so it's as good as it's going to get. This thing is already pretty severely heat limited.

Bottom line: It's powerful in certain situations, but it relies on chaotic situations so it's not quite the "instant win" button it's made out to be. This thing feasts off of wounded and/or distracted enemies. However, if even two enemies team up on you, you're basically done unless they're total noobs. Lights and mediums are especially problematic for this thing. A brawler Stalker 5M would probably beat it more often than not because the A1 simply cannot tank damage at all.

I would recommend that everyone who whines about the A1 should try it. At least that way, they would have somewhat of an objective opinion and they would better understand its weaknesses....

#33 valkyrie

    Member

  • PipPipPipPipPipPipPip
  • 508 posts

Posted 16 March 2013 - 06:58 PM

View PostTygerLily, on 16 March 2013 - 06:26 PM, said:

I thought a good argument someone made was, since the Cat's are designed to be long-range support, maybe they should be cockpit shotted easier. And by boating SRMs, and going the opposite of their design, maybe making the cockpit even easier you discourage the cheese build without eliminating them. I think someone should be able to bring one out if they want but I like the idea of an Achilles Heel.


Cockpit hitboxes aren't how you enforce a "fire support role." You do that by making it less effective at brawling, i.e., by reducing max engine rating and trimming away some of the torso twist so it can't shoot at things almost directly behind it.

#34 Cferre

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 290 posts
  • LocationNetherlands

Posted 16 March 2013 - 07:06 PM

View PostTeralitha, on 16 March 2013 - 03:57 PM, said:

Just increase the base mech weight by a few tons.(like 3-5 tons) Thereby reducing the amount of free tons it has available.


I think that your legs need to be nerfed. They are simply OP. My suggestion to fix this issue, is by having your legs shortened for about 14,5 cm to compensate your OP-nes.

#35 TygerLily

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 2,150 posts

Posted 16 March 2013 - 07:20 PM

View Postvalkyrie, on 16 March 2013 - 06:58 PM, said:


Cockpit hitboxes aren't how you enforce a "fire support role." You do that by making it less effective at brawling, i.e., by reducing max engine rating and trimming away some of the torso twist so it can't shoot at things almost directly behind it.


I wasn't suggesting it was a blanket solution and I agree with your ideas as well in addition to my own.

#36 Teralitha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,188 posts

Posted 16 March 2013 - 07:58 PM

View PostSilentium, on 16 March 2013 - 05:24 PM, said:

Wait, so you are cool with SRM damage, except on one chassis?


Well the crazy splash damage needs to be adjusted too.... otherwise yeah

View PostMWHawke, on 16 March 2013 - 05:31 PM, said:


Then you will complain about another variant.. and another.. until.. VOILA!!!! MWO has only 1 variant to play..


Nonsense

View PostFranchi, on 16 March 2013 - 05:56 PM, said:

Op If you want to whine about this include a poll with an option for "its fine" and 70% of the votes will go to that option because well ITS FINE.

See Sig.


Oh and can someone tell me is this the 599th or 600th thread of QQ about this?


Where do you see whine? I believe all I did was make a suggestion. I think your epeen is poking out a little.

View PostEmbalmed, on 16 March 2013 - 06:25 PM, said:


...or, you could just adjust your tactics and nullify their advantage.



You mean like... bring more A1's? Or more ECMs perhaps? Sure. But its better to actually fix what is wrong than have another reason not to play the game anymore..

Edited by Teralitha, 16 March 2013 - 08:01 PM.


#37 Chrithu

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • 1,601 posts
  • LocationGermany

Posted 16 March 2013 - 08:02 PM

Fix SRM Splash Damage. Or even better remove it or change it so that damage on hit location + splash damage = listed dmg of 2.5 per missile, which is how most people expect it to be anyways. I don't see how the missiles doing more damage than listed would even remotely make them balanceable. Especially since obviously the way they coded splash damage makes it dependent on target mech geometry which simply is fail stuff in my view.

#38 Drenzul

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 361 posts

Posted 16 March 2013 - 08:09 PM

While splash no doubt amplifies the problem, SRMs are not actually the problem here.

The catapult chasis simply gets too many advantages compared to other mechs:

Massive torso twist
Fast torso twist
Good Loadouts
Small side-torsos meaning XLs are pretty safe to fit.
No wasted crit slots on un-needed acutators e.t.c. helping quite a few builds.
Occupies a weight sweet spot where it can use xl+endo effectively to balance crits/weight for most builds
Ability to fit JJ on most variants

It's only weak-spot is it's slightly bigger than average cockpit, but any half-decent cat pilot can make that very hard to hit.

Given all this I would say nerf the entire series slightly to bring it in line with the other chassis, as it was designed to be a 2nd-line support mech, I would do this:
Reduce torso twist speed by 50%
Reduce turn speed 25%

That still leaves it as an excellent mid to long range chassis but without also been probably the most potent heavy brawler chassis as well.

#39 Fishbulb333

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 392 posts

Posted 16 March 2013 - 09:34 PM

....or just shoot it's ears off...

#40 Yokaiko

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,775 posts

Posted 16 March 2013 - 09:59 PM

You can only fit SSRM, SRM and LRM on an A1

No energy slots, so LRM is out, you need a tag or you are going to spend a lot of games just standing there
SSRM lol raven
SRM work every time you hit the button


No **** they are boating SRMs, the mechs performance isn't based around hoping someone shoots a raven off of you...and it is really the only way to do it.

I probably created one today, got a base alert so I ran all the way across the map in my Raven......to be confronted with a fearsome streakapult He couldn't shoot me.


I used to run my A1 with dual LRM 15s and 4 ssrms on it, but those days are over, you simply cant build a mech with only lock on weapons where there are ECM mechs around, its not a smart move.

Edited by Yokaiko, 16 March 2013 - 10:00 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users