

A Good Way To Nerf The Cata A1
#41
Posted 16 March 2013 - 11:32 PM
it is NOT the a1's fault that your skill cannot compensate for an opposing high damage mech.
yes, to answer the question you were about to ask me, i can kill a1s in my dragon, and the dragon has paper mache armor.
#42
Posted 16 March 2013 - 11:54 PM
#43
Posted 17 March 2013 - 01:00 AM
One Medic Army, on 16 March 2013 - 04:02 PM, said:
Tonnage
Crit slots
Anything which would make stock configs illegal
So, in short, no.
They'll be getting a slight decrease in effectiveness come April 2nd when Missile Splash is removed (for tuning).
if by slight you mean gigantic.
Light mechs could get partially hit by the 90 salvo and should have been expected to take between 15-30 damage instead take over 100 points of damage from 7-12 missiles.
I've had times where i've fired just half my salvo at a full health commando and watched every single component destruction be given to me as well as the kill.
45 damage should not even come close to enabling this.
With missile splash gone SRM/LRM/SSRM are going to drop in power hugely.
Edited by Sifright, 17 March 2013 - 01:00 AM.
#44
Posted 17 March 2013 - 01:05 AM
Sifright, on 17 March 2013 - 01:00 AM, said:
if by slight you mean gigantic.
Light mechs could get partially hit by the 90 salvo and should have been expected to take between 15-30 damage instead take over 100 points of damage from 7-12 missiles.
I've had times where i've fired just half my salvo at a full health commando and watched every single component destruction be given to me as well as the kill.
45 damage should not even come close to enabling this.
With missile splash gone SRM/LRM/SSRM are going to drop in power hugely.
Let's be honest, a 90dmg alpha is still going to frag the **** out of commandos.
45 will still sting like a mother.
They won't be popped from full with a single SRM6 any more (like I managed 2 nights ago).
I doubt atlases will feel much change, not cataphracts/catapults. SRM users might even end up seeing more consistent results, as there are also reports of certain locations on some mechs taking reduced damage from SRMs (Raven's Beak, some parts of Atlas and Catapult).
#45
Posted 17 March 2013 - 01:26 AM
#46
Posted 17 March 2013 - 02:45 AM
they want the fights to last longer right? put the wepons back to the Original output(for all the weapons) and level off the fire times.
X for missles
Y for lasers
Z for balistics.
#47
Posted 17 March 2013 - 03:00 AM
Cferre, on 16 March 2013 - 07:06 PM, said:
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.
Aaah, i did a good ROFLMAO when i read this

Edited by Eternal Hunter, 17 March 2013 - 03:01 AM.
#48
Posted 17 March 2013 - 03:24 AM
The only aspect of the Catapult I find disconcerting is its oddly extreme torso twist range, that's it. Everything else is within expectations for me. Does that mean that am fine with it? No, I still panic a little and kick into reverse while firing at one when I see a SRMCat approach me. But when it is boating LRMs, I become its best friend. I am also afraid of SRM-boating Stalkers, and occasionally Centurions, Hunchbacks, Atlases, etc. One indication of the problem most people identify is that when I see an Atlas D-DC with 1xAC20, 2xLL, and 3xSRM6, the weapon system I worry about the most is the SRMs, not the scary cannon. That's not logical to me.
In the same way, the Raven 3L is not an exceptionally evil mech, it simply embodies the currently perfect combination of Streak SRMs, ECM, speed and wonky hit boxes that makes it a funny looking terminator to most. It is not the Raven's fault (see the other variants for a lesson in that), it's the application of Streaks and ECM and their unfortunate overlap that causes the problems.
#49
Posted 17 March 2013 - 03:56 AM
seen the Raven take countless barrage of missile and direct fire weapons and still run around the field with impunity. why use assault mechs when you can use a Raven...
#50
Posted 17 March 2013 - 04:27 AM
SgtMagor, on 17 March 2013 - 03:56 AM, said:
seen the Raven take countless barrage of missile and direct fire weapons and still run around the field with impunity. why use assault mechs when you can use a Raven...
Next time you have a good Raven in your Drop, spectate him. When i play my Raven or Spider, i never die with armor left in any location. The reason for that is that i twist and turn while taking hits to spread the damage across my entire 'Mech, giving the illusion that I'm taking rediculous levels of damage.
Ballistics are my one true enemy. But then, there are so very few pilots with the Skill required to hit a moving Light with an AC20.
On topic, I'd be very interested to see a weapon/ammo malfunction system implemented.
When firing the same variety of weapon in a group, that weapon has a chance to malfunction, the chance being higher the more of said weapon is fired.
as an example, the Splatcat. Lets say you fire your SRMs in chain, effectivly streaming missiles, 0% chance of failure. However, when you Alpha, the chance for a missile to misfire and damage your structure gets rather large. What that would do is say, yeah sure alpha those SRMs, but at least 20% of them are going to detonate inside your ears and potentially blow it off.
For the 9 SL/ML Hunchie build, Lasers would be harder to have do an SRM style missile failure, so perhaps with each Laser fired in a group, has an increasing chance for that Laser to overheat and damage itself, not blowing it off instantly, but generating massive heat and doing several points of damage to the weapon. sorta like a 'gets hot' rule in Warhammer TT, but the damage aimed at the weapon rather than the structure.
Now, what that would do is lessen the insane alpha damage its capable of throwing down, because you run the very real risk of exploding your Lasers in your shoulder.
that'd let people run those 'cheese builds' (See, no loss of customization) but with a risk/reward factor built in. Yes, absolutely you can alpha for serious damage in one shot. But no, its not a good idea to constantly do that because you will probably hurt yourself.
For thos eof us running balanced builds, no effect whatsoever, as the malfunction only kicks in on boated systems.
#51
Posted 17 March 2013 - 04:30 AM
#52
Posted 17 March 2013 - 04:35 AM
One Medic Army, on 17 March 2013 - 01:05 AM, said:
45 will still sting like a mother.
They won't be popped from full with a single SRM6 any more (like I managed 2 nights ago).
I doubt atlases will feel much change, not cataphracts/catapults. SRM users might even end up seeing more consistent results, as there are also reports of certain locations on some mechs taking reduced damage from SRMs (Raven's Beak, some parts of Atlas and Catapult).
Removing splash won't help with shonky hit detection. State rewind will help greatly with that.
but yea my point about the commando had more to do with the way I could blast them into scrap even just using one or two srm6 with a dead on hit which should be utterly impossible.
#53
Posted 17 March 2013 - 04:38 AM
its not because the 6xsrm6 cat is a cookies cutter that you are force to use it
make a 6xlrm5 with artemis or a 4xlrm15 or a 2/2/2 - lrm/streak/srm, use your imagination,
and stop using those splat cat
Edited by IG 88, 17 March 2013 - 04:39 AM.
#54
Posted 17 March 2013 - 04:47 AM
My last match of the night, I had my 3D out ... saw a splat cat ... first Alpha ... right ear, second Alpha left ear ...I suppose now my pop tart needs nerfing too.
#55
Posted 17 March 2013 - 04:47 AM
IG 88, on 17 March 2013 - 04:38 AM, said:
its not because the 6xsrm6 cat is a cookies cutter that you are force to use it
make a 6xlrm5 with artemis or a 4xlrm15 or a 2/2/2 - lrm/streak/srm, use your imagination,
and stop using those splat cat
you just told people to use lrms on a mech that can't fit tag.
You are forever not worth listening to.
#57
Posted 17 March 2013 - 05:13 AM
#58
Posted 17 March 2013 - 05:33 AM
Just keep moving and you can avoid most of damage, stay near team-mates and inform them about taking out srm cat first if you see such coming from behind team-mates.
Sure, good mech but really really limited in maps like alpine. More maps in game is needed. Currently many are so small sandboxes that range of SRM is enough to shoot over 1/4 of map.
#59
Posted 17 March 2013 - 05:41 AM
The fact that long ranged play is frequently viable in most matches means that the A1 does not need a nerf. I haven't piloted my SRM6 A1 in ages because I'd rather pilot something with ranged weapons, or a light.
#60
Posted 17 March 2013 - 05:43 AM
(I do like the idea of SRMs firring one at a time would ad a bit of skills to their use instead of just being a face hug mech shotgun)
Qraz, on 17 March 2013 - 05:33 AM, said:
Just keep moving and you can avoid most of damage, stay near team-mates and inform them about taking out srm cat first if you see such coming from behind team-mates.
Sure, good mech but really really limited in maps like alpine. More maps in game is needed. Currently many are so small sandboxes that range of SRM is enough to shoot over 1/4 of map.
your comment is only barely helpfull at all, the splat cat is still very viable in alpine as most of the fights end up with both teams fighting over the same hill, and moving only protects you form splat cats if they're a bad shot. Try adding something constructive instead of just plastering L2P over everything.
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