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A Good Way To Nerf The Cata A1


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#41 Malora Sidewinder

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Posted 16 March 2013 - 11:32 PM

this is a terrible idea, and a1 is fine as is, doesn't need a nerf.
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 CheezPanther

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Posted 16 March 2013 - 11:54 PM

oooh a splat cat thread thats nice and different from a 3L thread.

#43 Sifright

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Posted 17 March 2013 - 01:00 AM

View PostOne Medic Army, on 16 March 2013 - 04:02 PM, said:

Things which PGI will not mess with, ever:
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 One Medic Army

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Posted 17 March 2013 - 01:05 AM

View PostSifright, 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 Malthorn

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Posted 17 March 2013 - 01:26 AM

Man the BS in this thread is getting deep.

#46 Alex Novian

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Posted 17 March 2013 - 02:45 AM

With fixing the splash damage... next i would put the SRM damage back to 2 per missle. right next to 1 for the lrms.

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 Eternal Hunter

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Posted 17 March 2013 - 03:00 AM

View PostCferre, 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 AnterosRagnarok

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Posted 17 March 2013 - 03:24 AM

The OP's suggestion is, in my opinion, off base. While PGI can technically do what they want with the game, they are still at least loosely beholden to the BattleTech universe at large. On top of that, imposing unique structural or behavioral rules to a single mech chassis or variant is the very definition of discrimination in search of an answer. Ultimately, the Catapult is not the problem, it is merely a platform for the problem's abuse.

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 SgtMagor

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Posted 17 March 2013 - 03:56 AM

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(quote)


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 Reitrix

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Posted 17 March 2013 - 04:27 AM

View PostSgtMagor, on 17 March 2013 - 03:56 AM, said:

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(quote)


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 FunkyFritter

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Posted 17 March 2013 - 04:30 AM

Let's see what they do after the glaring splash damage bug is fixed.

#52 Sifright

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Posted 17 March 2013 - 04:35 AM

View PostOne Medic Army, on 17 March 2013 - 01:05 AM, said:

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).


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 IG 88

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Posted 17 March 2013 - 04:38 AM

stop use srm and use lrm in the a1..... problem solve

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 Crockdaddy

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Posted 17 March 2013 - 04:47 AM

I kinda laugh. Nerf this, nerf that. Current easy mode are LRM's ... I say that as I started running them for the easy kills again. I recognize LRM's still won't work in tourney play but PUG matches LRMs are king again. I wondered what would reduce PPC use ... LRM's are it.

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 Sifright

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Posted 17 March 2013 - 04:47 AM

View PostIG 88, on 17 March 2013 - 04:38 AM, said:

stop use srm and use lrm in the a1..... problem solve

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.

#56 Ghogiel

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Posted 17 March 2013 - 04:48 AM

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


#57 Reitrix

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Posted 17 March 2013 - 05:13 AM

I wanna make an A1 with 6x NARC now.

#58 Qraz

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Posted 17 March 2013 - 05:33 AM

Best nerf would be to release sticky guide in this forum with topic name "L2P". Works against ecm, lrm, splatcats and other "problems" that people whine about.

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 Pale Jackal

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Posted 17 March 2013 - 05:41 AM

If MWO was all about brawling, like it used to be, then you might have a point.

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 Commander Kobold

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Posted 17 March 2013 - 05:43 AM

The catapult itself is fine, theres nothing wrong about it, the missle systems on the otherhand are where the problem comes from.

(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)

View PostQraz, on 17 March 2013 - 05:33 AM, said:

Best nerf would be to release sticky guide in this forum with topic name "L2P". Works against ecm, lrm, splatcats and other "problems" that people whine about.

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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