blinkin, on 26 June 2013 - 11:50 PM, said:
and fail
i missed your question at first because of the new page.
the only issue i have with stalkers is they tend to be extra chewy. lacking the ability to turn your head kinda makes them easy prey for my catapults. a well piloted highlander is far worse because of their maneuverability combined with their armor.
and as far as my jenners go most can't hit me that once because, again i don't let them look at me and on the occasions they do i slap them in the face with an ERPPC round to disrupt their aim. the recurring theme here is that stalkers are slooooooooooooooooooooooowwwwwwwwwwwwwwwwwwwwwwwwwwww and the sniper builds are even slower.
my jenner dies on a regular basis, but it is rarely to any of the sniper boats and on those few occasions i was almost always doing something incredibly stupid.
Ok, the Jenner is irrelevant as #1..it's not a 'brawler', and #2...ERPPC (which the contention is those kinds of weapon vs. SRMs). Amusing though in your defense of SRM brawling, one of the 2 builds you listed is a light mech running an ERPPC...D'Oh!
The Catapult is a horrible mech for brawling...period. The only times
they were good is with full SRM at 2.5 + Splash + Huge Torso Twist + Point blank (or sweet-spot) clustered flight path + few mechs running 33+ pinpoint alpha's for one-shot kills (due to heat, convergence, and hardpoints on available chassis at that time) in order to overcome the head hitbox and easy to pop ears. There
torso twist has been reduced to simply good, there is no relevant splash damage for SRMs, the new flight path removes the good clustering (but does help with LBX style range usefullness I guess), there is no longer convergence, and less heat on ranged weapons. All of the things that made the SplatCat good simply no longer exist...base missile damage being the least possible cause of any
percieved OP'dness. 2.0 damage...much less 2.5 damage, will not resurect the glory days of Splat due to the 5 other nerfs/buffs which affected the build....2.5 simply can make them viable once again.
You seem to like completely irrelevant ancedotal examples, so consider my 733 abuser pugging build...
Gauss
2xERPPC
4xSSRM (with BAP of course)
Single JJ (for mobility mainly and minor ridgeline sniping)
~60kph
and...
AMS, which with the damage buff coupled with SRM flight pattern...works very effeciently against SRMs fired at any kind of descent range...negating the 'increased range' given by the nerfed flight path.
Or how about Jagers... ~78 kph AC/40+2xML...or ~64kph Dual Gauss + 4xML? Again...overwhelming to SRMs..
Give me an example of any build that prominently uses SRMs that beats them. There is simply no way a SplatCat in it's current form touches it. Even the basic SRM+2xML+AC/20 'Brawler' Atlas or Highlander suffers soley due to the inclusion of SRMs over Larger (read:range/pinpoint) energy weapons and Streaks instead. The SRM awesome, Jager-A, or SRM+ML Stalker are simply pathetic in current form.
The point you seem to be missing, is there is no reason to use SRMs...even the Cent is completely overpowered by the ML BJ...even with the benefit of zombie mode. Trebs or Hunchies with SRMs? not a chance of balanced viability. 2.0 damage will not be enough to change any of this. Personal examples of ancedotal success running an obviously grossly underpowered weapon system is not a case for balance.
Edited by Mr 144, 27 June 2013 - 04:26 AM.