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How to deal with SSRM's for Dummies


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#21 Mr 144

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Posted 04 November 2012 - 03:40 PM

View PostLefty Lucy, on 04 November 2012 - 03:04 PM, said:

The problem is that the "trooper" slow medium mech has absolutely no recourse against an SSRM cat. They will run faster than you, chase you down, and kill you. You can't do damage fast enough to destroy one of the cat's arms before you're dead.

Shutting down is not really an option because it is only really useful in a one-on-one duel situation, which neither player should be in if you are using effective team work.

SSRM are broken right now.


I dunno Lefty...the increase in popularity of StreakCats has actually diminished there "fear" capacity. Almost every match this morning had one in it. I haven't seen one on his own change the course of a battle. 4xML+2xSRM6 (standard 4SP slug) can remove an ear in one volley, which is precisely how I deal with them. A one-eared streakapult is hardly worrisome. While I "can" kill a Streakapult in my 4SP brawler, I'm constantly amazed at how I have too.

The larger problem is people have an irrational fear of them. This overides common sense in most scenarios. I have circled and TAG'd them many times...heading them off in open terrain just to give LRMs an advamtage, but yet, even though I called out the cat...TAG'd them...drew them into the open...no LRM rain. LRMs landing on every other mech, but the streaker :D I can only attribute this to fear of reprisal.

Kill them at range, kill them in a brawl...meh...dead either way, just have to do it quickly, and at least take off an ear immediately. Now, a Streaker and a medium speed-matched brawler working together? THAT is something to fear, and almost an unbeatable combination.

Mr 144

#22 Allekatrase

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Posted 04 November 2012 - 03:41 PM

View PostSarevos, on 04 November 2012 - 03:40 PM, said:

your high heat signature should still provide enough for a target lock as opposed to you shutting down your systems and engine manually (atleast thats my take on it)

If you read my full post you'd understand why that doesn't make sense.

#23 Sarevos

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Posted 04 November 2012 - 03:42 PM

View PostMr 144, on 04 November 2012 - 03:40 PM, said:


I dunno Lefty...the increase in popularity of StreakCats has actually diminished there "fear" capacity. Almost every match this morning had one in it. I haven't seen one on his own change the course of a battle. 4xML+2xSRM6 (standard 4SP slug) can remove an ear in one volley, which is precisely how I deal with them. A one-eared streakapult is hardly worrisome. While I "can" kill a Streakapult in my 4SP brawler, I'm constantly amazed at how I have too.

The larger problem is people have an irrational fear of them. This overides common sense in most scenarios. I have circled and TAG'd them many times...heading them off in open terrain just to give LRMs an advamtage, but yet, even though I called out the cat...TAG'd them...drew them into the open...no LRM rain. LRMs landing on every other mech, but the streaker :D I can only attribute this to fear of reprisal.

Kill them at range, kill them in a brawl...meh...dead either way, just have to do it quickly, and at least take off an ear immediately. Now, a Streaker and a medium speed-matched brawler working together? THAT is something to fear, and almost an unbeatable combination.

Mr 144

When i feel particularly vicious i build my cat full speed with lrm15s and 4 streaks... if you stay between 180-270 meters its just horrendous

#24 Exilyth

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Posted 04 November 2012 - 03:47 PM

fun fact: when you shut down from overheating, you can shut down in addition to that. Enemies still can lock on, but you don't power up automatically. So... completely useless. :D

#25 Sarevos

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Posted 04 November 2012 - 03:49 PM

View PostAllekatrase, on 04 November 2012 - 03:41 PM, said:

If you read my full post you'd understand why that doesn't make sense.

i did the heat differences become exponential near full capacity as is how Fusion works it shuts down to try and prevent the engine from reaching the point where the heat is great enough to self sustain the reaction beyond control of the dampening fields, which now that i think about it may put off the necessary electronic signature at the critical level... scratch what i said i have to do some studying of theoretical physics XD

(Edit The dampening fields themselves)

Edited by Sarevos, 04 November 2012 - 03:51 PM.


#26 Allekatrase

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Posted 04 November 2012 - 03:53 PM

View PostSarevos, on 04 November 2012 - 03:49 PM, said:

i did the heat differences become exponential near full capacity as is how Fusion works it shuts down to try and prevent the engine from reaching the point where the heat is great enough to self sustain the reaction beyond control of the dampening fields, which now that i think about it may put off the necessary electronic signature at the critical level... scratch what i said i have to do some studying of theoretical physics XD

(Edit The dampening fields themselves)

That is irrelevant when you factor in the fact that at any heat level, including above what would constitute a shutdown (ie you override the shutdown) you can power down and they can't target you. If the heat or the fields from the reactor were the issue you wouldn't be able to do that. Also, if heat was the issue then standing still you should be untargetable powered down or not. The system is inconsistent and needs to be adjusted.

#27 Sarevos

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Posted 04 November 2012 - 03:53 PM

View PostAllekatrase, on 04 November 2012 - 03:53 PM, said:


That is irrelevant when you factor in the fact that at any heat level, including above what would constitute a shutdown (ie you override the shutdown) you can power down and they can't target you. If the heat or the fields from the reactor were the issue you wouldn't be able to do that. Also, if heat was the issue then standing still you should be untargetable powered down or not. The system is inconsistent and needs to be adjusted.


True (though the engine runs moving or not it doesnt idle like an internal combustion) shutting down should break lock regardless of the case I cant see that as a major balance issue point for Allek

Edited by Sarevos, 04 November 2012 - 03:56 PM.


#28 Allekatrase

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Posted 04 November 2012 - 03:58 PM

Agreed, not a major balance issue. Just something inconsistent and that's a pet peeve of mine.

#29 Corbon Zackery

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Posted 04 November 2012 - 03:58 PM

If you fix the Anti Missle System so it tracks and destroys Streak Short Range Missles.

It wouldn't be such a big issue.

Its a Anit Missle System not a it only works on long range missles.

The other thing is SSrm 2 do like 1.5 dmg

SRM do 1.2 or 1.3 I havent seen a updated dmg charts posted. So im going to put 2 streak missle launcers on my mech because they do 6 points per missle all to the CT thats more than a AC 5 and it takes up 2 slots Plus I dont have to aim once it turns red you shoot.

I seen streaks shoot out make a 180degree turn and hit a mech because i still had lock as the guy shot behind me.

I will add this is a issue that will need to be fix at some point because they do have streak 4 and streak 6 they just havn't been invented yet.

Thanks

Edited by Corbon Zackery, 04 November 2012 - 04:18 PM.


#30 OpCentar

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Posted 04 November 2012 - 04:01 PM

Nobody mentioned the permastun cockpit rocking that chainfiring SSRMs do to a target?

I have 0 chance of winning in my slower C1 or K2 while I'm getting hit every other second. All it takes 5s for the streakcat to circle me and I'm dead.

#31 Mr 144

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Posted 04 November 2012 - 04:02 PM

View PostSarevos, on 04 November 2012 - 03:42 PM, said:

Its a Anit Missle System not a it only works on long range missles.

The other thing is SSrm 2 do like 1.5 dmg

SRM do 1.2 or 1.3 I havent seen a updated dmg charts posted. So im going to put 2 streak missle launcers on my mech because they do 6 points per missle all to the CT thats more than a AC 5 and it takes up 2 slots Plus I dont have to aim once it turns red you shoot.


Both SRMs and SSRMs do 2.5 damage/missle, so SSRM2 = 5 damage, and SRM6 = 15 damage.

AMS does work on both short range missle types. I've found that with both incoming LRMs and SRMs (while target is TAG'd), AMS can be confused to the point of being ineffective.


Edit: Sigh...forum ate half my post :wacko:

View PostSarevos, on 04 November 2012 - 03:42 PM, said:

When i feel particularly vicious i build my cat full speed with lrm15s and 4 streaks... if you stay between 180-270 meters its just horrendous


My LRM20,SRM6,4xML,TAG will see you right there in your preferred range ;) the 2xLRM15 streak variant does give me pause though, all e-peen aside :D

Mr 144

Edited by Mr 144, 04 November 2012 - 04:10 PM.


#32 White Nitro

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Posted 04 November 2012 - 04:05 PM

Just pull out the long range rifle on them or the LRM rain.... and its gone.

Catapult missille rack are easy to take off, you can also try the legging for them!

#33 Kaijin

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Posted 04 November 2012 - 04:11 PM

View PostLefty Lucy, on 04 November 2012 - 03:13 PM, said:


When the heavy mech can move just as fast as the medium, it's kind of a problem.


No, it's not. You're comparing a 50 ton mech to a 65 ton mech. The heavier mech has 15 more tons of WIN.. And lets not be dishonest here - Hunchbacks do not move fast. So in reality, the medium mech is moving just as slow as the heavy mech. If you want better odds, drive something faster or heavier.

#34 Sarevos

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Posted 04 November 2012 - 04:13 PM

View PostWhite Nitro, on 04 November 2012 - 04:05 PM, said:

Just pull out the long range rifle on them or the LRM rain.... and its gone.

Catapult missille rack are easy to take off, you can also try the legging for them!

NO NOT THE AMMO BINS!!!

Posted Image

#35 stjobe

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Posted 04 November 2012 - 04:15 PM

So I run my Commando 2D with 3xSSRM-2, and I usually fear no 'mech - but when I see a StreakCat, I run the other way. He's got the exact same range, twice the firepower, and 40 tons weight advantage. Not a fight I can win - I tried shutting down in front of one once when we were the last two standing in a match, but he DFA'd me while I was shut down :D

Either way, the absolute easiest and most effective way to combat a streak boat is to kill them at range. TAG them up and let the LRM rain in, or get your GR/LL/PPC snipers to take it out. It's lethal inside 270, but not so much at 450.

#36 Corbon Zackery

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Posted 04 November 2012 - 04:15 PM

View PostOpCentar, on 04 November 2012 - 04:01 PM, said:

Nobody mentioned the permastun cockpit rocking that chainfiring SSRMs do to a target?

I have 0 chance of winning in my slower C1 or K2 while I'm getting hit every other second. All it takes 5s for the streakcat to circle me and I'm dead.


The A1 streak cat is pretty easy to deal with it has 2 arms with all of the weapons in them so blow them off there defenceless pretty easy to hit since there sqaure boxes on each side of the mech.

#37 Sarevos

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Posted 04 November 2012 - 04:17 PM

View PostOpCentar, on 04 November 2012 - 04:01 PM, said:

Nobody mentioned the permastun cockpit rocking that chainfiring SSRMs do to a target?

I have 0 chance of winning in my slower C1 or K2 while I'm getting hit every other second. All it takes 5s for the streakcat to circle me and I'm dead.

its no permastun your reticule doesnt move just your vision so aim when you can and pull the trigger

#38 Rollio

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Posted 04 November 2012 - 04:17 PM

the fact is if you are in something smaller than the SSRM catapult, you're at it's mercy. A smaller mech isn't going to have the firepower to rip the ears off before getting shredded by the SRM's. Until they nerf SSRM to not hit CT almost every time, this mech will remain overpowered. The only things you can do are run away and stay of missile range, which might work if you are a faster mech, (centurions and hunches are screwed completely here) or try to engage it as a group and kill it as quickly as possible (aim for cockpit kills).

#39 Sarevos

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Posted 04 November 2012 - 04:20 PM

View PostRollio, on 04 November 2012 - 04:17 PM, said:

the fact is if you are in something smaller than the SSRM catapult, you're at it's mercy. A smaller mech isn't going to have the firepower to rip the ears off before getting shredded by the SRM's. Until they nerf SSRM to not hit CT almost every time, this mech will remain overpowered. The only things you can do are run away and stay of missile range, which might work if you are a faster mech, (centurions and hunches are screwed completely here) or try to engage it as a group and kill it as quickly as possible (aim for cockpit kills).

hunches power is in the rt and when you cant hit that bad boy there hes gonna cockpit you quick fast and in a hurry lol ac 20 to the face

EDIT that doesnt mean i dont agree it should not seek ct all the time

Edited by Sarevos, 04 November 2012 - 04:21 PM.


#40 Mr 144

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Posted 04 November 2012 - 04:26 PM

Ahem...A stock 4SP can one-shot an ear. 2xSRM6+4xML = 50 alpha damage at point blank range. A Cat's arm is 40 armor, with internals at 20, so you are relying on some SRM crits for a one shot, which in my experience happens reliably enough. Range...Pshaa...Ambush inside of its range...charge to point blank...De-ear in one alpha...A lighter, slower, smaller mech.

Mr 144





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