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Streak Cats... Again.


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#101 hanitora

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Posted 21 November 2012 - 04:55 PM

View PostsiLve00, on 21 November 2012 - 04:38 PM, said:


so ... what ? your ssrm doing 700-800 damage or not ? no they dont.. they add up.. nothing wrong with it correct ?
when you state "iam using ssrm on my raven and i do 700-800 damage" so what ?

*fore sure i know every light wont use only ssrm except he just goes for other lights .. because as med/heavy you will somple ignore a light who is using ssrm.. thats no threat at all*

Yeah no. You're not limited to lights. You can use your lasers on bigger mechs to down em faster while SSRMs rock their cockpit and make it harder to aim at your already difficult to hit self.

#102 Cferre

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Posted 21 November 2012 - 05:26 PM

View Postsuperteds, on 21 November 2012 - 04:03 PM, said:

they aren't hilariously quick


Lol wut?

#103 DivineEvil

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Posted 21 November 2012 - 05:48 PM

It is funny how Catapults are running anything but LRMs they were intended for. Gauss, AC5, 3xLL, SRM, SSRM, 2xPPCs... everyone is carrying some LRMs. I've even seen 2x LRM20 Atlases. But Catapults with LRM? Trials only, but they're terrible...

#104 Ketzktl

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Posted 21 November 2012 - 05:52 PM

View PostCYBRN4CR, on 21 November 2012 - 04:48 PM, said:

Streaks should never miss. That is their nature as per canon. PGI simply fixed their high miss rate, so that they should hit if you have a good lock.


Just wanted to mention that in TT streaks do "miss" sort of. If you miss your roll to hit you fail to get a lock and they just don't fire, but you still have to roll for each individual launcher. If you boated streak 2's, just because one set hit doesn't mean that all your sets hit, some launchers would fire while others would not.

I know I know, TT rules vs real time game reality, just wanted to throw this out there though since canon was brought up.

#105 Sickocrow

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Posted 21 November 2012 - 05:59 PM

View PostDivineEvil, on 21 November 2012 - 05:48 PM, said:

It is funny how Catapults are running anything but LRMs they were intended for. Gauss, AC5, 3xLL, SRM, SSRM, 2xPPCs... everyone is carrying some LRMs. I've even seen 2x LRM20 Atlases. But Catapults with LRM? Trials only, but they're terrible...

I run twin LRM15's on my A1 with 4 Streaks and BAP. Turns out to be a very versatile machine. I get open sortie long range fire and decent close DPS. Fairly lethal Alpha between 180-270 metres. I don't have to deal with 'where do I shoot my lasers' lagfest with 320ms ping.

Edited by Sickocrow, 21 November 2012 - 06:02 PM.


#106 One Medic Army

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Posted 21 November 2012 - 06:01 PM

One of my friends, who's an old TT player mentioned something.
In TT you had to re-acquire lock each time you fired. (your to-hit roll was actually representing acquiring a lock).

What if all guided missile weapons were fire and forget (didn't need to maintain lock) but you lost lock after firing and needed to re-acquire?

Edited by One Medic Army, 21 November 2012 - 06:03 PM.


#107 Serevn

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Posted 21 November 2012 - 06:13 PM

The problem is not 1v1, their not all that tough if relatively annoying. Its that they are absolutely devastating in a fight involving more than a 1v1. They chainfire, shaking everyones screen and filling it with smoke and are able to keep the pressure while moving at max speed due to the lock on. This combined with jump jets makes it difficult to focus fire them down with other enemy mechs to back them up.
Not to mention its ridiculously easy to set up and use, Throw a newb whos just gotten used to the movements of a mech into a streakcat and suddenly he's at the top of the damage board.

The ability to not miss is just too good in a game that relies heavily on aim.

Edited by Serevn, 21 November 2012 - 06:16 PM.


#108 Kaspirikay

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Posted 21 November 2012 - 06:13 PM

Streaks this patch has too much damage for what they do. They should reduce Streak's explosive rocking. Last patch, they were pathetic, I still ran with them, but they were horribad. This patch, I'd say they are almost where they should be.

Okay, heres how to beat a streakcat. I've been running a streakcat since open beta so I know a thing or two.

1. Range, you can stay out at 271m. Streaks won't reach beyond that. I know, its hard, but if you can get a few shots into the cat's torso before it gets in streak range, you've got a good advantage.

2. If possible, ear the cat. Not easy because of the netcode, but I can guarantee if 1 ear is shot off, you'll win the engagement. The only reason why streakcats are so deadly is because they've got 6 streaks. 1 ear down, they've only got 3. Lower damage than a streakmando. cuz no laz0r.

3. Focus fire on streakscats first. If you know your targets, you'll know that streakcats rank high up there on the first to kill list along with Huchbacks and gausskittens.

Heres my first to kill list:
1. Any Commando (because easy kill and they give out decent dps)
2. Any Hunchback (because glasscannon)
3. Gausskitten
4. Streakcat
5. Jenner (because jenner)

Hopefully you won't see number 2-5 closely packed together. :(

Notice there are no atlas. Because atlas is tank, they want you to hit them and leave their allies alone.

Remember, a good streakcat won't run headon into battle. They'll ambush targets. If you somehow know they have an ambushing cat, you'd better hope your team can focus fire.

#109 Blaank

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Posted 21 November 2012 - 06:15 PM

AC2, AC5, UAC5, SSRM2 are seeing lots of use. It's because they are good. Why are they good? They all produce ridiculous cockpick shaking and smoke. And the enemy can't fire back effectively.

Vision obscuring weapons are currently the best thing out there.

#110 Redmond Spiderhammer

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Posted 21 November 2012 - 06:19 PM

View PostMel Mad Dog Winters, on 21 November 2012 - 02:42 PM, said:

I think the ease of maintaining the lock once you have it is part of the problem. Even in one of my Jenners with my cockpit view moving like a roller coaster ride, it's fairly easy to maintain lock for perhaps five or more shots in a row.

In the board game, Battletech, the point was not so much that they always hit as much as the advantage was that they would not fire if you missed. Put simply, 'no wasted ammo'. So it was never an 'auto-hit' sort of deal. You could still 'miss' by not getting a lock, and the missiles wouldn't fire. It granted no advantage at all to getting a successful 'to-hit roll' and you had to roll each and every time same as the last.


We have one part of that mechanic already: the missiles won't fire if you don't have a lock.


My suggestion:
Make it easier and/or faster to lose the lock once your targeting reticule moves off of the target.

Somewhere between how it is now and the opposite extreme must be a happy balance where they retain enough of the current 'feel' and enough usefulness to justify them as a good choice.

Very much agree with this. Alternately just require the lock to be re-aquired after each salvo as per TT

#111 Serevn

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Posted 21 November 2012 - 06:21 PM

View PostBlaank, on 21 November 2012 - 06:15 PM, said:

AC2, AC5, UAC5, SSRM2 are seeing lots of use. It's because they are good. Why are they good? They all produce ridiculous cockpick shaking and smoke. And the enemy can't fire back effectively.

Vision obscuring weapons are currently the best thing out there.

Lol WTB a anti vision obscuring windshield for my mech.

PS. People should stop trying to reference a board game in a simulation/shooter game. It doesn't work.

Edited by Serevn, 21 November 2012 - 06:24 PM.


#112 Xyberviri

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Posted 21 November 2012 - 06:28 PM

View PostTarball, on 21 November 2012 - 12:40 PM, said:

Well i don't pretend to be a good player, I'm probably a poor pilot but I am considering making a streak cat after losing 5 matches in a row on my lunch break to mostly streak cats and or UAC5 mechs or double/tripple AC2s. I think the big deal with the streaks and fast firing AC's are the chain fire BLUR/Screen shake. I couldn't even spectate the games after i died because the BLUR get stuck on the screen. If the Blur/Shake/Smoke were toned down it might make it tollerable. As it stands i'm going to have to make one if I want to get wins, because once the screen shake/blur/smoke gets you it's game over. Can't target crap at that point and i'm toast.


Yup, im so bored with MWO i seem to only be making builds that rattle some ones pit.

#113 Kaijin

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Posted 21 November 2012 - 08:17 PM

View PostF lan Ker, on 21 November 2012 - 03:42 PM, said:

S!

While SSRM Catapults can be annoying and devastating in hands of capable pilots they are limited to their relatively short range. We encountered a few on Caustic/River City today and gave them a dakka-dakka welcome into the cockpit before they could even get into SSRM range. Faced 12 AC2 (U)AC5=lots of dakka :) As many mentioned, target/scout them out and pass info to the team, deal with them before they get too close. Every game has their FOTM things and I see no difference with MWO.


So the answer to FOTM Streak Cats is FOTM AC/2 'Phracts. :)

View PostOne Medic Army, on 21 November 2012 - 06:01 PM, said:

One of my friends, who's an old TT player mentioned something.
In TT you had to re-acquire lock each time you fired. (your to-hit roll was actually representing acquiring a lock).

What if all guided missile weapons were fire and forget (didn't need to maintain lock) but you lost lock after firing and needed to re-acquire?


What if all direct-fire weapons hit random locations like in TT too?

#114 Inkarnus

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Posted 21 November 2012 - 08:20 PM

to my mind streak cats are very 1 dimensional and too fast with xl 300 engine no skill involved to take anything down
be it light med or even a unlucky heavy
and yes i has mastered already my streak cat and was even pwning before that but now its just a joke to my mind
and some ppl not even accepting it is a 1 dimensional tool wich takes away skill like lagshooting
and saying and admitting openly they like to abuse it since they cant lagshoot themsleves
*epic facepalm*

#115 kragmoor

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Posted 21 November 2012 - 08:24 PM

While I have no voice on the matter as I have not played since before the patch yesterday I feel I must say that having all my streaks miss an atlas with no ams who was standing still kind of pissed me off.

#116 Lagfest

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Posted 21 November 2012 - 08:26 PM

Only complaint about streaks is that they knock you around worse than an AC/2

#117 Manicus

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Posted 21 November 2012 - 08:39 PM

View PostSickocrow, on 21 November 2012 - 05:59 PM, said:

I run twin LRM15's on my A1 with 4 Streaks and BAP. Turns out to be a very versatile machine. I get open sortie long range fire and decent close DPS. Fairly lethal Alpha between 180-270 metres. I don't have to deal with 'where do I shoot my lasers' lagfest with 320ms ping.


I run the same deal. Deadly sweetspot/killzone, and though it's less damage close up, 4 streaks is enough to scare off lights, and you're not useless at range.

#118 Vlaitor

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Posted 22 November 2012 - 08:18 PM

4 Games in a row I've been killed by this really ****** way. You can't see, you can't aim and the screen shakes like an earthquake. Furthermore, the Streak Cats seems to do almost 800 damage every match. Now I call this a real problem.

#119 Arborean

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Posted 22 November 2012 - 08:43 PM

As a Cicada Pilot, I fear streaks like nothing else. I have no defense against them except to run away. If I were to turn and fight, I would be highly unlikely to kill the aggressor before they kill me. I don't have too much of a problem with this becuase the game is balanced. What justifies streaks is that they balance-out fast movers that can now run rampant without having to worry about tripping. What I find regrettable is that IGP is balancing the game by adding a weapon that requires no skill. If tripping were to be brought back, there would be no need for streaks. This being said, I understand that they are canon, and therefore have to be represented somehow...

To pre-empt arguments comparing streaks to LRMs, I will say this: A good pilot can avoid damage from LRMs at any range. Close up, they don't hit, and when they are in range, you can hide behind something. But this is not the case with Streaks - you can't duck behind a building fast enough if you are soloing someone and hoping for a skill-based dogfight. At close range, the effect of Streaks is the same as that of a small auto-tracking laser; and I suspect that auto-tracking lasers would cause something of an uproar.

#120 xxx WreckinBallRaj xxx

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Posted 22 November 2012 - 09:10 PM

What's wrong with this being a viable strategy? They're missile racks. Why should they be limited strictly to LRMs? You're asking for a nerf to a variant here, not a weapon.

Regarding SSRMs, I agree they should always hit. That was the entire reason they were made and was in their description for any game I've played them on. Unless terrain magically blocks the path on a running target(thus unpredictable that terrain might block the target), they shouldn't ever miss. But sadly they often did on enemies that were running. The missiles didn't turn very well(Mainly due to speed), so if your target was running west or east from you, they could miss and litter the ground uselessly.





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