Streak Cats... Again.
#121
Posted 22 November 2012 - 09:15 PM
#122
Posted 22 November 2012 - 09:20 PM
#123
Posted 22 November 2012 - 09:26 PM
JokerVictor, on 21 November 2012 - 12:36 PM, said:
This is specifically what I'm referring to. And because of the lock-on mechanic, which is apparently a downside, there's no way to effectively stop them from shooting you... apart from disarming them, which apparently is fun and easy when you can't see anything. Man, I must really suck.
First module I unlocked was target info. Get some forewarning of what the enemy is carrying round with them, and adjust your strategy.
And seriously, teamwork. If you aren't able to come in and assist a teammate getting pummeled by a streak cat, taking one or both ears off, I don't know what to tell you. I know for damn sure if my side has LRMs, I am requesting them for streak cat targets for certain.
#124
Posted 22 November 2012 - 09:27 PM
#125
Posted 22 November 2012 - 09:28 PM
Vlaitor, on 22 November 2012 - 08:18 PM, said:
apologies for that, Im not sure if you were one of the many victims, I hate the streaks but if I can p!ss enough people off by destroying teams at a time with it, maybe it will eventually get a nerf.
#127
Posted 22 November 2012 - 09:29 PM
http://www.youtube.c...QVjGdJ60g#t=59s
Edited by Dagger6T6, 22 November 2012 - 09:30 PM.
#128
Posted 22 November 2012 - 09:44 PM
QuantumButler, on 22 November 2012 - 09:15 PM, said:
This is exactly what we need. Taking out knockdowns was extremely stupid. I'd rather have kept it in a buggy shape than have it yanked out entirely. Lights are now much more powerful than they used to be. They can zoom all day long without a care and never be punished for it if your team doesn't have good Energy shooters or Streak missiles. Previously, Lights actually had to put thought into what they were doing. Now they can just run around at max speed going up and down mountains without any kind of care. They may as well be hovercarts. It's uh me, uh Mario, and I'm uh in this 'ear Jenner.
I guess Piranha's logic was that Lights is what everyone is going to use starting out anyway due to costs and repair bills. Most not in a Light are either in a Medium or bought a heavier ride from Founders/MC.
Edited by Bluten, 22 November 2012 - 09:45 PM.
#129
Posted 22 November 2012 - 09:47 PM
Sickocrow, on 21 November 2012 - 05:59 PM, said:
Whoosh Cat FTW!!!
#130
Posted 22 November 2012 - 09:48 PM
Bluten, on 22 November 2012 - 09:44 PM, said:
This is exactly what we need. Taking out knockdowns was extremely stupid. I'd rather have kept it in a buggy shape than have it yanked out entirely. Lights are now much more powerful than they used to be. They can zoom all day long without a care and never be punished for it if your team doesn't have good Energy shooters or Streak missiles. Previously, Lights actually had to put thought into what they were doing. Now they can just run around at max speed going up and down mountains without any kind of care. They may as well be hovercarts. It's uh me, uh Mario, and I'm uh in this 'ear Jenner.
I guess Piranha's logic was that Lights is what everyone is going to use starting out anyway due to costs and repair bills. Most not in a Light are either in a Medium or bought a heavier ride from Founders/MC.
Well that or, 2 weeks prior to the removal of knockdowns, an 8 man premade repeatedly knocked over one of the dev's mechs, killing him solely through collision damage.
Assuming you believe the devs are that petty. [I'd like to think they aren't]
#131
Posted 22 November 2012 - 09:50 PM
Bluten, on 22 November 2012 - 09:44 PM, said:
I guess Piranha's logic was that Lights is what everyone is going to use starting out anyway due to costs and repair bills. Most not in a Light are either in a Medium or bought a heavier ride from Founders/MC.
not sure if 2 wrongs make a right.
the knock down was removed cause it was too buggy, mechs warped all over the place when they were getting up and people were exploiting it by just continuous stun locks. *ironically quite a good tactic against a solo medium if you had 2 jenners. (1 jenner runs into hunchy and 2nd jenner shoots, rinse and repeat until hunch back dead and there is NOTHING the hunchback can do about it)
So while I do wish they would implement a good knock down mechanic soon, Im not crying too hard about the old one being removed.
#132
Posted 22 November 2012 - 09:52 PM
QuantumButler, on 22 November 2012 - 09:48 PM, said:
Assuming you believe the devs are that petty. [I'd like to think they aren't]
Possible but you can just leg shot the guy and run away anyway.
#133
Posted 22 November 2012 - 10:20 PM
When the game ceases to be fun I stop playing.
See you guys in a week or two.
#135
Posted 22 November 2012 - 10:59 PM
#136
Posted 22 November 2012 - 11:08 PM
To all the people posting in this thread complaining about streaks - Seriously, you need to learn that every mech has a counter. I kill streak cats all day with ease in my Atlas! These things are Not the all-powerful enemies you make them out to be. You just need to equip yourselves properly and use certain tactics which defeat them. It is NOT difficult to defeat these things. I have zero problems with them unless they are near mint and I am already heavily damaged.
If you are in the wrong style of mech to fight them. . then Don't! Stay away or draw them in to a battle with one of your assault mechs. It is also fairly easy for a light mech to get away or break their lock by ducking behind stuff.
Remember this is a TEAM game! Fight with your team and you will stand a much better chance.
#137
Posted 22 November 2012 - 11:13 PM
zenstrata, on 22 November 2012 - 11:08 PM, said:
To all the people posting in this thread complaining about streaks - Seriously, you need to learn that every mech has a counter. I kill streak cats all day with ease in my Atlas! These things are Not the all-powerful enemies you make them out to be. You just need to equip yourselves properly and use certain tactics which defeat them. It is NOT difficult to defeat these things. I have zero problems with them unless they are near mint and I am already heavily damaged.
If you are in the wrong style of mech to fight them. . then Don't! Stay away or draw them in to a battle with one of your assault mechs. It is also fairly easy for a light mech to get away or break their lock by ducking behind stuff.
Remember this is a TEAM game! Fight with your team and you will stand a much better chance.
if your suggestions worked this would be a good post. I look forward to making a mess of your atlas in my streak cat if we ever meet before they are nerfed.
2 strikes for a commando and 3 for a jenner, 150kph is not enough to get away Trolololol.
They way I counter OP items is to use them extensively to annoy enough of the community so something gets done about it. So Im not really crying about it but actively showing how crazy they are.
#138
Posted 22 November 2012 - 11:25 PM
Agent 0 Fortune, on 21 November 2012 - 01:55 PM, said:
2. They are not subject to AMS (supposedly they are, but I think that is just a catapult firing beyond 270m and the missile self destructing)
I run a jenner and just finished a match on caustic where, i know i overextended my scouting a fair bit and ended up in a bad place, where the enemy team was all there and i just got spotted. I ended up ducking around a stray rock to get some cover while reporting the enemy team location so my team could counter/flank the advance and i promptly tried to get the hell out of there. To my dismay i had to run straight past a streak cat, but was hoping considering the 180 degree turn he would have to make to track me and going my top speed with also having AMS on my mech might give me just enough time to get out of his range and maybe minimalize the damage taken.
Fairly certain its obvious that i got eaten alive probably like i deserved, but when just having a friendly all chat conversation with said streak cat he said that ams did not affect streaks which i thought was a bit odd. Logically it doesn't really make sense to me why my ams would not fire to try and destroy the missles even if it was a practically not existant chance to hit the short range missles especially considering that it will somehow shoot at lrm fire not directed at me.
I'm just curious as to why streaks aren't subject to ams?
#139
Posted 22 November 2012 - 11:39 PM
I have been playing this game for many months now. And even back when streaks were always hitting center torso I could Still reliably defeat streak cats with my Atlas. When I heard a light say one was on the other team, I would purposefully hunt it out and crush it to help out my light pilots. This is a Team game. Use your mech for what it is good at. Contrary, when I get a good light pilot on my butt, I have to call for help from my team because my mech has a hard time with them.
Right now I think Lights are overpowered because they can't fall over and run willy-nilly all over the place at full speed, bumping into things without worry, fighting right on top of my feet where I can't properly target them. I personally can't wait for knockdown to come back. Right now light pilots think they are gods because they have both lag shield, and can't ever fall down. I suspect that most of the whining right now about streaks comes from these same light pilots.
When stats are made public it will be entertaining to see which mechs they drive most and relate that information to their chosen forum posts.
And streaks ARE subject to AMS. Its just that ams can only shoot down a limited number of them before it is overwhelmed. Also ams does not activate when the missile is fired very closely to you. If you stay further away, you will see your ams will start shooting down some of those streaks.
#140
Posted 22 November 2012 - 11:40 PM
Video Gamer, on 22 November 2012 - 11:25 PM, said:
I'm just curious as to why streaks aren't subject to ams?
They are, and apologies for introducing facts into this discussion , but to quote the dev engineer Thomas Dziegielewski says in the thread http://mwomercs.com/...0/page__st__240
" Yes AMS works against SSRM.
As of 1.050 SSRMS2 have 1 hitpoint. AMS does 2 damage per second. So if a SSRMS volley flies towards the target for more than a second both missiles will be intercepted. Max range is 270m Speed is 200. "
I don't run a streakcat, so I have no real personal agenda on this but a mech with huge easy to hit ears and a MAX range of 270m is far from invincible. If you let him get within that 270m whose fault is that, not the game's imho.
Edited by Splitpin, 22 November 2012 - 11:43 PM.
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