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Streak Cats... Again.


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#161 FAX MACHINE

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Posted 23 November 2012 - 05:56 AM

Streak Cat rocks. It works well.

#162 Joseph Mallan

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Posted 23 November 2012 - 06:02 AM

View PostJokerVictor, on 21 November 2012 - 12:13 PM, said:

Because they weren't bad enough, they got buffed. After 4 games in a row of facing at least 3 of them on the enemy team... I'm getting incredibly ******* sick of this. For god's sake PGI, stop encouraging this FOTM mech design.

Perhaps you could actually code the streaks to behave like they should, instead of being a ridiculous lock-on weapon that never misses. What's the point of taking any other close range weapons? What's this going to be like when you put Strk 4's & 6's in? They also happen to be the only weapon that's not effected by the terribad netcode, which basically guarantees them a victory if they get close to you. Seriously, change this, it's ruining the damn game (among other things).

I haven't noticed this! Seriously. I was told that the Streaks are still hitting only the CT, Only I see StreakCats and I try to kill them at range(70+% success) where they are impotent.

As for behaving like they should... They are designed to all hit the target, so either we have them hit one location or we inject some random generator to spread the love over teh whole Mech.

Edited by Joseph Mallan, 23 November 2012 - 06:03 AM.


#163 Mad Squig

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Posted 23 November 2012 - 06:21 AM

To all you Streak Cat Haters.

Posted Image

#164 topgun505

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Posted 23 November 2012 - 07:39 AM

I think this is the thing that has been bugging me the most about PGI. It seems they have a love of all weapons that require zero skill to use. First LRMs, then Artemis for the LRMs to make them even better, and now SSRMs.

Cockpit rock AND smoke-obscure should be completely removed for ANY weapon that does 5 damage or less. There simply is not enough damage being done to justify it.

As to streaks in general. I would say mod it so you lock the target and then fire, at which point the target lock breaks and you must re-lock the target so chain firing them is pointless. Or. Increase the amount of lock time by 1 second for every SSRM launcher you have greater than one rack. So 1 SSRM, lock is normal. 2 racks = base lock time + 1, 6 racks = base lock time + 5 seconds. This way they can still be chain fired but it takes longer to get that initial lock.

And definitely ... the arc of the weapon needs changed. If you don't have lower arm actuators (i.e. can't swing your arms side to side) you shouldn't be able to hit something that is 100 degrees off to one side.

View PostWicksman, on 21 November 2012 - 02:06 PM, said:

Streakcats are just dumbing down the game...... it takes zero skill to use one. Mind you thats all its really become recently :wub:

Autoaiming rockets that always hit the CT when you know your game has ridiculous lag issues is completely pointless.


#165 Viper69

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Posted 23 November 2012 - 07:49 AM

View PostAsakara, on 21 November 2012 - 12:24 PM, said:


http://www.sarna.net...issile_Launcher

Originally developed in 2647, the Streak SRM Launcher is relatively similar to the standard SRM launcher but linked to a unique Targa-7 fire control system. This system is designed to guarantee a hit against any target onto which the pilot can get a lock, a special feature of this system preventing the weapon from firing at a target when there is no lock-on, saving ammunition by preventing shots that would miss anyway.


But both missiles weren't guaranteed to hit were they? I think you still had to roll number of missiles on a chart to see if you got 1 or 2 hits. In game we have both autohit, which should not be the case.

#166 zenstrata

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Posted 23 November 2012 - 08:02 AM

So I played for several hours this morning, I ran into perhaps 4 streak cats. I killed 3 of them. The 4th my team downed before I could get there. They are honestly not the problem you make them out to be. Even screen shake is not really much of an issue. Yes it can be annoying, but I can usually kill a mech that is trying to rock my cockpit with chained fire before they do too much damage. The key is getting your reticle on target even while your screen is shaking. With practice this is doable. Granted I have been dealing with screen shake for many months now and so I can fight through it.

As for the streak cat ducking and weaving, this is also not a problem. Remember you have legs too! Use those legs to move! Make the terrain work against them. Force them to come at you where you can take shots at them. If you are trapped in an open space, all the better, sure they can jump, but they have to come back down. And they will be still for a moment when they land. Aim for their landing spot and wait till they hit the ground, then blast away in the moment when they are landed and standing still.

I actually prefer fighting streak cats on open ground! When in the open - the streak cat is exposed too. They may be speedy, but on open ground they can't easily use their speed to duck behind a hill to avoid fire. And if they jump, they are guaranteed to come right back down, then use the strategy I outlined above. When they realize they are outmatched they will try to run, But on open ground they have a long way to go before they reach cover. Use that time to give them an AC20 suppository along with any other ordinance you may be packing. This will either cause them to fall over like mewling babies or give them a nice sore red behind.

Another weakness of streak cats - They almost always have their center torso facing directly at you to maintain lock. Their missiles are also stuck going directly for your center mass. Use this to their disadvantage! You do not need to maintain lock. You can swivel your torso and block damage with your arms and side torso, while your weapons are cooling down, then swivel right back and nail them in the face when your weapons are ready again. If they try to turn and avoid getting blasted in the face, you can direct your fire into their noses which stick way out in front and are easy to hit.

This is basic stuff people. Use your heads, direct the right type of mechs against streak cats and they will fold like paper tigers - easy peasy.

*Edit* These tips are for heavy and assault type mechs. Lights will have to deal with them another way (usually by running away or perhaps some of the other tactics mentioned here). I am not a light mech pilot. I am almost exclusively in my Atlas.

Edited by zenstrata, 23 November 2012 - 08:29 AM.


#167 Deablos

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Posted 23 November 2012 - 08:21 AM

The Streak Cat is the best mech in the game for an awesome build use an xl 300,with 5 streaks and an lrm 15 with 3 tons of lrm ammo and 5 tons of streak ammo pair that up with BAP (Begal Active Probe) will give you a devostating build that will rain death from long range to short range it's a bit under powered but if you chain fire the streaks it is very managable hope this helps to prove that streaks are not over powered and if you can't take down a build like this then maybe you should try harder.

#168 zenstrata

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Posted 23 November 2012 - 08:38 AM

Dear Deablos. See my post just prior to yours. Also, if you are putting an xl into a streak cat then you are doing it wrong.

#169 Vlaitor

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Posted 23 November 2012 - 08:46 AM

Am I the only one that thinks that 270 meters is quite some range ? I mean, all pulse laser and short lasers will be inffective in that range. Which makes it useless to aknowledge that we can down a Mech from that distance. It's rather a concept of build an luck in my conception.

I don't understand people who doesn't see the problem. I've encountered a Streak Cat in the tunnels and I couldn't see jack. The screen shakes like hell and your aim goes up and to side to side. Another thing is that the cockpit contrast goes extremely down making you half blind. The other problem is that the AMS are completely innefective in that range and speed of the missiles.

On a 1 on 1 situation I never seems to win agains't a streak cat. This shouldn't be it, even on an atlas the screen is going crazy and I can't unload the massive weaponery.

Lrm are fine, little damage for extreme range.
SRM are fine, great damage, poor range and medium accuracy.
StrSRM are off, way to fast, great damage and locks even on the poorest condition.

Please argue, don't insult.

#170 Joseph Mallan

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Posted 23 November 2012 - 08:52 AM

View PostVlaitor, on 23 November 2012 - 08:46 AM, said:

Am I the only one that thinks that 270 meters is quite some range ? I mean, all pulse laser and short lasers will be inffective in that range. Which makes it useless to aknowledge that we can down a Mech from that distance. It's rather a concept of build an luck in my conception.

I don't understand people who doesn't see the problem. I've encountered a Streak Cat in the tunnels and I couldn't see jack. The screen shakes like hell and your aim goes up and to side to side. Another thing is that the cockpit contrast goes extremely down making you half blind. The other problem is that the AMS are completely innefective in that range and speed of the missiles.

On a 1 on 1 situation I never seems to win agains't a streak cat. This shouldn't be it, even on an atlas the screen is going crazy and I can't unload the massive weaponery.

Lrm are fine, little damage for extreme range.
SRM are fine, great damage, poor range and medium accuracy.
StrSRM are off, way to fast, great damage and locks even on the poorest condition.

Please argue, don't insult.

270 Meters is only 90 Meters over LRM minimum range. The range is fine. If you pay attention to the enemy payload you know to kill a StreakCat over 280 meters out. Communicate with your team. Get someone to help you kill the threat before it becomes a danger. Really StreakCats are a one trick pony much as LRM boats are.

#171 zenstrata

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Posted 23 November 2012 - 08:52 AM

Vlaidos I used to have the same problem with screen shake you do currently. It is a practice issue. At this point I have little difficulty with screen shake except at long ranges. Also the screen dimming is due to your own mechs laser fire when you are zoomed in. The screen darkening effect is still a bit strong and should probably be adjusted.

*edit* check out my post just a few posts back on this page for tips on how to fight streak cats. They are really not difficult to defeat.

Edited by zenstrata, 23 November 2012 - 08:55 AM.


#172 w0rm

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Posted 23 November 2012 - 08:58 AM

View PostVlaitor, on 23 November 2012 - 08:46 AM, said:

Am I the only one that thinks that 270 meters is quite some range ? I mean, all pulse laser and short lasers will be inffective in that range. Which makes it useless to aknowledge that we can down a Mech from that distance. It's rather a concept of build an luck in my conception.


Actually its not. 270m range is pretty low compared to other WS ingame. You are only effective within this tightly defined range, while lasers, acs can damage you way beyond their optimal range. I agree that the screen shaking is a bit of a problem but manageable if you now whats coming at you.

Ed: In the last match the enemy team had 4 streakcats, while I was the only one in our team. We won 8-0.

Edited by w0rm, 23 November 2012 - 09:00 AM.


#173 Video Gamer

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Posted 23 November 2012 - 09:40 AM

View PostSuki, on 23 November 2012 - 04:21 AM, said:

Why is it odd to have 2-4 Cats in a battle and abolutely normal 8-10 Cataprakts?


I find it normal to find several catapults, i was refering to the specific build of a streak cat, the cataphract popularity is i'm guessing due to it being a fresh mech, I personally was looking foward to it to take a break on running my jenner and learn a different playstyle

#174 Drunkninja

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Posted 23 November 2012 - 09:55 AM

I'm loving this game in it's current incarnation. In my opinion PGI are hitting the real feeling Mechwarrior should have with it skill intensive combat. I personally hate games like Halo and Call of Duty where the faster you react with a mouse the better you are. I'm having no trouble with any sort of "OP mech" in game. If you communicate with your lancemates, stay tight and and not try to be the hero then you should be having really good brawls like I've been having.

Honestly, stop crying about this game. For every few short comings it has, there are many reasons why it's amazing.

#175 Hakkukakt

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Posted 23 November 2012 - 09:57 AM

well ... i think the streakcat will be less present on battleground when the light were fixed too, that's the only reason why i use it actually ... normaly, i prefer use my normal cat brawler that are more firepower on it :P

#176 LT Kinslayer

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Posted 23 November 2012 - 10:11 AM

1- spot streak-cat
2- stay at it's back or at 300m+
3- destroy giant boxes
4- proceed to a: destroy as much as you possibly can, then kill it
b: watch it wander around uselessly while you -kill it's teammates
- mock the pilot in general chat
5- ???
6- profit

edit: myy pretty layout of the options under 4 gets ruined by forums :P

Edited by LT Kinslayer, 23 November 2012 - 10:12 AM.


#177 Kyrie

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Posted 23 November 2012 - 10:36 AM

View PostJ4ckInthebox, on 21 November 2012 - 04:28 PM, said:

why boating 6 SSRM's on a cat when you can boat 6 SRM6's? it's way funnier.


SSRM hits more reliably, netcode, hit detection, server registering hits issues. :-)

Edited by Kyrie, 23 November 2012 - 10:37 AM.


#178 Asakara

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Posted 23 November 2012 - 10:55 AM

View PostViper69, on 23 November 2012 - 07:49 AM, said:


But both missiles weren't guaranteed to hit were they? I think you still had to roll number of missiles on a chart to see if you got 1 or 2 hits. In game we have both autohit, which should not be the case.



On page 219 of my TR 3050 it says under STREAK SHORT RANGE MISSILES: Game Notes:

Before the Streak can be fired, it must have a lock. A player attempting to obtain a lock must make a standard To-Hit Roll as if he were firing a normal SRM. He does this during his turn of the firing phase. If successful, the player may immediately fire his SRMs at the locked-on target. All SRMs automatically hit, and the player rolls as normal to determine the hit locations.

So, from the book, when you get lock and fire, all missiles hit.

#179 Viper69

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Posted 23 November 2012 - 11:43 AM

Ah gotcha, yeah I was corrected on another thread. I was unsure really, got confused with all the other roll for number of projectile hits weapons :P.

Edited by Viper69, 23 November 2012 - 11:43 AM.


#180 Corpse Grinder

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Posted 23 November 2012 - 12:38 PM

View PostJokerVictor, on 21 November 2012 - 12:13 PM, said:

Because they weren't bad enough, they got buffed. After 4 games in a row of facing at least 3 of them on the enemy team... I'm getting incredibly ******* sick of this. For god's sake PGI, stop encouraging this FOTM mech design.

Perhaps you could actually code the streaks to behave like they should, instead of being a ridiculous lock-on weapon that never misses. What's the point of taking any other close range weapons? What's this going to be like when you put Strk 4's & 6's in? They also happen to be the only weapon that's not effected by the terribad netcode, which basically guarantees them a victory if they get close to you. Seriously, change this, it's ruining the damn game (among other things).

Stop crying.





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