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Srm Spamming


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#81 Wraithfox

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Posted 25 January 2013 - 02:32 PM

View PostCelesteel, on 24 January 2013 - 07:18 PM, said:

No! Another useless post. ;) What is next? Slow down all of the weapons to that of one shot per 10 seconds per TT rules? LOL. Just use your head and try using tactical manuvers and avoid getting pelted over and over again (Having your team cover you also helps).

Using your team as meatshields is also beneficial.

#82 blinkin

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Posted 25 January 2013 - 02:39 PM

View PostIceCase88, on 25 January 2013 - 06:13 AM, said:

Regardless of "evolution" of builds and what not. It is still a n00b build and does not require any skill or talent to use. Easy to dispatch them too. They remind me of the shotgun n00bs in MOHAA thinking it was the most powerful gun in the game when the best, and most powerful, gun was the M1. The M1 just required skill and accuracy. Lethal at all ranges.

you do need quite a bit of skill to maintain optimum range.

srm do not just fly in a simple cone. they start spread out then tighten up to a single point somewhere between 50 and 100m, THEN they start to fan out.

face humping means your damage is heavily spread out over the enemy. this is true even with artemis.

and as far as light mechs are concerned out past 150m most of your missiles miss because they are too small, again my numbers are based on srm+artemis.

getting in under 100m when enemy mechs tend to stay close together is at best difficult.

to be good with srm you need to be an ambush predator, anything else will die on approach.

try sneaking behind enemy lines with a heavy mech like a catapult. <-not easy to do.

i love my catapult c4 because it is a high risk high reward style of play.

#83 Bhael Fire

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Posted 25 January 2013 - 03:15 PM

View Postblinkin, on 25 January 2013 - 02:39 PM, said:

getting in under 100m when enemy mechs tend to stay close together is at best difficult.

to be good with srm you need to be an ambush predator, anything else will die on approach.

try sneaking behind enemy lines with a heavy mech like a catapult. <-not easy to do.



Yeah. I think it's hilarious when people think it's easy to get in that close and then get out without getting your asss torn apart.

#84 MagicHamsta

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Posted 26 January 2013 - 11:39 AM

View PostAntony Weiner, on 24 January 2013 - 08:25 PM, said:

LRM boats are not a counter to anything.


Your siggy be so full of win~

#85 blinkin

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Posted 26 January 2013 - 12:57 PM

View PostMagicHamsta, on 26 January 2013 - 11:39 AM, said:


Your siggy be so full of win~

i just looked. that is some pretty thoroughly concentrated win.

i wonder how many of those types of sigs will quietly go away now that they fixed alt f4 and got rid of the lag shield.

my stats are downright awful ATM because of testing different mech builds while pugging and just lots of pugging in general.

i wish this game had a video recorder so that i could just link my sig to a video channel that shows my best rounds.

Edited by blinkin, 26 January 2013 - 01:00 PM.


#86 Mazzyplz

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Posted 26 January 2013 - 01:51 PM

Quote

Quote

How do you counter a 2 x ER PPC and 4 x SRM 6 Stalker boat? What is a counter to it?
Um... don't stand in front of it? Honestly, how hard is it to avoid fire from the mech with the worst torso twist in the game, zero lateral arm movement and that turns at roughly the same rate as an oil tanker?


this is why you can obliterate this Stalker build if you put the same weapons on an awesome 8r...

2xERPPC
4xSRM6

stalker is inferior to awesome 8r when both have this build

#87 blinkin

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Posted 26 January 2013 - 02:03 PM

View PostMazzyplz, on 26 January 2013 - 01:51 PM, said:


this is why you can obliterate this Stalker build if you put the same weapons on an awesome 8r...

2xERPPC
4xSRM6

stalker is inferior to awesome 8r when both have this build

both are very slow (less so with the awesome). slow enough that light mechs will still ruin their day.

it is foolish to expect any mech to be able to always handle any situation. most of the complaints against stalkers seem to come from the standpoint of hardcore atlas pilots. both mechs are battering rams. stalker has high alpha but it also has heat and/or ammo issues along with being more vulnerable to light mechs (because it lacks fully articulated arms). atlas is much more well rounded of the battering rams so it is likely to fail in a fair fight against the high alpha of the stalker, but it is in general a much more survivable mech.

a major part of being a good pilot is recognizing which fights you CANNOT win and avoiding them.

#88 Theobald Hauser

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Posted 26 January 2013 - 02:09 PM

So true. The whole "streaks too powerful" thing is based on this. If you're a light mech, get away from Streakats and Strealkers. And Streakravens and Streakommandos, but there the streaks aren't a problem, the combined streaks and ECM are.

Edited by Amarius, 26 January 2013 - 06:16 PM.


#89 Yanlowen Cage

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Posted 26 January 2013 - 06:04 PM

I often running my cent AL which I load out with 1xlrm15(art), 1xlrm6, and either 4 med lasers or 2 med pulse. Fun mech, but no match for the boats. Point being the game is built in such a fashion that actually using a multi-role mech is not very well suited for game play. Larger maps and more diverse terrian on those said maps would (imho) make multi-role mechs much more fun to play. Oh and yes I know there is a much better way to build that mechs. But i am not trying to boat with it.





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