Is The Srm6 Cat Suddenly The Best Mech?
#41
Posted 27 January 2013 - 11:20 PM
#42
Posted 27 January 2013 - 11:52 PM
The problem with them is they're a one trick pony. Certainly something to watch out for, but definitely not the best mech in my opinion.
#43
Posted 28 January 2013 - 12:02 AM
But every once in awhile driving one, you have one of those games where you manage to flank their whole team and walk down a line of enemy mechs one-shotting them in the back - and no one bothers to turn around and see what's killing their teammates until you've got 6-8 kills and 1500 damage
The real skill in piloting an SRM Cat is to set up that situation as often as possible. But best mech? Nah. I'd rate a well built DDC or a UAC-phract as better mechs. Or even the Raven 3L or AC20 Cat for that matter.
#44
Posted 28 January 2013 - 12:03 AM
#45
Posted 28 January 2013 - 12:29 AM
Their high speed 86kph or so for their weight class gives them the ability to dictate engagement envelope against any mech with any mech chassis that could possibly be bring similar weapons loadout in terms of damage to bear.
The Catapult also has the best torso twist in the game meaning the mech has the best maneuverability as well.
As long as all the brawls tend to take place at around the 100-150m range srmcats will be the most devastating mech to fight.
If I see one on the other team it's always the primary target.
no other mech i've played with allows you to make flanking so devastating no other mech can put down assaults in a single salvo so easily if you catch them from behind.
#46
Posted 28 January 2013 - 12:38 AM
Phenakist, on 27 January 2013 - 11:20 PM, said:
simple nerf to fix the boating issue at least for splatcats.. take away the 6 missile hard points when the variant only has 2 missile launchers! I find most of the newer mechs that have come out keep the hardpoints more in line with the actual variants weapons(with 1 or 2 extra at most in some cases) there's no real reason this thing should have ever had 6 missile hard points.
Truthfully though thats part of the issue with the current system in place, how much flexibility is given to us. These aren't omni mech's, we should all be running stock builds. The only things we should be able to change is armor, ammo, and "patch" field kits to upgrade weapons from things like mediums to medium pulse/ER, AC5 to UAC5 etc. Anything more then that would require an actual new production model, in other words a new variant!
Even omni's aren't supposed to change internal stuff, they just have more weapon flexibility(and it took them a few hundred years to perfect that!). The common mechwarrior doesn't have the money or clout to get access to do serious changes like we can currently do.
Edited by Foxtrot Uniform, 28 January 2013 - 12:40 AM.
#47
Posted 28 January 2013 - 12:40 AM
Foxtrot Uniform, on 28 January 2013 - 12:38 AM, said:
Customization is one of the best parts of this game. Take it away and the player base would melt. I know I'd be done.
#48
Posted 28 January 2013 - 12:41 AM
#49
Posted 28 January 2013 - 12:45 AM
Maybe my SRMcat is behind the curve. I chainfire my SRMs to manage overheating better. (Alpha? Yeah, maybe if by some miracle I creep right up behind you without getting spotted.) I tend to run out of ammo after 2 kills or 3-4 assists. (Dear gods, those things chew through ammo fast.) At long range I die when Gauss snipers decide my cockpit is the best place to plant a nickel-ferrous watermelon or three. At short range I get my arms/ears amputated with prejudice.
So, yeah, it's a one-trick pony. And it is a neat trick. But it gets boring, and it's easy to counter.
#50
Posted 28 January 2013 - 12:51 AM
Panzerman03, on 28 January 2013 - 12:40 AM, said:
Customization is one of the best parts of this game. Take it away and the player base would melt. I know I'd be done.
You'd still have customization, just more limited then now, and if you want more customization, you could wait for the clan's, or CW. They could easily add special community event type drops that give special rewards, if you get in the top 3, like the ability to design your own variant. As it is right now, Trial mech's are almost always garbage(which doesn't help new players) because we have way to much flexibility.
#51
Posted 28 January 2013 - 01:00 AM
themoob, on 27 January 2013 - 08:15 PM, said:
But actual good players do way better in other mechs.
I second this! The Splatapult is a n00b machine. No skill or talent is required to play one.
#52
Posted 28 January 2013 - 01:04 AM
But no, I think the A1 short range configs will be used, but it's very range limited. I took a few out with an AC20 and 2 LLAS on a Cataphract today before they got in range really, with a little help and distraction. That was one of the good PUGs I was in today, 8 to 1 win.
No denying it's a very dangerous mech when used correctly.
#53
Posted 28 January 2013 - 01:08 AM
One of a couple of cheesy builds that the Catapult chassis supports so well? Yes.
#54
Posted 28 January 2013 - 01:14 AM
Good mech? - Yes!
It has only a range of 270m, and it is kinda slow. I had fun harrassing a few with my DK this weekend.
#55
Posted 28 January 2013 - 01:26 AM
Frozen City Night we were on the Lower Spawnpoint, and went to E5 in Defence position,
two LRM Boats in right Flank Position, watching Cave and Ridge the Same point.
the Sixsixpult rushed out of the Cave, right into two Brawlers which avoided it's SRM launcher Salvo and before it could himself up to fire, it was pounded into dead.
The Whole Game over the SixsixCat was flaming about the LRM Lamers how they are sitting around etc L2P etc... and he rushed blindly into a well positioned Enemy which was still regrouping for attack, reacted on his rush and got rid of him in less then 10 seconds.
The Game as such was enjoyable, were close and their LRM boats run out of Ammo first.
For ALL SixsixCat Pilots out there: It takes no skill having a onehit button and only have to align your mech 1 Second to the Enemy ! And your Problem is very simple: You can only use Basic Skills on your Mech, no Zone Aiming, no Circle Combat (like to kill them when i am in my Dragon), no Longrange Sniping. You can only Sneak on enemy and try to Alpha him, when it fails you are dead. Against seasoned Warriors you are Deadmeat. Now their little Friends (ECM Ravens) are less out there now they are prey, they had been a real menace when sneaking in was easy thanks to ECM. They are even worse then Streakcats thanks to ECM cover. But Without ECM their are simply dead.
So please don't whine next time your SixsixCat get wasted by Sniper/LRM/Brawler Lamers.
Edited by Elkarlo, 28 January 2013 - 01:27 AM.
#56
Posted 28 January 2013 - 01:33 AM
Catapult with 6 SRM's is just bordering overpowered. In 2 of the 3 maps, you can close the range to other mechs pretty quick without being seen and once you're face to face, it's very easy to 1-2 shot others. It's much much more effective than a gauspullt or double AC20 cat.
#57
Posted 28 January 2013 - 01:56 AM
In my time on this forum I've seen complaints that about 90% of the items in the game are OP, (and the other 10% suck) half the mechs are OP, (and the other half suck) on and on, and if the Devs are convinced to nerf one thing, the complaints shift to the next item down the line. That's the point where it stops being amusing.
Eventually we'll be hurling spitballs at each other and then the complaints will be that armor is OP.
#58
Posted 28 January 2013 - 02:00 AM
However prior to the introduction of double heat sinks and endo steel, the 6x6 A1 ran hot, slow, or both. Further, people were more inclined to use streak cats, as it got rid of that whole pesky "having to aim" nonsense.
I run the 6x6 regularly, and it does have some limitations. Short range means it absolutely has to close with enemies. While this isn't a big deal when fighting in River City, or hunting a lone Cicada that wandered off, it is a serious liability against any team that sticks together, as everyone can shoot at it effectively (other than LRM boats). This can be somewhat negated if it operates with 1 or 2 other brawlers (such as additional 6x6 cats or brawler CTFs) to absorb fire, and prevent the other team from focusing fire.
Conclusion: SRMs have the absolute best bang for your buck in terms of alpha per weight. If you get close enough to put most of your missiles into the same location, then the guy who has the most missiles wins.
#59
Posted 28 January 2013 - 02:05 AM
#60
Posted 28 January 2013 - 03:41 AM
Also unless the driver has a low level of cunning and breaks off following an attack (bombing?) run they are going to have heat issues and the DPS drops off a lot in a sustained fight.
But you are still pretty much garaunteed at least one kill by simply walking up to somebody and rolling your face on the keyboard.
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