Any problems?
The light weight allows me to pack in max armor and a big engine.
It also lets me use all my ammo slots
so 12 missiles, whereas normal srm boats can only load smaller engine
0
6 Ssrm Catapult Viable?
Started by lack of skill, Jan 28 2013 04:15 AM
3 replies to this topic
#1
Posted 28 January 2013 - 04:15 AM
#2
Posted 28 January 2013 - 04:18 AM
There's a big problem with it - ECM. If you're lucky the other team won't have any, or at least won't have enough to cover everyone. But if they have ECM and you don't have any on your team to counter it, you won't be able to shoot at all.
#3
Posted 28 January 2013 - 04:26 AM
Yes and no.
It is deffinitely a viable build and deals reliable damage no matter if you have a high ping, bad computer or cant aim... but as soon as you or your target is affected/ covered by ECM you are completely useless because you can not shoot your missiles at all.
You have to also note... where you can shoot 12 missiles which are guaranteed to hit if you have a clean line of site and are not effected by ECM.. a 6xSRM6 boat can shoot 36 missiles at once... if all 36 missiles hit, then he will be dealing 3 times as much damage as you are.
It is deffinitely a viable build and deals reliable damage no matter if you have a high ping, bad computer or cant aim... but as soon as you or your target is affected/ covered by ECM you are completely useless because you can not shoot your missiles at all.
You have to also note... where you can shoot 12 missiles which are guaranteed to hit if you have a clean line of site and are not effected by ECM.. a 6xSRM6 boat can shoot 36 missiles at once... if all 36 missiles hit, then he will be dealing 3 times as much damage as you are.
#4
Posted 28 January 2013 - 04:32 AM
Dragonslayer Ornstein, on 28 January 2013 - 04:18 AM, said:
There's a big problem with it - ECM. If you're lucky the other team won't have any, or at least won't have enough to cover everyone. But if they have ECM and you don't have any on your team to counter it, you won't be able to shoot at all.
This design has been called the "streak cat", and was cited by the devs as one motivation for the introduction of ECM (in a post prior to the ECM patch I believe garth mentioned that they were planning a way to address people uses more than 2 streaks per mech or something along those lines). As Dragonslayer correctly points out you are taking a big risk by running this build now since the presence of an enemy ECM within 180 metres of you can completely nullify your ability to fire the weapons at all, and with no plan B if they do get close.
This mech used to be fearsome for dealing with lights, and due to excessive smoke and cockpit shake used to be very good against heavier mechs too.
I would only recommend running this mech if you know 100% that you will have 1-2 ECM mechs escorting you. I recommend teaming up with an Atlas DDC since he can fight the big stuff, and you can keep the lights off his back.
Beware though - ECM hasn't fixed streaks, it has just made them exclusively usable by the side that has more ECM local to the fight. Because of this synergy and N+1 mechanic streaks are usually best deployed on a mech with ECM.
Edited by Tolkien, 28 January 2013 - 04:33 AM.
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