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Video: Catapult A1/splat Cat/i Win Button


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#41 Old Mechdonald

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Posted 06 February 2013 - 10:48 AM

View PostIndoorsman, on 03 February 2013 - 09:15 AM, said:

http://mwo.smurfy-ne...235259baa585ecd

65/65 Tons
90 Firepower
1.5 Heat Efficiency
414/422 Armor
Endo-Steel Structure
Double Heatsinks
15 Total DHS
XL 300 Engine
3x Jumpjets
6x SRM6 x7 Ammo
1x Hula Girl(optional)




great if there are no ECM's in the game

#42 Doomstryke

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Posted 06 February 2013 - 12:02 PM

View PostOld Mechdonald, on 06 February 2013 - 10:48 AM, said:


great if there are no ECM's in the game


Why would ECM matter ? I run one of these along with 2 other k2s and ecm doesn't even come close to effecting game play when running balistics lasers or dead fire missles. Plus with a 90 point alpha you don't even need a paper doll you just fire till its dead (3 shots max if your bad aim)

#43 Phoenix Gray

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Posted 06 February 2013 - 12:15 PM

View PostIndoorsman, on 03 February 2013 - 09:15 AM, said:

http://mwo.smurfy-ne...235259baa585ecd

65/65 Tons
90 Firepower
1.5 Heat Efficiency
414/422 Armor
Endo-Steel Structure
Double Heatsinks
15 Total DHS
XL 300 Engine
3x Jumpjets
6x SRM6 x7 Ammo
1x Hula Girl(optional)




Psssst... The Hula Girl is a ComStar operative...

#44 PPO Kuro

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Posted 07 February 2013 - 01:47 AM

View PostSniperCzar, on 04 February 2013 - 11:05 AM, said:


Every Assault mech pilot ever (minus 6 PPC Stalkers) - "Oh, look at the catapult out there, he's probably going to scratch my paint a little bit with missiles, let's do the torso twist and tickle him with my large lasers while I go deal with these brawlers rushing me. Oh look, he's firing missiles--oh good lord that is a big cloud AUGH WHAT IS THAT MY ARMOR MY ARMOR!"

The biggest downside isn't actually the armor, it's the fact that I teamkill friendly scouts with 162 damage carpet bombs about every other match. My friends have mostly learned what a safe tagging distance is without getting too far away and dying to the mech they're circling instead... It's honestly worse in the teamkill department than trying to fire into a melee with my triple Gauss Ilya D:


Hahahahaha (aka LOL). Most teamkills I got (I have like 6+ sorry guys ; ; ) are by carpet bombing or ppl that find it necessary to jump into my brawl fight with that one mech when I'm trotting around with my lovely AC/20.

I need to try out your build on of these days :)

#45 Indoorsman

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Posted 07 February 2013 - 02:25 PM

View PostPhoenix Gray, on 06 February 2013 - 12:15 PM, said:


Psssst... The Hula Girl is a ComStar operative...


It's ok, she's the only girl in the game so far.

#46 Soda Popinsky

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Posted 08 February 2013 - 06:16 AM

I both love and hate you.

#47 Escef

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Posted 08 February 2013 - 06:18 AM

View PostIndoorsman, on 07 February 2013 - 02:25 PM, said:


It's ok, she's the only girl in the game so far.

What about the fairy girl that some people have?

#48 Kmieciu

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Posted 08 February 2013 - 06:47 AM

View PostIndoorsman, on 05 February 2013 - 08:19 PM, said:

So jump jets got an overhaul, might make another video.

Yep, the Splatcat got even better. It`s hard to decide between 3JJ with 7 tones of ammo and 4JJ with 6 tones.
Ussually i take 6 tones, because I like to leave a couple of kills to the rest of the team. I mean, literary, a couple. Two at most.

#49 Indoorsman

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Posted 08 February 2013 - 06:47 AM

View PostEscef, on 08 February 2013 - 06:18 AM, said:

What about the fairy girl that some people have?

She's fake.

#50 StalaggtIKE

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Posted 08 February 2013 - 06:50 AM

I'm still in disbelief, that this is just catching on. I ran and eventually sold my Splatcat last December.

#51 Indoorsman

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Posted 08 February 2013 - 06:56 AM

View PostStalaggtIKE, on 08 February 2013 - 06:50 AM, said:

I'm still in disbelief, that this is just catching on. I ran and eventually sold my Splatcat last December.

Heh, I had one closed beta. I have every other mech and finally decided to get catapults again.

#52 Badgerbanger

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Posted 08 February 2013 - 07:34 AM

Basically..the A1 is extremely powerful at knife-fighting range..IF it is a full SRM build.

Build it for support with LRMs and ECM kills it...can't even TAG for itsels
Build it for light mech hunting with SSRMs ECM kills it....can't even TAG for itself
Build it for SRMs and it gets killed at range.

So it's very good...IF it's very close AND ONLY with an SRM build...the rest of the time it's dead.

I have an A1...which I don't want to use exactly for these reasons. I wanted to play fire-support/artillery with it but as I only solo/pug play it's not much use for it's original purpose. I have no interest in doing the headless chicken, let's hug the ECM machines and start a boring brawl in the middle of the map.

#53 StalaggtIKE

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Posted 08 February 2013 - 08:57 AM

View PostBadgerbanger, on 08 February 2013 - 07:34 AM, said:

Basically..the A1 is extremely powerful at knife-fighting range..IF it is a full SRM build.

Build it for support with LRMs and ECM kills it...can't even TAG for itsels
Build it for light mech hunting with SSRMs ECM kills it....can't even TAG for itself
Build it for SRMs and it gets killed at range.

So it's very good...IF it's very close AND ONLY with an SRM build...the rest of the time it's dead.

I have an A1...which I don't want to use exactly for these reasons. I wanted to play fire-support/artillery with it but as I only solo/pug play it's not much use for it's original purpose. I have no interest in doing the headless chicken, let's hug the ECM machines and start a boring brawl in the middle of the map.

Exactly. ECM killed all other builds of this mech, so now we have the Splatcat. As ECM fanbois say they have adapted.

#54 chaz706

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Posted 08 February 2013 - 09:20 PM

This is nothing new to me. Saw stuff like this during the closed beta (where it was actually far more powerful). Dubbed it the 'facemelter' build because that's what it tended to do.

Never did this with JJ's though. Gives me a thought.

#55 Indoorsman

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Posted 08 February 2013 - 11:31 PM

View Postchaz706, on 08 February 2013 - 09:20 PM, said:

This is nothing new to me. Saw stuff like this during the closed beta (where it was actually far more powerful). Dubbed it the 'facemelter' build because that's what it tended to do.

Never did this with JJ's though. Gives me a thought.


Jumpjets make anything that can afford them better.

#56 qki

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Posted 09 February 2013 - 05:52 AM

Kinda makes me miss my 666 commando.

#57 Wizard Steve

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Posted 09 February 2013 - 10:33 PM

Really nice work.

#58 Sean Drake

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Posted 10 February 2013 - 06:15 AM

I used to run one of these back in closed beta and they were the reason for the original srm nerfs, I guess all the rebalancing has gotten them back to where they used to be :)

In regards to balance I will repost something from the ssrm nerf thread that I said.

I will repeat again that streaks like all missiles can never be balanced, you either balance them around the streakapult in which case there useless on a cent or other mech with 1-3 slots or you balance them around the 1-3 slot mech and they become overpowered on the streakapult.

There is no fix to this that does not involve a radical change to mech customisation or the removal of the catapult neither of which is likely to happen, so get use to the nerf a go round for missiles.

Edited by Sean Drake, 10 February 2013 - 06:19 AM.


#59 Indoorsman

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Posted 12 February 2013 - 12:04 AM

View PostIndoorsman, on 03 February 2013 - 09:15 AM, said:

So after the jump jet tweaks, I run it a little different. I swapped the XL300 for an XL315, 1xJumpjets total and 400/422 armor. Basically I did this because 1 Jumpjet feels like 3 did before and I don't really need the climb speed/altitude of what 3 gives now.


#60 qki

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Posted 12 February 2013 - 04:21 AM

View PostSean Drake, on 10 February 2013 - 06:15 AM, said:

I used to run one of these back in closed beta and they were the reason for the original srm nerfs, I guess all the rebalancing has gotten them back to where they used to be :)

In regards to balance I will repost something from the ssrm nerf thread that I said.

I will repeat again that streaks like all missiles can never be balanced, you either balance them around the streakapult in which case there useless on a cent or other mech with 1-3 slots or you balance them around the 1-3 slot mech and they become overpowered on the streakapult.

There is no fix to this that does not involve a radical change to mech customisation or the removal of the catapult neither of which is likely to happen, so get use to the nerf a go round for missiles.




What's funny is when you realize the Hunchback IIC packs more burst with 2x UAC20 and 2xERML...





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