

How To Nerf The Srm Cat
#21
Posted 10 February 2013 - 04:31 AM
#22
Posted 10 February 2013 - 05:13 AM
#23
Posted 10 February 2013 - 05:26 AM
Rhent, on 10 February 2013 - 02:57 AM, said:
1st) Take your Adderall
Don't mind me im just driving srmcats murdering faces.
Jake Hendricks, on 10 February 2013 - 05:13 AM, said:
AMS doesn't shoot normal SRMS at any range.(in mwo)
Edited by Sifright, 10 February 2013 - 05:40 AM.
#26
Posted 10 February 2013 - 05:45 AM
(no seriously... if I can't outrun it, I want to make it fight me on 3 axis of engagement)
#27
Posted 10 February 2013 - 05:46 AM
Quxudica, on 10 February 2013 - 05:28 AM, said:
Once you've done enough damage to take off a cats ears, you've done more then you needed to simply core it.
But it's much easier to shoot off the ears, because you can aim at them from any angle... the SRM-Cats can turn like they want, they can turn their center torso away from you, but you can always aim at the ears!
Make use of this!
When you drive an SRM-Cat you really recognise a big difference whether you fight an experienced player or not.
Against an experienced player your ears don't last very long and you have to play really smart to even get a kill.
I'm much more frightened of Streak-Cats, because they chain fire their streaks, so that you can't aim properly at them and they are much faster than SRM-Cats.
And SRM-Cats aren't really dangerous when they are more than 100m away... so just let your scouts do their work and the SRM-Cats shouldn't be a big problem any more.
Edited by Mizore, 10 February 2013 - 05:52 AM.
#28
Posted 10 February 2013 - 05:50 AM
Mizore, on 10 February 2013 - 05:46 AM, said:
But it's much easier to shoot off the ears, because you can aim at them from any angle... the SRM-Cats can turn like they want, they can turn their center torso away from you, but you can always aim at the ears!
Make use of this!
When you drive an SRM-Cat you really recognise a big difference whether you fight an experienced player or not.
Against an experienced player your ears don't last very long and you have to play really smart to even get a kill.
I'm much more frightened of Streak-Cats, because they chain fire their streaks, so that you can't aim properly at them and they are much faster than SRM-Cats.
smart A! pilots chainfire their srm6s sometimes too dude, usually flying over your head.
Enjoy shooting the ears then.
The only time it is possible to shoot off the ears is if the A1 pilot is srtupid enough to stay out in the open for people to PPC snipe him, or if he's being focus fired by 3 or more mechs.
If it takes 3 mechs to kill a single mech, how is said mech not OP?
Edited by QuantumButler, 10 February 2013 - 05:51 AM.
#29
Posted 10 February 2013 - 06:31 AM
I don't say a SRM-Cat isn't cheesy, but it's the easiest counterable cheese build among them and it doesn't take 3 people to focus fire the ears, 2 are enough to get rid of them in time and you don't even need to kill them, just shooting the ears of is enough.
The only thing you need to know is, that there is a SRM-Cat approaching and you have to find a somehow open area... so scouting is the key... MWO is a team based game, you know?

Edited by Mizore, 10 February 2013 - 06:32 AM.
#30
Posted 10 February 2013 - 06:52 AM
Mizore, on 10 February 2013 - 06:31 AM, said:
I don't say a SRM-Cat isn't cheesy, but it's the easiest counterable cheese build among them and it doesn't take 3 people to focus fire the ears, 2 are enough to get rid of them in time and you don't even need to kill them, just shooting the ears of is enough.
The only thing you need to know is, that there is a SRM-Cat approaching and you have to find a somehow open area... so scouting is the key... MWO is a team based game, you know?

Only works if you are 1) on comms or 2) have a team that communicates fast via typing. That doesn't work with most solo/pug players - which regardless of the "team" aspect of the game, is what most people will be doing.
It is broken right now. The heat generation is too low, the speed is too high, and the hitpoints are too thick. I don't want the cat nerfed into the ground (I own one too heh) just tweaked a bit so it has a viable counter like most other mechs. The dropship changes may help some of this...or bring back an inherent ammo cost built into your total cbill haul. Make it expensive to run the boats again. I dunno.
#31
Posted 10 February 2013 - 06:54 AM
Mizore, on 10 February 2013 - 06:31 AM, said:
I don't say a SRM-Cat isn't cheesy, but it's the easiest counterable cheese build among them and it doesn't take 3 people to focus fire the ears, 2 are enough to get rid of them in time and you don't even need to kill them, just shooting the ears of is enough.
The only thing you need to know is, that there is a SRM-Cat approaching and you have to find a somehow open area... so scouting is the key... MWO is a team based game, you know?

You don't need 4 JJs, you only need 2, I can take a XL300, I have all the dubs I need, max armor where it counts, and 8 tons of ammo, why shouldn't I take 2 tons of JJs so I can get to places non-JJ mechs can't?
They buffed JJs a good deal last patch dude, seriously, try them out, they're great now.
#32
Posted 10 February 2013 - 07:04 AM
QuantumButler, on 10 February 2013 - 06:54 AM, said:
They buffed JJs a good deal last patch dude, seriously, try them out, they're great now.
Hell, I run a XL300, and 4JJ's in mine. 2 SRM4's amoungst the SRM6's though.
JJ's make the srmcat much more flexible in it's approach. Rather than chasing someone around a building, jump over it. Surprise those on the other side. JJ's are invaluable for a close range facemelting mech with such vulnerabilities: You want your approach vector to be unpredictable.
#33
Posted 10 February 2013 - 07:08 AM
Wintersdark, on 10 February 2013 - 07:04 AM, said:
JJ's make the srmcat much more flexible in it's approach. Rather than chasing someone around a building, jump over it. Surprise those on the other side. JJ's are invaluable for a close range facemelting mech with such vulnerabilities: You want your approach vector to be unpredictable.
Yea I can see that, I'd argue on most maps two JJs is now enough to do what you are suggesting.
#34
Posted 10 February 2013 - 07:11 AM
Edited by FupDup, 10 February 2013 - 07:14 AM.
#35
Posted 10 February 2013 - 07:19 AM
#36
Posted 10 February 2013 - 07:36 AM
FrupertApricot, on 10 February 2013 - 03:14 AM, said:

it would be nice if we had some maps with open areas like a plain or something where you would need cover fire before trying to cross

#37
Posted 10 February 2013 - 07:40 AM
FrupertApricot, on 10 February 2013 - 03:14 AM, said:

Good observation. I've discussed in other threads how there is simply too much cover on every map except caustic. Which is one of the reasons the effects ECM is so much overkill. It also distorts immersion by giving us a game world seemingly designed to the scale of mechs, rather then to the scale of people (REALLY look at how buildings are sized, spaced, and placed, to get what I mean.)
Even without ECM a max speed A1 pilot has no problem getting to a flanking position just because of the congested terrain alone. Which means:
We need more open maps
And/Or
A1 needs a reduction in speed.
#38
Posted 10 February 2013 - 07:41 AM
1) get behind it.
2)shoot it's ears off.
Done!
#39
Posted 10 February 2013 - 08:01 AM
The other way is to stay out of its' range, I don't mean the whole 270M, you just need to stay out of it's effective range of <100, 180 if they have artemis IV. anything outside of the effective range means the damage will be spread all over the mech rather than just in 1 or 2 locations.
Of course there is always the old, i don't have out run the troll, I just have to out run you tactics. Have a sponge... er teammate between you and the SRM cat almost gurantee that he will shoot at your teammate instead of you.
Edited by Croft, 10 February 2013 - 08:06 AM.
#40
Posted 10 February 2013 - 08:08 AM

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