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How To Nerf The Srm Cat


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#21 M0rpHeu5

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Posted 10 February 2013 - 04:31 AM

Drop the damage, 2 per missile insted of 2.5

#22 WildeKarde

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Posted 10 February 2013 - 05:13 AM

Let AMS work at all ranges and it'll stop not only the SRM's but the SSRM's as well.

#23 Sifright

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Posted 10 February 2013 - 05:26 AM

View PostRhent, on 10 February 2013 - 02:57 AM, said:

This is for the players who can't kill SRM Cats

1st) Take your Adderall


Don't mind me im just driving srmcats murdering faces.

View PostJake Hendricks, on 10 February 2013 - 05:13 AM, said:

Let AMS work at all ranges and it'll stop not only the SRM's but the SSRM's as well.


AMS doesn't shoot normal SRMS at any range.(in mwo)

Edited by Sifright, 10 February 2013 - 05:40 AM.


#24 Quxudica

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Posted 10 February 2013 - 05:28 AM

View PostDagnome, on 10 February 2013 - 03:07 AM, said:

Umm shoot the ears off?


Once you've done enough damage to take off a cats ears, you've done more then you needed to simply core it.

Edited by Quxudica, 10 February 2013 - 05:29 AM.


#25 QuantumButler

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Posted 10 February 2013 - 05:40 AM

View PostQuxudica, 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.


And the cat's probably done 270 damage to the guy shooting his ears, too.

#26 Oni Ralas

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Posted 10 February 2013 - 05:45 AM

Jumpjet all the things!


(no seriously... if I can't outrun it, I want to make it fight me on 3 axis of engagement)

#27 Mizore

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Posted 10 February 2013 - 05:46 AM

View PostQuxudica, 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 QuantumButler

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Posted 10 February 2013 - 05:50 AM

View PostMizore, 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 Mizore

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Posted 10 February 2013 - 06:31 AM

I'm sorry, but I've never seen an SRM-Cat with JJs...would be totally stupid to waste 4 tons you could have spent in a larger engine.

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 Oni Ralas

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Posted 10 February 2013 - 06:52 AM

View PostMizore, on 10 February 2013 - 06:31 AM, said:

I'm sorry, but I've never seen an SRM-Cat with JJs...would be totally stupid to waste 4 tons you could have spent in a larger engine.

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 QuantumButler

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Posted 10 February 2013 - 06:54 AM

View PostMizore, on 10 February 2013 - 06:31 AM, said:

I'm sorry, but I've never seen an SRM-Cat with JJs...would be totally stupid to waste 4 tons you could have spent in a larger engine.

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 Wintersdark

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Posted 10 February 2013 - 07:04 AM

View PostQuantumButler, on 10 February 2013 - 06:54 AM, said:

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.

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 Sifright

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Posted 10 February 2013 - 07:08 AM

View PostWintersdark, on 10 February 2013 - 07:04 AM, said:

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.


Yea I can see that, I'd argue on most maps two JJs is now enough to do what you are suggesting.

#34 FupDup

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Posted 10 February 2013 - 07:11 AM

One way to address this might be to cause SRMs to leave the missile tube 2 at a time (sort of like MW4 but with much higher damage) no matter how big your missile launcher is. This way, SRM-spammers would need to stay on target for a few moments (or just shoot somebody slow/immobile) to get all of their damage into one area. If such was implemented, then the spread of SRMs would/could naturally be reduced a lot or even eliminated.

Edited by FupDup, 10 February 2013 - 07:14 AM.


#35 Panthead

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Posted 10 February 2013 - 07:19 AM

Just stay out of range

#36 buttmonkey

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Posted 10 February 2013 - 07:36 AM

View PostFrupertApricot, on 10 February 2013 - 03:14 AM, said:

Any pilot with half a braincell is guaranteed at least 2 good kills/heavy damage with a 6srm6cat. the problem lies in our map designs. There is ALWAS a covered approach to an enemy position, and anytime you run into the enemy at close range with up to a 3 vs you disadvantage you are guarnateed a win if you aim properly. I tried it for a bit then got superbored/felt like it was ****** and now play a manlycat. 2 ML, 2 Lpulse, 2 SRM4 :)

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 :P

#37 LoneUnknown

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Posted 10 February 2013 - 07:40 AM

View PostFrupertApricot, on 10 February 2013 - 03:14 AM, said:

Any pilot with half a braincell is guaranteed at least 2 good kills/heavy damage with a 6srm6cat. the problem lies in our map designs. There is ALWAS a covered approach to an enemy position, and anytime you run into the enemy at close range with up to a 3 vs you disadvantage you are guarnateed a win if you aim properly. I tried it for a bit then got superbored/felt like it was ****** and now play a manlycat. 2 ML, 2 Lpulse, 2 SRM4 :)


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 zraven7

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Posted 10 February 2013 - 07:41 AM

To nerf the SRM Cat:

1) get behind it.

2)shoot it's ears off.

Done!

#39 Croft

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Posted 10 February 2013 - 08:01 AM

Aim for the ears. usually SRM cats have to run around with their barn door open, that means their arms/ears take extra damage. 1 or 2 volleys are enough to neuter it(even if you only take one arm off, it would dramatically reduce his effectiveness).

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 Joseph Mallan

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Posted 10 February 2013 - 08:08 AM

Don't put 6 SRMs on a Catapult. That solves the issue. :)





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