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Fix Srms/ballistics Before You Nerf Catapults.


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#141 Sorek

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Posted 11 February 2013 - 06:33 PM

View PostJosef Nader, on 11 February 2013 - 04:35 PM, said:

SRMs have ammo concerns, and the more you have the more ammo you have to pack on.


No they really don't have ammo concerns. SRM ammo is very light. Medium lasers just can't compare due to their heat cost.

#142 Josef Nader

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Posted 11 February 2013 - 06:37 PM

View PostRhent, on 11 February 2013 - 06:05 PM, said:

The 270M for SRM's is for the most part a misnomer. Firing SRM's > 150M = Fail.


You can thin armor and crit stuff out at that range. However, they won't go 1m beyond that point. At 270m, a Splat Cat is carrying a very scary payload. At 271m, the Splat Cat is carrying several sparklers it wants to share with you.


View PostSorek, on 11 February 2013 - 06:33 PM, said:

No they really don't have ammo concerns. SRM ammo is very light. Medium lasers just can't compare due to their heat cost.


Strange. I've never seen a Splat Cat remain combat operative past the first 3-4 minutes of combat, and not because he gets focused. I've seen lots of splat-cats with fresh armor running around without any more ammo in those sad little ears of theirs, getting blown apart by a zombied hunchback with a single medium lasers left.

And don't even get me started on trying to squeeze SRM ammo in when you have other ammo dependent weapons like ballistics or LRMs. And yes, they can. The heat cost can be offset. The lasers work outside of 270m, they're much more accurate, and they -never- run out of ammo. Furthermore, you don't have to deal with potential ammo explosions, they're much less likely to get critted out, and you never see a mech with a medium laser running around at the end of a battle completely unable to help his team.

Edited by Josef Nader, 11 February 2013 - 06:41 PM.


#143 Xander Pappyson

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Posted 11 February 2013 - 08:38 PM

View PostSorek, on 11 February 2013 - 06:33 PM, said:


No they really don't have ammo concerns. SRM ammo is very light. Medium lasers just can't compare due to their heat cost.


Why are we comparing a one ton laser to a 3-4 ton ammo dependent 6 missile bay weapon? Or are we talking about med laser against an SRM2 or SSRM2? Either way it is really not comparable. The usage of the weapon, how it is employed by the pilot, now that is worth discussing.

#144 Merrik Starchaser

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Posted 11 February 2013 - 09:04 PM

I have an A1 6SRM6 - Its hot fast and prone to getting its ears blown of or focused into the ground. you know whats it is good for? sneak attacks. It is an assassin with out even the benefit of ecm. if I get seen before I get within 150 meters it is not a good day to be an A1 pilot. that is that mechs role

I also have a K2, its got twin gauss, its a sniper and get far more kills and frequently similar damage

I also have a C1 with 2xppc, 2ML and 2srm6 This build is better than both for kills and is multirole, probably my favorite to play and youd be surprised how many people ignore it in favor of trying to kill the A1 that is far less a threat.

in-fact here is a list of mech that are way scarier than the A1 FlakCat

Ilya 3xUAC5 with 2ML

CTF 4x 2xAC5 2xUAC5

STK with 5PPC or 5LL

STK with MLs and streaks

DDC brawler configs

Gauss Sniper = any

STK missle boats.

ECM Cicada with max speed and ML's

4SP with a good pilot is about even

Edited by Merrik Starchaser, 11 February 2013 - 09:06 PM.


#145 topgun505

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Posted 11 February 2013 - 09:19 PM

Armor in MWO is double compared to TT but the weapon damages (largely) have remained the same as the TT values.

SRMs ... however ... do 2.5 damage per missile instead of their normal 2.0 TT value. I'd be curious to see the end result on gameplay and the current meta and FoTM mechs we see these days if that damage value was dropped to 2.0.

Ravens and Commandos would be (slightly) less annoying. Splatcats would do 72 instead of 90 on an alpha. That still hurts ... but isn't as obnoxious.

I dunno. It'd be worth a try for a patch cycle.

#146 Merrik Starchaser

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Posted 11 February 2013 - 09:29 PM

View Posttopgun505, on 11 February 2013 - 09:19 PM, said:

Armor in MWO is double compared to TT but the weapon damages (largely) have remained the same as the TT values.

SRMs ... however ... do 2.5 damage per missile instead of their normal 2.0 TT value. I'd be curious to see the end result on gameplay and the current meta and FoTM mechs we see these days if that damage value was dropped to 2.0.

Ravens and Commandos would be (slightly) less annoying. Splatcats would do 72 instead of 90 on an alpha. That still hurts ... but isn't as obnoxious.

I dunno. It'd be worth a try for a patch cycle.


2.0 would be fine if more hit out to 270 meters. tighten the spread and reduce the damage absolutely has my vote but as witht he lrm nerf I would submit that 2.3 would be a better number to start at.

Edited by Merrik Starchaser, 11 February 2013 - 09:29 PM.


#147 Tor6

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Posted 11 February 2013 - 09:29 PM

No one ever seems to complain about the C1, and it's a nicely rounded and solid mech. This leads me to believe that it is not the attributes of the Catapult chassis that are the problem in people's minds, but the weapon systems employed. Or the hardpoints that permit boating (which is itself not a problem in a balanced game).

Really though I have not had overly many problems with splatcats and I don't find them frustrating, even in a brawler. They usually telegraph their plans well before you see them actually commit to a fight and I much prefer them to the stunlock ******** of the streakcats they replaced.

#148 topgun505

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Posted 11 February 2013 - 09:32 PM

Gauss sniper. Unless you are in a light mech ... you generally will be able to withstand one salvo from a gauss sniper. At which point that is your heads up to get to cover ... which you should have been in the first place. Gauss snipers are only scary if you stand still (or you are a slow moving target).

STK missile boat. Again. If you see the incoming missile warning ... you obviously have been out from cover for too long. Time to duck and cover. No matter where you are you should always have someplace within running distance to duck behind if the rain starts to fall.

ECM Cicada. You're kidding right? In the nearly 2000 games I have played since the last reset I don't think I have EVER seen one of those used to any great effect against practically anything. With the reduction of the lag shield they just aren't worth it at this point.

4SP. That's a good mech. But scarier than a Splatcat? No, considering they both have about the same effective range. In a fight between it and a splat ... given pilots of equal skill ... my money is on the splat. It won't win every time mind you against a 4SP ... but it definitely is not an equal fight.

View PostMerrik Starchaser, on 11 February 2013 - 09:04 PM, said:

in-fact here is a list of mech that are way scarier than the A1 FlakCat

Gauss Sniper = any

STK missle boats.

ECM Cicada with max speed and ML's

4SP with a good pilot is about even






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