My Night As A Splatcat...
#21
Posted 11 February 2013 - 02:30 PM
Sure you will pretty much devastate or kill at least 2 mechs, possibly more, but you'll die, and if your team all do sub 200 damage to your 500+, You'll still lose.
But in numbers, the splatcat is a supreme PUG roller.
#22
Posted 11 February 2013 - 02:31 PM
Darknight99, on 11 February 2013 - 02:04 PM, said:
Your C1 doesn't need to be it's own tailgunner any more than any other mech on the field. Catapult torso twist isn't exactly overpowered but it is an unnecessary advantage. Armless mechs need more torso twist because no arms, Catapult doesn't have less arms than the Raven, Jenner, Cicada or Stalker.
Vasces Diablo, on 11 February 2013 - 02:16 PM, said:
Stubbon anti-canon jerk, technically. Splatcat (at least the 4xSRM6 type) being, y'know, canon and all. Just sayin'.
#23
Posted 11 February 2013 - 02:32 PM
Ghogiel, on 11 February 2013 - 02:30 PM, said:
Sure you will pretty much devastate or kill at least 2 mechs, possibly more, but you'll die, and if your team all do sub 200 damage to your 500+, You'll still lose.
But in numbers, the splatcat is a supreme PUG roller.
Frankly in the face of a premade, especially if your allies are rocking trial mechs, 500 damage is an amazingly good round.
#24
Posted 11 February 2013 - 02:33 PM
Serapth, on 11 February 2013 - 02:23 PM, said:
I would play that mode in a heartbeat *IF* it auto backconverted your mechs to stock, instead of making it do it yourself.
I would also like to be able to make minor alterations... Just trivial stuff, like adding more ammo. Some of the stock builds in this game are downright useless if you cant change ammo load outs.
Saved mech config load out tab. WE NEED THIS IN MECHLAB KTNX.
Easy switching between the gausscat and AC20cat for example.
#26
Posted 11 February 2013 - 02:36 PM
Inviticus, on 11 February 2013 - 02:29 PM, said:
If you fight at the 50M t 100M range, you can keep your opponents mech between you and their comrades. If you are really good at backing up, turning, anticipating your opponents moves, you can do a good job at avoiding supporting fire, and in limited cases can get their teams a Team Kill.
Any missiles beyond 100M, have a better chance at missing/spreading. Below 100M, you do get damage in two locations, however it is extremely hard for your opponent to dodge SRM's at that range and it can be harder for larger mechs to get a bead on you because your turning radius is better.
#27
Posted 11 February 2013 - 02:37 PM
Gaan Cathal, on 11 February 2013 - 02:31 PM, said:
Your C1 doesn't need to be it's own tailgunner any more than any other mech on the field. Catapult torso twist isn't exactly overpowered but it is an unnecessary advantage. Armless mechs need more torso twist because no arms, Catapult doesn't have less arms than the Raven, Jenner, Cicada or Stalker.
Well certain people are calling for the complete nerf of catapults twist. I call it defense.
#28
Posted 11 February 2013 - 02:40 PM
Gaan Cathal, on 11 February 2013 - 02:31 PM, said:
Stubbon anti-canon jerk, technically. Splatcat (at least the 4xSRM6 type) being, y'know, canon and all. Just sayin'.
Oh, there are totally some boats in cannon, (Swayback, clan Blackhawk) it's effective after all. But part of the fun of mechwarrior is knowing the mechs and what their strengths and weaknesses are. Allowing people to drastically change the load outs eliminates that. (I'm looking at you gauss and AC 20 cats)
#29
Posted 11 February 2013 - 02:43 PM
Vasces Diablo, on 11 February 2013 - 02:40 PM, said:
AHAAAH! I found the sense.
#30
Posted 11 February 2013 - 02:43 PM
Rhent, on 11 February 2013 - 02:36 PM, said:
If you fight at the 50M t 100M range, you can keep your opponents mech between you and their comrades. If you are really good at backing up, turning, anticipating your opponents moves, you can do a good job at avoiding supporting fire, and in limited cases can get their teams a Team Kill.
Any missiles beyond 100M, have a better chance at missing/spreading. Below 100M, you do get damage in two locations, however it is extremely hard for your opponent to dodge SRM's at that range and it can be harder for larger mechs to get a bead on you because your turning radius is better.
This is wrong, SRMS reconverge at 100M
#32
Posted 11 February 2013 - 02:50 PM
Vasces Diablo, on 11 February 2013 - 02:40 PM, said:
putting ac/20s on a K2 doesn't remove it's weaknesses. It just shifts them over.
#33
Posted 11 February 2013 - 03:11 PM
Darknight99, on 11 February 2013 - 02:37 PM, said:
Well certain people are calling for the complete nerf of catapults twist. I call it defense.
I think it should be brought back in line with it's winged and eared cousins, because there is absolutely no reason it needs more torso twist than them. They all manage their armless aiming and rear armour defense without being able to impersonate owls, so so can cattie pilots.
Vasces Diablo, on 11 February 2013 - 02:40 PM, said:
I was referring specifically to the 'role' of the Catapult. There being two close-range variants listed in Sarna, one of which is a custom Splat-C4 (Butterbee) and one of which is a rocket-laden factory variant. Clearly the BTech writers weren't told about the Catapult's set-in-stone 'role'.
#34
Posted 11 February 2013 - 03:12 PM
Splat make my heart sing.
Every time i see of them raven doing.
The upside down split thing.
How many craven pilot moan about the splat being OP ?
#35
Posted 11 February 2013 - 03:14 PM
4lex, on 11 February 2013 - 03:12 PM, said:
Only the terrible ones? At 300m, 3xMLAS will do a damn sight more than your Splat will. (Unless you're a Splat-C4, then you're balancing your armour advantage against his extra laser.)
#36
Posted 11 February 2013 - 03:22 PM
And I proceeded to blunder around in the thing, killing as many teammates as foes. Just as I was getting good, the final wipe came and I havn't bought one sense.
#37
Posted 11 February 2013 - 03:25 PM
#38
Posted 11 February 2013 - 03:28 PM
BlueSanta, on 11 February 2013 - 02:10 PM, said:
And as an experienced pilot of one, it sounds like you were being really stupid about heat management.
There's no such thing as an experienced SplatCat pilot. It's a no-brainer.
#39
Posted 11 February 2013 - 03:37 PM
i overheat after 12 alphas. 1.6 heat efficiency. thats at least 6 mechs dead already
Edited by Tennex, 11 February 2013 - 03:37 PM.
#40
Posted 11 February 2013 - 03:45 PM
Serapth, on 11 February 2013 - 02:32 PM, said:
Frankly in the face of a premade, especially if your allies are rocking trial mechs, 500 damage is an amazingly good round.
You really can't do less than 250 damage in one.
500 is where you actually get 3 more shots off before you blow up. Like I say, in solo play, it's a suicide mech that will 1 shot assault, unless a pop up reminder happens a second before I take a shot at another A1, and when I get back in game I am surrounded by 4 mechs.
For stomping, it's special sauce.
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