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(Suggestion) Fixing The Skillcat


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#61 Das Wudone

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Posted 13 February 2013 - 05:51 PM

srm cats are OP when theyre up close. theyre even more OP if theres a 4 or 8 man full of them. but its not like they cant be countered at all. while they do massive damage up close they still have to get within an effective fighting range. thats where long range weapons and pilot accuracy comes in. yes emphasis on that.

theres a couple of ways to take out a srm cat. most obvious tactic is to cut the ears off. next would be to core or headshot it. my very own tactic would be to leg them. why leg them? those legs usually store 2 tons of srm ammo each and those ammo get used up last. blow those up and watch that cat pop. now if they dont store ammo there it still is a viable option to leg it. again why leg it? cos those cats only have a very small effective range. from my experience they cant do much damage past 150m. so leg them and watch them limp towards u at a snails pace while u pick them off at range.

now i also know those srm cats move quite fast for a heavy, thats where speed comes in. bring a mech that can outrun the cat or at least enough speed to keep the cat at range while u snip off its armor. i personally run a dragon to fight srm cats and have a speed of at least 98 kph, more than enough to outrun them.

and for those who find it TLDR: bring a fast mech, long-medium range weapons, pick them off at range or leg them and keep practicing ur aim.

#62 Jakob Knight

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Posted 14 February 2013 - 05:53 AM

View PostWarrax the Chaos Warrior, on 13 February 2013 - 01:43 PM, said:

No other mech has it's total number of hardpoints tripled. None, not any, not at all, except for the A-1. If a Dragon 1-N had 3 ballistic slots, 3 missiles, and 6 energy, it would be a really OP mech. It doesn't, so it's not.

You're putting words in my mouth because you want me to be a crybaby, because accusing people of QQ is the only way to defend your position. I get killed by splatcats maybe once out of every 15 games or so, and I see them fail in the hands of bad pilots often enough. When used poorly they suck (that's true of anything), but they can be an exploit when not used poorly (and that's not true of everything).

I'm not on a personal crusade against them. They're just the best example of how PGI's hardpoint system doesn't always work as intended. I don't want to see the SRM6 itself get nerfed, but that's what's going to happen if the devs follow their usual form for this kind of thing. It'll be the weapon, or it'll be the platform; and PGI has always chosen to nerf the weapon thus far.


No other Heavy battlemech only has two weapons as the base configuration, yet expected to fight as a heavy battlemech when its primary weapons have been effectively removed from play. As a matter of fact, only three -light- mechs go so low on the number of base weapons on them, and those are recon units whose weapons have -not- been rendered useless by changes in the game. Yet, apparently, it is okay for mechs with more starting hardpoints to have triple weapon mounts (according to you). Your definitions are inconsistent, and your concept of OP is undefined.

So, i am not putting words in your mouth, but clarifying what you have said. "Triple Hardpoints are OP" and "Triple Hardpoints are Okay" are mutually exclusive statements. The -only- way you could make this work is to say "Triple Hardpoints are OP -if they are on X mech-, but they are not OP if on any other mech". And that boils down to "I want to nerf this mech", not "Triple Hardpoints are OP". If that makes you a crybaby, don't blame me for bringing it to light.

And if you don't want the SRM6 nerfed, then it can't be a problem with mounting mass amounts of SRMs, because that would be no different than mounting mass amounts of anything (medium lasers, Streaks, ect). If the SRMs are performing as intended, then there is nothing to be said against a -heavy- mech mounting -heavy- firepower through them, any more than if that same mech were mounting mass amounts of any weapon. I don't see anyone complaining about Stalkers, which take this far beyond what the Catapult can do, and the Stalker has other options for weapons on top of this!

Even if we take into account only setting the hardpoint system to double the base loadout of a model, how, exactly, without LRMs or Streaks, is a Catapult limited to only 4 SRM6 supposed to be a match for a Cataphract with 4 Ultra AC/5, 2 Medium Lasers, and an SRM4? They don't match up well at all, yet this is what you say would be 'balanced'.

#63 blinkin

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Posted 14 February 2013 - 12:07 PM

bumping a good idea.

#64 blinkin

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Posted 16 February 2013 - 12:06 AM

bump

#65 Lycrin

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Posted 16 February 2013 - 09:48 AM

People will always make "cheese builds". Get used to it, find their weaknesses and simply deal with it like a true mechwarrior.

#66 Stringburka

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Posted 16 February 2013 - 10:17 AM

I think hits straight to the missile tube should bypass armor. They're very small and not at all easy to hit (smaller than the cockpit) but would make missile doors a benefit rather than a hassle.
This would apply to all 'mechs, not just the catapult. Hitting a Raven in it's Narc tube would work the same.
To allow those without missiles equipped to get protection, allow equipping 0-weight missile covers in the missile hardpoint, which covers the missile tubes and makes them armored.

EDIT: And people in the thread saying "it's not cheesy", "no change required" etc - we know you think that. This is not the thread for that discussion, there's a plethora of those out there. The OP even SPECIFIED this is not the thread for that.

Edited by Stringburka, 16 February 2013 - 10:18 AM.


#67 blinkin

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Posted 21 February 2013 - 12:42 AM

bump

#68 Calimaw

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Posted 21 February 2013 - 01:12 AM

I played a Cat A1 "Splat Cat", I have a Cat A1 "Poop Cat" (figure out what that is), I play mostly a 3M.

They're a joke in the sense that they don't cause any real sense of threat. They may deny a 270 meter area in no more than a 180º to their front, but they are no threat for a smart pilot.

Skin the Cat, no more problem...

Note: UHHHG, I know you're going to think I just don't care with the way my comment was formatted...
I understand they do tons of damage, but they also create a lot of heat. You need to figure out how to spot one, avoid taking damage from it, and destroy it.
After being piled by them I've learned how to handle them, in fact they are the LEAST threatening opponent to me now, there really is a very simple way to take care of them, YOU just need to adapt, and your 'mech will be the next "Nerf Pl0x!" started by a Splat Cat.

Edited by Calimaw, 21 February 2013 - 01:17 AM.


#69 blinkin

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Posted 21 February 2013 - 01:19 AM

View PostCalimaw, on 21 February 2013 - 01:12 AM, said:

I played a Cat A1 "Splat Cat", I have a Cat A1 "Poop Cat" (figure out what that is), I play mostly a 3M.

They're a joke in the sense that they don't cause any real sense of threat. They may deny a 270 meter area in no more than a 180º to their front, but they are no threat for a smart pilot.

Skin the Cat, no more problem...

some of my 5 kill matches with my catapult c4 disagree. most players who use them are just dumb as a sack of hammers and don't know how to use the srm cats. i would like to "encourage" them to stop wasting the design.

#70 Calimaw

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Posted 21 February 2013 - 01:25 AM

You're disagreeing with what exactly? Your statement makes no sense to me.

I say "Baseball bats are lethal, but only up to 4 feet"
You say "I disagree, a pistol is best, people dont know how to use a bat".

???

Edited by Calimaw, 21 February 2013 - 02:27 AM.


#71 blinkin

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Posted 21 February 2013 - 02:42 AM

View PostCalimaw, on 21 February 2013 - 01:25 AM, said:

You're disagreeing with what exactly? Your statement makes no sense to me.

I say "Baseball bats or lethal, but only up to 4 feet"
You say "I disagree, a pistol is best, people dont know how to use a bat".

???

except my baseball bat can readily kill with one hit, and your pistol on it's best day takes 2-3 direct hits.

60 points of damage from one srm volley. the gauss cats that everyone complains about constantly hit for 30, and AC20 cats hit for 40. not to mention the difference in rate of fire.

and you are right the pistol is scary if i charge in headlong. that is why most of the time enemies don't see me or have line of fire until they are within my reach. my evidence is the fact that i have several matches where i have scored 4-5 kills and i have also had several matches where i broke 1000 damage (my current best is a little over 1200 damage).

these are the only mechs i know of that can tear the hunch off of a fully healthy hunchback in one shot, or blow the side torso off of a catapult with one shot. 2-3 shots will break the front center torso armor off of an atlas.

i will admit the new alpine map will be much harder to work with.

#72 Calimaw

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Posted 21 February 2013 - 03:42 AM

View Postblinkin, on 21 February 2013 - 02:42 AM, said:

except my baseball bat can readily kill with one hit, and your pistol on it's best day takes 2-3 direct hits.

60 points of damage from one srm volley. the gauss cats that everyone complains about constantly hit for 30, and AC20 cats hit for 40. not to mention the difference in rate of fire.

and you are right the pistol is scary if i charge in headlong. that is why most of the time enemies don't see me or have line of fire until they are within my reach. my evidence is the fact that i have several matches where i have scored 4-5 kills and i have also had several matches where i broke 1000 damage (my current best is a little over 1200 damage).

these are the only mechs i know of that can tear the hunch off of a fully healthy hunchback in one shot, or blow the side torso off of a catapult with one shot. 2-3 shots will break the front center torso armor off of an atlas.

i will admit the new alpine map will be much harder to work with.


Im not sure if you know or not, but the OP is talking about A1 Cats (6 x M), not Catapults in general.

#73 blinkin

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Posted 21 February 2013 - 10:41 AM

View PostCalimaw, on 21 February 2013 - 03:42 AM, said:


Im not sure if you know or not, but the OP is talking about A1 Cats (6 x M), not Catapults in general.

my catapult c4 is the toned down more balanced version of the A1. 4xSRM6 instead of 6xSRM6.

#74 blinkin

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Posted 24 February 2013 - 02:10 AM

bump

#75 DeadlyNerd

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Posted 24 February 2013 - 02:14 AM

View PostVassago Rain, on 12 February 2013 - 10:16 PM, said:

No.

Oh look, there's one that's keeping his flaps open the whole time, in more ways than one.

I use a splatcat and I approve of this suggestion.

Edited by DeadlyNerd, 24 February 2013 - 02:15 AM.


#76 blinkin

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Posted 24 February 2013 - 02:36 AM

View PostDeadlyNerd, on 24 February 2013 - 02:14 AM, said:

Oh look, there's one that's keeping his flaps open the whole time, in more ways than one.

I use a splatcat and I approve of this suggestion.

i use the c4 splatcat. i also keep the doors open the whole time. i support this change. i would probably keep the doors open the whole time after the change, just because the lag on the doors makes hitting anything awful.

#77 DeadlyNerd

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Posted 24 February 2013 - 05:14 AM

View Postblinkin, on 24 February 2013 - 02:36 AM, said:

i use the c4 splatcat. i also keep the doors open the whole time. i support this change. i would probably keep the doors open the whole time after the change, just because the lag on the doors makes hitting anything awful.


I got used the whole keeping them open/closed. Even if one has to go through the whole ordeal of clicking the "open missile doors" button once before engaging and once after engaging, it's still far too easy and a greater risk for keeping flaps open during the whole fight is needed.

#78 blinkin

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Posted 28 February 2013 - 11:05 AM

View PostDeadlyNerd, on 24 February 2013 - 05:14 AM, said:


I got used the whole keeping them open/closed. Even if one has to go through the whole ordeal of clicking the "open missile doors" button once before engaging and once after engaging, it's still far too easy and a greater risk for keeping flaps open during the whole fight is needed.

agreed.

my point is that my play style will likely not change much from a change like this but i will be at more risk. that is how it should be.

#79 HammerSwarm

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Posted 01 March 2013 - 07:23 AM

I don't mind the catapult as I just shoot them first now. That said maps that are larger will negate the skill cat. I think they should slower the max armor to the 12 tons as provided by the cannon and cap armor at 384. That's be a start at undoing the skill cat.

#80 blinkin

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Posted 05 March 2013 - 10:54 AM

bump





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