CPLT-A1 Streak Cat Reborn (6x SSRM2, 3x JJ, AMS, STD300)

Thread in 'CPLT-A1' started by Warchanter, Jun 18, 2013.

  1. Warchanter

    Warchanter Well-Known Member

    100
    0
    24


    Just wanted to update the design for the community here since the original post is pretty out of date...

    New BAP rules implementation being the key here of course. I've only taken it out for a few games just to see what it can do but frankly while being extremely tough and fast with great mobility it strikes me as feeling under-powered. At the end of the day you're still driving around a mech that has an alpha of only 18pts with very limited range. Stick 3 meds and a small laser onto anything else and essentially that's the damage you're hauling. So I dunno, for me it's kinda 'meh' .

    ECM lights have something else coming though, I'll give it that :D ... overall I'd say fun but probably not recommended unless you can get a partner working in tandem, that would be pretty nasty I'd think. If you're a big alpha kinda guy this is probably not the mech for you though...
     
    Last edited by a moderator: Oct 5, 2014
  2. skribs

    skribs Min-Max Maniac

    1,690
    164
    48
    This is probably the best light-hunter build for heavy and up. It's moderately quick, fairly survivable (although lose the arms and you're done anyway) and 6xSSRM is a mean beast to be sure.

    This will be less powerful when they nerf CT-seeking for SSRMs tomorrow.
     
  3. AlbertoT16

    AlbertoT16 New Member

    1
    0
    1
    Why Artemis? Aren't they just for LRMs and SRMs?
     
  4. Lan

    Lan Mech Wrangler

    1,570
    201
    79
    I am guessing TS had a old build that he remade and the Artemis is from a previous mech. It has no affect on SSRM and should be left out.

    Small disclaimer: Some people claim Artemis does have a effect but I would be surprised at what that might be, have seen no official sources on it improving anything. It certainly does not add the 1 ton/1 slot to indicate the difference in warheads.
     
  5. scromboid

    scromboid Well-Known Member

    182
    8
    25
    Artemis on SSRM actually decreases lock time ;)
     
  6. Vorus

    Vorus Active Member

    97
    0
    22
    If that's true, then why doesn't it use any tonnage or slots? Since it doesn't use either of those, it seems like it's not really being equipped.
     
  7. Lan

    Lan Mech Wrangler

    1,570
    201
    79
    Yeah, this is the rumor I have heard repeated. No proof or comment has been presented from Devs or video from other sources that I know of.

    We know that MWO is not a bug free game so it is possible.
     
  8. Xene

    Xene New Member

    16
    0
    1
    What I heard is that there is a bug that affects lockon time for streaks if you have another type of missle equipped. Stick a random SRM2 on there and laugh your way to the bank. Assuming it works of course. I only use ssrms on lights so I have not tested it.
     
  9. The Verge

    The Verge Moderator Staff Member

    4,367
    498
    231
    I've enjoyed this build on occasion, it's quite good at finishing 'mechs. The best part of this build is the ability to "curve" missiles around corners and friendly mechs to steal those kills for c-bils.

    "great at times" -All Mechs Magazine
     
  10. enileph

    enileph Star Lord

    4,203
    518
    201
    Well, the +A does seem to work. I was using a (5xSSRM2,1xSRM6) for some time and it DOES lock a bit faster. Seems that the system introduces the lock on all missiles as long as some of them are normally affacted.

    On the side note, having one SSRM2 replaced by a SRM6 is not a bad idea either. Some people would power down against a streak cat 1-on-1. Then you just stand behind him and fire your SRM6 point blank, right at the CT. A really effective way to wake them up. Oh, you get a free shot at them too during their start up sequence.
     
  11. Zookk

    Zookk New Member

    4
    0
    1
    Is the Streakcat build still viable? I keep hearing the May 21st patch messed with it.
     
  12. The Verge

    The Verge Moderator Staff Member

    4,367
    498
    231
    nope, Streak cat's are still great. I NEARLY killed Garth this afternoon! :angry:
     
  13. Warchanter

    Warchanter Well-Known Member

    100
    0
    24
    [size=small]Lately I've taken it out for the sole purpose of hunting and killing lights and helping out against everything else and as skribs says above, this it does very well. Any light mech that gets within range and doesn't recognize what its up against right away is walking into a death trap. If they inspect you immediately they MIGHT get away, but for most that happens too late... no light in the game can engage 400 points of armor carrying a standard engine with 6 auto-lock SSRM 2's and survive. 2 to 3 salvos and that will be the end of the discussion.

    So team-wise anyway, being able to wipe scouts from the battlefield provides a powerful advantage. Lurking near bases and resource caps tends to be especially profitable.. :phear:
     
  14. Lan

    Lan Mech Wrangler

    1,570
    201
    79
    On conquest it does great, since there is on average 3 lights. On assault, not so great as it doesn't have a high enough alpha or DPS. It serves best as escort with hopes of getting a support kill. IMHO.
     
  15. Blagg Zear

    Blagg Zear Star Lord

    5,002
    578
    199
    Remastered Edition:



    or:

     
    Last edited by a moderator: Oct 5, 2014
  16. ArkNemesis

    ArkNemesis Well-Known Member

    107
    1
    25
    Could you tell me if this build is viable with the recent up of the SSRM2 damage?

    I was thinking to remove a SSRM2 and some ammo to add an LRM15 to allow some long range engagement.

     
    Last edited by a moderator: Oct 5, 2014
top-fast
top-fast
top-fast
top-fast