Catapult vs Hunchback!!!!
#21
Posted 27 June 2012 - 07:43 AM
#22
Posted 27 June 2012 - 03:55 PM
Ravenshield, on 27 June 2012 - 07:14 AM, said:
What house are you aligning yourself with? I just want to know which house to avoid!
Purchasing my elite founder's pack tomorrow on payday! Taking the Catapult for it's utility. Can be configured for both long range bombardment as well as medium range damage dealer. Can't wait for this game to come out! Can't wait to destroy people like you. That will make me smile
I was comparing fairness between different ELITE founder packs, because I noticed that the free mech you get would actually cost differently c-bills wise. If my assumptions was incorrect, I'd glady take some constructive replies.
And just to add in, I was comparing a Catapult built for close range (assuming you can replace LRMs with SRMs), not a utility catapult.
Please tell me which house you will be aligned in so I can fully avoid it. I simply do not want to deal with one such as yourself. Who posts insulting invalid replies before reading and understanding the original post. I would be most disappointed to play with someone of your intelligence level.
#23
Posted 27 June 2012 - 03:59 PM
Basically, either one could crush the other one, depending on the circumstances. If you like being a city brawler, the Hunchback is a good choice. If you like "sniping", at least in how you position yourself, go for the 'pult.
#24
Posted 27 June 2012 - 04:02 PM
So you want to switch out LRMs for SRMs? You'd fare better as the Catapult then... but guess what... an AC20 is still going to put out more damage.
Edited by Bluten, 27 June 2012 - 04:04 PM.
#25
Posted 27 June 2012 - 04:10 PM
#26
Posted 27 June 2012 - 04:41 PM
So why pick the Hunchback? Because you want a Gun instead of a Missile Launcher, because you want to have slightly better handling, and because you like the design. Might also be because you like the upgrade options of the HBK over those for a CPLT as well.
#27
Posted 27 June 2012 - 05:13 PM
"A bloo bloo bloo, somebody might be getting more than me."
It's pretty simple really. If you think one option is 'the best' and that matters to you, buy it. If you don't think any of the packages are good value, don't buy them. Nobody is forcing you to buy one package over another or select one specific mech or even spend any of your money at all.
#28
Posted 27 June 2012 - 05:17 PM
That about right?
#29
Posted 27 June 2012 - 05:21 PM
#30
Posted 27 June 2012 - 05:31 PM
#31
Posted 27 June 2012 - 05:45 PM
Catapult is a missile barrage mech, you can mod it to be either long or short range, and you have good secondary laser armament to back it up. You use a catapult if you want to do most of your fighting from the horizon and then charge in.
Hunchback is a ballistic killer. While you could mod it to be a laser boat with machine guns as secondaries, it seems strongest with a large AC or Gauss as primary and lasers as backups. You use a hunchback if you want to be a lynchpin and frontal combatant OR a sniper.
I may very well experiment with my Hunchback to make it a Gauss sniper. Go scout skill tree for the 7x zoom and HUD details, plus add an ECM unit to the mech. After applying ample ammo to the Gauss, I figure the Hunchback would have anywhere from 2 to 5 medium lasers as secondary weapons depending on availability of EndoSteel and Double Heat sinks.
For a catapult, an effective blitzing technique would be to replace the heavy LRM launchers with lighter SRM launchers (even streak launchers, which would in theory be very ammo efficient) and replace the 4 medium lasers with 2 large lasers instead. It takes the mech from a long range fighter to a blitz mech for direct LOS firefights. Effectiveness would depend on availability of double heat sinks. Endosteel optional, but would allow for more armor to be carried.
Edited by ScrapIron Prime, 27 June 2012 - 05:49 PM.
#32
Posted 27 June 2012 - 05:55 PM
00dlez, on 27 June 2012 - 07:08 AM, said:
So if the matchmaker wants to make a 2 light, 5 medium, 3 Heavy, and 2 Assault match there might be advantages to taking a hunchback over a Catapult.
Another factor to keep in mind is upkeep/repair costs. Again, I've not seen anything official, but One might assume that Lights are cheaper than mediums are cheaper than heavies are cheaper than assaults to repair after a fight.
The XP aspect will also be important. If the modules/XP boosts for thecatapult tend to focus on better speed and optics to help its sniping role, and the hunchback gets boosts to short range scanners, torso and leg turning radius, etc, then one will gain advantage over the other in certain aspects of combat.
Also, just to nit-pick the specific example, the SRM ammo needed to equal the short range power of an AC20 is going to take up more critical slots, have a greater chance of ammo explosion, etc etc.
Referencing back to design specs, the AC20 is a single hit for 20 damage, all missile classes have a spread, ie they have practically no penetration compared to the AC20. The Hunch back has always been considered a great urban mech, where the missile mechs are much better in the open...
#33
Posted 27 June 2012 - 06:09 PM
http://www.sarna.net/wiki/SRM_4
2 damage a missile
http://www.sarna.net/wiki/AC-20
20 damage
Both have equivalent range. I really think it comes down to who can aim better. Both have ammo explosions to worry about.
Edited by ScientificMethod, 27 June 2012 - 06:11 PM.
#34
Posted 27 June 2012 - 06:16 PM
ScientificMethod, on 27 June 2012 - 06:09 PM, said:
http://www.sarna.net/wiki/SRM_4
2 damage a missile
http://www.sarna.net/wiki/AC-20
20 damage
You're overlooking one thing. All those missiles will be hitting over an area, they won't all be applied to the same armor location. That AC-20 does all it's damage to one spot.
Now the COMBINATION of these systems is even more deadly. A couple shots with an AC-20 to make a hole in someone's armor and then spam missiles over him to seek multiple crits down the hole...
#35
Posted 27 June 2012 - 06:17 PM
ScrapIron Prime, on 27 June 2012 - 06:16 PM, said:
Now the COMBINATION of these systems is even more deadly. A couple shots with an AC-20 to make a hole in someone's armor and then spam missiles over him to seek multiple crits down the hole...
Srms are far easier to aim than lrm's. An experienced pilot will be able to target the ac-20 just fine.
I agree that the cat is at a disadvantage though. The missile pods have less armor and if the ammo is stored there as well... ouch
Edited by ScientificMethod, 27 June 2012 - 06:18 PM.
#37
Posted 27 June 2012 - 06:21 PM
ScrapIron Prime, on 27 June 2012 - 06:19 PM, said:
You can't "aim" lrm's at a specific spot. Just watching gameplay video you can tell about the srm's. They're far more focused (shorter stream of missiles in flight) than in MW4
#38
Posted 28 June 2012 - 02:32 AM
ScientificMethod, on 27 June 2012 - 06:09 PM, said:
http://www.sarna.net/wiki/SRM_4
2 damage a missile
http://www.sarna.net/wiki/AC-20
20 damage
Both have equivalent range. I really think it comes down to who can aim better. Both have ammo explosions to worry about.
Something you have to factor in as well....heat. Taking the tabletop rules as an example, firing an AC/20 generates 7 heat points while firing 4 SRM6s generates 16 heat. There is also the need for more ammo slots with multiple SRM launchers, and also the possibility the target will have an AMS system.
#39
Posted 28 June 2012 - 02:48 AM
#40
Posted 28 June 2012 - 03:43 AM
Its all about tactics and teamplay - no one on one shootout at midday - so have fun with your hunchback
Edited by sillybee, 28 June 2012 - 03:44 AM.
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