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Best "brawler" Catapult Loadout?


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#1 BOOMLegShot

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Posted 13 November 2012 - 10:06 PM

So I have a K2 right now. Tried various sniper builds but now I'm looking to move away from that (snipers just don't seem to work out well in PUG games; your team lacks coordination and they either jump straight into brawling or they fail to protect you from harassing lights).

So now I want to try short to medium range brawler builds. Some stuff I've been experimenting with:

245 normal / 300 XL engine

4 medium pulse lasers + crapload of heatsinks for 1.5 heat efficiency
or
2 medium pulse lasers + 2 AC/2 at the cost of some heatsinks. Heat was a problem with this one.
or
2 medium pulse lasers + 2 Ultra AC/10s at the cost of more heatsinks. Heat efficient around 1.25. Best overall dps, moderate heat, but I can't get the hang of unjamming the Ultras. How does that work?


Suggestions? I've been kicking around replacing medium pulses with regular large lasers. Maybe throw in 2 machineguns just for kicks?

#2 DivineEvil

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Posted 13 November 2012 - 10:16 PM

In order to keep Ultra AC5 from jamming is to time your second shot from it to make the volley uniform. Period between shots have to be equal between first, second and third (second firing phase). If you just hold the button, there's 50% that your next shot will jam the weapon.

2x Large Lasers (or ERLL) + 2x MPL + 2x MG's is working great for me. You can shoot even Lights from afar with ERLL (weapon group 3, middle-wheel mouse button), and use MPL(group 2, right mouse)+MGs (group 1, left mouse) to fight in melee. If you not really for long-range, take just Large Lasers. With DHS you'll barely ever overheat with thoughtful usage.

#3 Hex Pallett

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Posted 13 November 2012 - 10:56 PM

Gausspult. Without doubt. But then everyone will hate you so be careful.

#4 Greyrook

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Posted 14 November 2012 - 12:03 AM

I did a video recently for a 4 large laser K2, although I think you would benefit from using large pulse lasers. Unfortunately, I don't see K2s as ever being effective brawlers because of their design, but that's also just supposition. In any case, this build (or rather the LPL + MPL version) has some of the best brawling potential that I see for the CPLT-K2 chassis.

(shameless plug alert) http://youtu.be/497WFN2ujT0

Edited by Greyrook, 14 November 2012 - 12:05 AM.


#5 CannonFodder86

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Posted 14 November 2012 - 12:15 AM

have you tried double LB10X? should give decent punch and make catching lights a little easier.

#6 waysted

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Posted 14 November 2012 - 12:25 AM

A) Medium Pulse Lasers are not mid-range weapons. With an effective optimal range of 180 and a maximum range of 360, that is very much a "short range" weapon.
:P LB 10-Xs are again another "short range" weapon. While the LB 10-X's range is in theory greater than the Medium Pulse Laser, the actual effective useful range where you can apply meaningful damage is much closer.

If you prefer ballistic weapons then the AC5, UAC5 (jamming is really annoying), and Gauss Rifle are all effective for mid-range engagements. If you'd rather go the energy route then you can try Large Lasers, Large Pulse Lasers, or Medium Lasers. Personally, I prefer using my K2 as a ballistic boat (Gausspult) and my CPLT-C1 as an energy boat.

#7 AtomicFrawg

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Posted 14 November 2012 - 07:28 AM

Endo steel
220 engine
twin AC20's
5 tons of ammo
remove the armor from the arm / ears.
stuff as many heat sinks as you can

Enjoy :)

Edited by AtomicFrawg, 14 November 2012 - 07:31 AM.


#8 Ragor

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Posted 14 November 2012 - 07:36 AM

I own two K2 (since me is too lazy to change equipment all the time)

What they both share:
300XL
Endo Steel
DHS
maxed out armor except legs (40)

#1
2x AC/2 (4t)
4x MPL
Heat is managable as long you do not use the dual AC/2 extensivly while brawling.
BTW: In brawls I disable the chainfire for the AC/2s.

#2
2x AC/10 (6t)
4x SBL
Heat is no issue at all.


Both variants work totally fine with me and only depends on my mood which one to field.
#2 I prefer when backing up fast mediums (...and drag all my teams hate on me since the dual AC/10 are great for kill stealing), #1 I prefer when I escort assault mechs (those 4 MPL chew through Jenners in seconds and the dual AC/2 really helps to 'disable' a brawling enemy Atlas...)


My 2nd Cat is a C4:
250XL
Endo Steel
DHS
maxed armor
Artemis

2x MPL
2x SRM4+SRM6 (6t SRM ammo)

Edited by Ragor, 14 November 2012 - 07:40 AM.


#9 KletterKlaus

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Posted 02 July 2013 - 04:36 AM

Hey guys!
Can you explain me how you got an XL-Engine inside a K2? I wanted to insert but i don't have enough slots :/ the gyro is to big and so there're only 8 slots left but you need 12 for a XL-Engine!? <_<

#10 Punk Oblivion

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Posted 02 July 2013 - 07:45 AM

3 slots of the engine go into both the left and right torsos. So you need 3 open slots in the left/right torso, and 6 in the center torso

#11 KletterKlaus

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Posted 02 July 2013 - 08:48 AM

Thx :)
hm ... then my catapult can't carry my loved ac-20 anymore :/
i should think about it ^^

#12 KletterKlaus

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Posted 02 July 2013 - 09:49 AM

Hey guys ... now i've found the mechlab and created a K2 what i think might be a good version :)
What do you think? Any ideas for changing to better stuff?
http://mwo.smurfy-ne...9c36fda657a1625
My original K2 is one with STD-Engine 2 MPL, 2 ML and a AC-20 ... but if i compare it to the new idea it looks like the new one with Ultra-ac-5 might have a lot more dps even with a 10 less firepower ...
What is more important? DPS or Firepower? The old one has a lot of problems with it's heat :/

#13 ShadowbaneX

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Posted 02 July 2013 - 10:17 AM

This is what I run.

http://mwo.smurfy-ne...c83b439ab736373

The uACs can kill mechs by themselves and are your primary weapons*. Four tons of ammo is insufficient for two uAC/5s. You should be firing the MLs occasionally. I fire them on my opening salvo or to help finish off a damage target...or, more likely, when the ultras jam. This will keep your heat much more manageable and the extra speed helps as well.

Also, don't forget that the range on the uAC/5 is 600 meters. If you're a good enough shot, 7 tons is enough ammo to do a bit of sniping as well.

If you don't have an XL300 you can also do a Standard 260, 6 tons of ammo (don't snipe as much), 12 DHS & 12 tons of armour if you don't have an XL300 laying around.

*The DPS on 2 ultras is over 9, assuming they don't jam. Adding in the MLs drops it down to 6, so you are really better off just letting the Ultras fire by themselves or when you get jams...and you will get jams. Lots and lots of jams. More jams than your grandmother's kitchen.

Edited by ShadowbaneX, 02 July 2013 - 10:20 AM.


#14 Kanajashi

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Posted 02 July 2013 - 10:19 AM

View PostKletterKlaus, on 02 July 2013 - 09:49 AM, said:

Hey guys ... now i've found the mechlab and created a K2 what i think might be a good version :)
What do you think? Any ideas for changing to better stuff?
http://mwo.smurfy-ne...9c36fda657a1625
My original K2 is one with STD-Engine 2 MPL, 2 ML and a AC-20 ... but if i compare it to the new idea it looks like the new one with Ultra-ac-5 might have a lot more dps even with a 10 less firepower ...
What is more important? DPS or Firepower? The old one has a lot of problems with it's heat :/


I run my CPLT-K2 in a very similar configuration: http://mwo.smurfy-ne...b4418339250b1b2

I personally cannot pilot a mech that is not running at least 70kph, so I went for an XL300. Trading off the medium pulse lasers for normal medium lasers, this saves 2 tons while lowering the heat curve and not sacrificing much in terms of sustained DPS. From my experience 2 tons of ammo per gun is nowhere near enough, I use 7 tons and I have been able to shoot it all during a match. The last thing you want is to run out of ammo and suddenly your 18 tons of UAC5s are paperweights.

Having higher DPS or higher Firepower doesn't really matter, what it does do is it will influence your play style. Having higher DPS means you need to be consistently shooting at the target in order to deal your damage. This means you need to keep eyes on your target, however this also means that you are out of cover firing. High Firepower builds (PPC/Gauss Boats) will shoot everything at once and then retreat to cover to cool off and reload.

View PostShadowbaneX, on 02 July 2013 - 10:17 AM, said:



Ninja'd the exact same build :blink:

Edited by Kanajashi, 02 July 2013 - 10:22 AM.


#15 KletterKlaus

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Posted 02 July 2013 - 12:08 PM

yeah ... it looks realy close to what i build :wub:
but is much more expensive :) But maybe it's worth spending the money ... you really have just a bit less firepower but 10 kph faster is a word ^^ specially for someone getting out a lot of dmg while chasing enemy :D But i don't understand how you could get 14 heatsinks?!? Does the engine run her own? I only see 2 double and 2 in the engine?!?! :wacko:
Think i'll try it if i have enough CBills ... thx

#16 ShadowbaneX

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Posted 02 July 2013 - 01:53 PM

Engines come with their own heat sinks, 1 heat sink for every 25 rating, up to 250. So a 100 engine will have 4 heat sinks, a 125 has 5, a 150 has 6, etc. After 250 you can add extra heat sinks for every 25, so a 275 has 10 and you can add an extra, 300, 10+2.

The biggest expense is the XL 300, which is why I suggested the 260 standard (the engine the Catapult comes with) as an alternative. It's a little hotter, and slower, but is a lot cheaper.

#17 Maxik666

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Posted 03 July 2013 - 11:45 AM

View PostAtomicFrawg, on 14 November 2012 - 07:28 AM, said:

Endo steel
220 engine
twin AC20's
5 tons of ammo
remove the armor from the arm / ears.
stuff as many heat sinks as you can

Enjoy Posted Image

True! The funniest build ever possible :)
I'm driving K2 with dual AC20 too, but with 7 tons of ammo. 220 STD Engine with speed tweak - 60,3 kph, sloooow, but it doesn't matter because you can make 4-5-6 frags during a match.

#18 forcemac

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Posted 08 July 2013 - 12:09 PM

K2 is a money maker.

2UAC/5
3xML
1xLPL
XL270
Endo
13DHS

ammo in the legs, heatsink where they fit. Good support brawler...can fire lasers constant in chain mode for about 5 cycles....more than enough for when the 5's jam. The 5's are awesome whenu get a good burst without jams....better when then unjam in fire in double mode but staggered.

#19 John Mechlane

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Posted 10 July 2013 - 07:18 AM

K2 is more like long-range support/sniper mech. But I know what you guys are getting at, I get in real close and persolan with my K2 most of the times:
XL315 (Speed 86kph - with speed tweak)
DHS (Only in engine...nothing more)
EndoSteel
2x UAC5 (7tons of ammo)
4x MedLaser

Armor on legs is 40
And around 10-20 on arms (no biggie if I lose one)

It runs a little hot, but if you're carefull with the lasers, it's managable. I always shoot the UACs like crazy, If both jam, just weld them with the lasers. :)

#20 Shadey99

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Posted 20 July 2013 - 11:35 AM

While I've never run it, I've considered this hot blooded build: Backstabber CPLT-K2. It has to peel the armor (or remove an arm) from an enemy while dashing between cover in a river city or frozen city environment to really shine. Or if your foe isn't running seismic this is great if you get in behind him. One alpha will punch through most mechs rear armor if you focus it, then go wild with those machineguns.

For a more of a brawler though I'd personally take a Inferno CPLT-C4. It's not meant to fight beyond LPL range and is best when it can toss off a 48 damage burst from the 4xSRM6 launchers (Aim for a torso or leg). I have used this and it's fun on a city map to go up and over an enemy and let loose on their rear... Only to hop over them again and do it all over again...





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