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Some Questions


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Poll: Please answer and give reasons why :D (10 member(s) have cast votes)

Which Cataphract variant is suitable for a new player?

  1. Cataphract CTF-3D (4 votes [40.00%] - View)

    Percentage of vote: 40.00%

  2. Cataphract CTF-1X (2 votes [20.00%] - View)

    Percentage of vote: 20.00%

  3. Cataphract CTF-2X (4 votes [40.00%] - View)

    Percentage of vote: 40.00%

  4. Cataphract CTF-4X (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 ZeProme

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Posted 23 March 2013 - 06:38 PM

Greetings everyone, my name is ZeProme. I'm a fairly new player in this game as I'm trying to get the grasp in this game and adapt previous game knowledge, concepts and skills into MWO.
I come from World of Tanks having played it for a long time I figured I move onto something new.

My first question is how should I specialize a specific mech? I think I like being a multi-supportive role player after my experiences in the widely acclaimed Centurion. I have the CN9-A model and I'm enjoying it immensely. But I don't know what else I should do to make it more specialized and better in combat. Also I think the DPS for this machine is a tad bit lower since the AC/10 is slow on reload. Maybe swap that for a AC/5?

The Centurion CN9-A model also looks like the Titan from Tiberium Sun without the left arm (since the left arm is pretty much useless and only is just a bullet shield).

I think this game is oriented very much towards personal taste but I don't know where to go from my original model. I wonder if anyone can recommend me a set-up to try.

My second question is which variant of the Cataphract model should I buy. I heard a lot of good reviews from it so I figure I give it a try as well. Also, how do you know which chassis, of the model, to buy? I'm completely clueless. I sort of envy people who has good customization skills.

I have a Catapult A-1 model which I try to specialize in LRM support but every time I lose in a close combat battle. I checked to see that unfortunately this variant has no energy hardpoint meaning I have no reliable lasers for closer quarter combat. Is there something else I can try for the A-1 to be effective?

What are the types of combat roles in MWO? Can someone list them?

Which type of weapon is usually more reliable in combat?

What ratio if heat efficiency should I aim for, for most mechs? What do the ratios mean? I like 0.9, 1.3, 1.5?

Thanks for answer my questions. I hope to learn to learn the ropes more quickly and be a better asset and teammate in battle.

Edited by ZeProme, 23 March 2013 - 07:02 PM.


#2 Hauser

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Posted 23 March 2013 - 07:09 PM

I can't answer your questions about the Cataphract, I haven't played them before.

---

Though when building mechs I keep a few things in mind. The most important is control. If you have control you can determine when you engage and how. For example a spider has almost perfect control. It is fast and can jump so it can determine when to engage and how. A stock Atlas has no control what so ever, other people decide when and where to engage it.

Keeping this in mind there are two ranges we have to design around. The range we want to engage at and the range other people will engage us at. For the spider the latter is somewhat irrelevant, for the Atlas it far more important. You can actually see this in the load out of the stock Atlas. It is a short range brawler but has weapons to engage at every range.

This can be summarized as this, the slower, the more diverse your load out should be.

The next thing to keep in mind is pace. You can build your mech to make a quick sprint for damage, then retreat for cover and cool down. Or you can build your mech to keep pumping out damage over time. This is somewhat related to control but it is not as tight. Nice examples of fast paced mechs are jump snipers. The Atlas is slow paced, it hardly ever alpha strikes at all.

Pace is what you keep in mind when trying to balance your heatload vs your alpha. If you are building a fast paced mech you can dump a few heatsinks for something else and vise versa.

This can be summarized as this the faster, the hotter.

---

The Catapult A1 is currently a bit underpowered due to the temporary nerf to missiles and more permanently limited by ecm without being able to carry tag. But if you put in a big engine, some streaks and srm launchers you'll be al-right at all ranges.

Edited by Hauser, 23 March 2013 - 07:20 PM.


#3 ZeProme

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Posted 23 March 2013 - 07:26 PM

That is quite true about missiles. It seems that I can't do anything effective with LRM 20 on my catapult variant A-1. ECMs, and terrain and buildings seems to obsolete LRM.

Thing is, the catapult is known for its spectacular LRM firepower, something that I admire and want to keep in this variant. I think I will try a SRM and LRM combo.

Speaking of ECM, how do they work? Any way to counter them?

Also, I think my preferred weaponry is more ballastic compared to missiles and lazers. But I think lazers and ballastic a worth decently well together anyways.

Edited by ZeProme, 23 March 2013 - 07:36 PM.


#4 Koniving

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Posted 23 March 2013 - 07:39 PM

Played every cataphract except the 3D (including the Muromets).

3-D just has jump jets, and unfortunately will spoil your appetite (never start with the best as the rest become mediocre). My votes are for the 1X and the 2X.

The 1X's high energy concentration allows you to focus less on weight management and more on heat management and demonstrates both the power of energy weapons and the excellence of a single ballistic (for a low heat firing solution while running hot).

The 2X is great because it allows for both a good concentration of energy weapons, while allowing for both a ballistic and missile solution to help balance your capabilities.

That said, I'll tell you right now that No Cataphract is good for a new player. They are designed as an emergency effort by House Liao to construct heavy mechs in 3020 something after losing key factories which limited them to light and medium mechs with a bunch of clunkers. It is designed as a direct fire support mech, NOT a brawler as many foolishly try to use it for and as anyone who thinks "Oooo ballistics" will try.

Its shoulders are wide and easy to disable, making it terrible for XL engines. This typically forces them to be very slow, preventing you from being able to escape should you make a not so bright move.

As such there's little room for mistakes. You screw up, you die, and you'll blame the chassis as many often do. Much the same reason people blame the 2x and 4x Ravens when they fail to perform like the 3-L; it's not because the variants suck. It is because they are not built for the same roles, and the pilot does not have the experience required to know that.

This said... Here is a little bit of advice in case if you use them anyway.

The Cataphract 3-D has a few good roles, one of them being a pop-tarting sniper (think pop-tarts in a toaster that auto-cooks. Pop-tarts go in, they pop when done, and since no one takes them out they go down to pop again and again).

The 1x is a good variant for experimenting with speed. Since you have mostly energy weapons most won't even assume you have an XL engine even when you start out-running catapults. The weapons are super well distributed about the body as well. It could be a direct support, or it could be a light hunter, or an anti-medium to an anti-dragon (my favorite use). Never attack assaults on your own. It's a death wish.

The 2x has a few great support roles but could be used for brawling. An arm-mounted missile launcher can be useful in the long range with twin LRM-5's. I wouldn't put much more than that in there as it takes weight, and with only 4 holes you'll just broadcast your location to snipers and counter-LRM ECM users. LRM-5's also shoot faster than most others and weigh the least. Some use streaks as an anti-light, but that is of no use against ECM users or large enemies. So if you brawl definitely go with standard SRMs. Torso mounted ballistic weapons are a bit limited, however. Only one arm energy weapon causes an issue as well when it comes to long range or super close brawls.

Almost everyone is against the use of the 4x. Lots of ballistic mounts are good, but the 255 engine limitation really hurts its potential. Always pack in some energy and missile support for close range emergencies. Great ranged support mech. Just don't get close as there's no way out when you do, and a 4x always falls at close range.

Muromets. Seems to be everyone's favorite hero mech. Equal parts energy and ballistic allows for some interesting possibilities. Personally I like the Pretty Baby more but I own them all. Muromets is definitely a close second. (Admittedly the PB has an awkward weapon assortment, but like any mech, played to its intended role I haven't had a better money maker since the LRM commando in closed beta; back when every time someone fired LRMs at my target to include myself sported me 2,500 cbills. Nothing like 1,000,000 cbills or more per match with only a 12,000 to 15,000 cbill repair and rearm.)

If you brawl, plan to have an escape route. If you don't have one, don't brawl or you will die. Brawl in urban areas. Stay away in open fields. Treat yourself like a proper Hunchback. Slip in, blast the crap out of them, slip out, come in behind them, wash rinse repeat. Your arms are expendable. Your torso is not. Don't be afraid to throw your arms up in the way. Be weary if your target is stationary; they're aiming for your easy to hit cockpit. MOVE and torso twist. Never attack from the front; you're in a Liao mech.

To overheat is to die. Don't do it; you won't survive the cool down.

If you're not the sort to pump all armor to the front, consider a turtle back manuever with equal armor. Hit someone hard, then whip your back toward them until ready to fire again with everything you have. Brawling should be a last resort, but as big as your torso is this might save your hide.

Don't rush LRMs. You don't stand a chance. There's nothing you can do.

AC-20 enemy? Torso twist. Catch it with an arm, not your gut. Chances are you'll lose a minimum of 50% of your fire power if you do.

#5 Hauser

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Posted 23 March 2013 - 07:40 PM

View PostZeProme, on 23 March 2013 - 07:26 PM, said:

Speaking of ECM, how do they work? Any way to counter them?


Read this:

http://mwomercs.com/...dian-ecm-suite/

Pay attention to the bits about tag and counter ecm mode.

Edited by Hauser, 23 March 2013 - 07:40 PM.


#6 Koniving

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Posted 23 March 2013 - 07:46 PM

View PostZeProme, on 23 March 2013 - 07:26 PM, said:

That is quite true about missiles. It seems that I can't do anything effective with LRM 20 on my catapult variant A-1. ECMs, and terrain and buildings seems to obsolete LRM.

Thing is, the catapult is known for its spectacular LRM firepower, something that I admire and want to keep in this variant. I think I will try a SRM and LRM combo.

Speaking of ECM, how do they work? Any way to counter them?

Also, I think my preferred weaponry is more ballastic compared to missiles and lazers. But I think lazers and ballastic a worth decently well together anyways.


With an A1? You will not be countering ECM without an ECM of your own on the side. Having an escort is handy. This setup on the catapult would be impossible without the escort (6 streaks).


An incredible base defense.


I recommend twin LRMs with 4 SRMs. Some people actually do asymetrical builds. I advise it.
ECM blocks you within 180 meters. However it protects them at any distance. There's a loop hole within 180 to 200 meters, but it's super hard to get a lock. Sensor modules help with this loop hole by making it bigger. Say 180 to 240 or 250 I think. The use of TAG whether by you or a team mate will allow you to lock on to the enemies regardless; but an A1 can't carry that.

ECM is not affected by height. 180 meters is 180 meters, so just being above them is not enough. But you could be "too high" to be affected. I personally like standing on the cranes in river city and forest colony.

Good luck.

Edited by Koniving, 23 March 2013 - 07:49 PM.


#7 ZeProme

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Posted 23 March 2013 - 07:55 PM

Thanks for your feedback. I'm a little bit confused with the definition of brawling and direct fire support.

So I assume this mech cannot take a beating but has some mobility to compensate and be a flanker in urban areas?

Since you mentioned the cataphract is not beginner friendly I guess I will lay it off for now. Can you suggest some other models for me to try?

I'm also intrigued that you said "anti-dragon". Kinda, confused with this role.

I am aware how MMO skill-based teamwork game is nowadays. It's usually the pilots fault, not the mech because each mech is specialized in a particular role. I just happen to come across many reviews and how the Cataphract is a great mech.

I do agree that this game has a deep leaning curve cause even through trying out the mech lab I get very confused about load outs modules and endo steel?

#8 Koniving

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Posted 23 March 2013 - 08:19 PM

And now since I read your original post as well as the voting pole...

1) DPS is not as important as burst damage, this is especially true in faster mechs. In slower mechs it is important to have good solutions for both.
Example: Default Hunchback 4H (no changes other than paintjob. Factory default, standard HS, etc.). Burst damage from AC-10. Energy weapons are the DPS.


I'm not going to recommend a setup. Best to discover on your own.

Answered the second one.

Gave a few suggestions in my previous post for your A1. Most like to use an XL 315 to XL 300 engine and lots of SRMs.

Now for the rest...
What are the types of combat roles in MWO? Can someone list them?

This is not an easy task but I'll try.

  • Tank -- the basic roles of assaults.
  • direct fire support (long range ballistics; snipers and auto cannon spammers)
  • in-direct fire support (LRMs, artillery)
  • hit-and-run (dragons, lights, cataphract 1-x, centurions, some hunchbacks and trebuchets).
  • ninjas (smart ecm lights that like to sneak up behind people and blast the crap out of them for a quick kill, like me when pugging. Could also be people that sneak past everyone to steal a base or to burst-damage a kill).
  • Recon. (Scout)
  • Brawler (fights at close range with or without help.)
  • Harasser (call themselves scouts but do anything except scouting. Annoys enemies. Raven 3-Ls are common for this. Spiders excel at it.)
  • Brawling support / escort (Most Hunchbacks, mediums in general, and slower heavy hitting brawling lights such as the Ravens 2x and 4x fit this category under ideal circumstances).
  • Bait. Easy to spot, begging to be chased. (This will usually have high back armor and try to isolate you from your allies. 9 times out of 10 it works. Spiders are also great at this.)
  • Trolls. Typically pink or brightly colored. A troll mech has a build that's likely to **** you off and get your attention away from what really matters. Usually these builds include machine guns and flamers.

Which type of weapon is usually more reliable in combat?

Ballistics deal instant damage, generate low heat. Very heavy though.

Energy weapons deliver gradual damage, need to be concentrated to work (like sunlight through a magnifying glass). No ammo.

Exception is the PPC. Works like a cannon, travels like a gauss.

Missiles deliver quick damage but are often questionable in accuracy and awful in spread.

When it comes to energy pulse generates more heat but gets the job done in usually half the time. Often does more damage too. Except small pulse; which generates more heat weighs twice as much but deals the same damage in half the time. Great thing? A bunch of them fire like a machine gun in chain fire and sound like a dubstep mix.

Fun of pulse lasers; warning OLD video!



What ratio if heat efficiency should I aim for, for most mechs? What do the ratios mean? I like 0.9, 1.3, 1.5?

Most efficient is 2.0. 1.0 means you can sink the heat per weapon as fast as you generate it, however when you fire lots of them it gets hard. 2.0 means you can sink it twice as fast as you can make it. Anything less than one and you better be ready to keep your finger off the trigger.

Example of 1.42 heat efficiency versus 0.8


Hope this helps. Logging out for now. Can't wait til I can play again myself.

#9 Koniving

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Posted 23 March 2013 - 08:32 PM

View PostZeProme, on 23 March 2013 - 07:55 PM, said:

Thanks for your feedback. I'm a little bit confused with the definition of brawling and direct fire support.

So I assume this mech cannot take a beating but has some mobility to compensate and be a flanker in urban areas?

Since you mentioned the cataphract is not beginner friendly I guess I will lay it off for now. Can you suggest some other models for me to try?

I'm also intrigued that you said "anti-dragon". Kinda, confused with this role.

I am aware how MMO skill-based teamwork game is nowadays. It's usually the pilots fault, not the mech because each mech is specialized in a particular role. I just happen to come across many reviews and how the Cataphract is a great mech.

I do agree that this game has a deep leaning curve cause even through trying out the mech lab I get very confused about load outs modules and endo steel?


Dang it. Oh alright.

Dragon (a heavy battlemech) falls under the Hit and Run role I gave. They are heavy mechs that fight like lights; at least the good ones do. The not-so-good ones try to brawl and die within 2 minutes or less. Problem is that unlike lights, they can really hurt. Most mechs can't fight them off unless they do something stupid. Lights are slaughtered by dragons usually. Mediums are usually out manuevered by Dragons and can't take the same abuse. This leaves the role of fighting them up to assaults who are usually their victims. Don't get me wrong, Dragons are easy to kill if they make a mistake or stop for any length of time. But their tiny side torsos allow them to use XL engines without much worry, so they are fast. Really fast, and able to carry big guns too. A Cataphract 1-X can carry much better firepower than a Dragon, however, and run almost as fast. A quick 1x Cataphract with 5 Large Lasers will terrify any Dragon into retreating, and the lasers do serious damage. They also make okay anti-lights, but they have trouble turning.

The Cataphract can take a beating, however it is a big and easy to hit target. Much like an Awesome, it has a very wide torso with wide side torsos, making it hard to not be hit. New players tend to rush in, especially with ballistic weapons as it's easier to hit a target up close. Unfortunately this is suicide in an easy to hit target. Patience is a virtue that does not come well to new players until they are a bit more seasoned.

Okay, modules and endo-steel. I'll let someone else cover modules but basically they're pilot-earned modifications that enhance sensor data/range/lock-ons/capture speed, etc.

Endo-steel and Ferro Fibrous are weight trade offs. Endo-steel will give you a large amount of weight by making your mech's bones out of a lighter material. This consumes 14 critical slots, limiting what you can equip, but frees up weight to put in heavier things. There is no weakness for making this conversion in terms of your internals. It used to cost more to repair but those days are gone.

FF is a type of armor, that allows you to put on more points of armor per ton. This does not save as much weight, but it helps. Especially if you're trying to force max armor on a very weight-heavy mech. At the moment there is no defensive bonus for switching armor.

#10 ZeProme

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Posted 23 March 2013 - 08:33 PM

Thank you very much for your informative post and tips.

Also, with regards to the ACs, it seems the smaller the caliber, its much more suited for long range engagements. In contrast, larger ACs are packs more punch and I think is more suited for close combat.

So assuming so, AC smaller caliber are sniper guns while bigger calibers are like shot guns.

#11 Koniving

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Posted 23 March 2013 - 08:36 PM

For most basic questions I think these two forums should help greatly.

Combat tactics, to include many of the roles I mentioned. LOTS of videos and text.
http://mwomercs.com/...101528-tactics/

Tutorial series I'm working on. Many questions answered there. Also if anything isn't answered there, post on the thread and let me know what else should be included!
http://mwomercs.com/...newcomer-input/

I'll check back on you tomorrow.

#12 ZeProme

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Posted 23 March 2013 - 08:37 PM

Thanks again!

#13 Koniving

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Posted 23 March 2013 - 08:43 PM

View PostZeProme, on 23 March 2013 - 08:33 PM, said:

Thank you very much for your informative post and tips.

Also, with regards to the ACs, it seems the smaller the caliber, its much more suited for long range engagements. In contrast, larger ACs are packs more punch and I think is more suited for close combat.

So assuming so, AC smaller caliber are sniper guns while bigger calibers are like shot guns.


Real quick... Gauss Rifle is your sniper. The ACs are kind of true for that. Lighter calibers do shoot farther. The shotgun is the LB series like the LB-10x. The higher the caliber, the more it is like a cannon. AC-20s are heavy hitters with a lot of impact. In other MW games they were capable of KNOCKING YOUR ENEMY ON HIS REAR! We call it a "Gyro Overload." They hurt. Bad. The calibers are actually damages. There's 2 damage from an AC-2 (for comparison a small laser does 3 damage). AC 5 does 5 damage. Ultra AC-5 does rapid fire. AC-10 does 10 damage instantly. PPCs and Large Pulse Lasers are the closest comparison. AC-20 does 20 damage. Gauss does 15 but has the longest potential range of any weapon. (Note potential; max damage is not that far, but it keeps 50%-26% at double that, and 25-0% at triple that.)

But yes, higher calibers are best up close.

LB-10x has a weird damage pattern. There's 10 smaller shots. Each "shot" does 1 damage. Altogether they do 10 damage. They spread like a shotgun. They can each do up to triple damage against internals -- so use it after tearing off enemy armor).

#14 ZeProme

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Posted 23 March 2013 - 08:52 PM

Gauss rifles... Gausspault.

Sounds about right, but the only that that turned me down from using the gausspault is mobility :rolleyes:

I have been watching a lot of people put their builds to use such as the widely popular gausspault. Expensive, slow, I feel I'm not potent enough for the role of a sniper especially when maps require night vision.

Interesting, very interesting.

Ah, beauty of this game. Always a con for every type of build you get. Finding your preferred play style and load out is kinda difficult when you are a small fish in a big pond.

#15 Dan Nashe

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Posted 23 March 2013 - 09:43 PM

By the way, are you familiar with smurfy?
http://mwomercs.com/...and-data-12204/
http://mwo.smurfy-net.de/

Always build before you buy!

And I'm not sure if you've seen this thread, but I Find it really educational:
http://mwomercs.com/...e-mech-designs/

Note that league mechs tend to run hotter and carry less ammo than many pilots will take into normal matches, because the fights tend to be brutal and short. But I find as a new player I'd rather start with a mech that I know is good (and therefore I'm losing because I'm playing bad) than not be sure!
[Looking at more of the designs, I'm not sure that's true, they frequently run about 40% (smurfy) efficiency and sometimes carry 40 shots for AC 20s . . . I think the caveat is good though - these are designed as specialized roles as part of a team.]

I am not a competitive player, myself, so just passing along that data.

Personal editorial:
3D is amazing because it can jump, FYI. Not just for jumping high - you can feather jump jets to change your facing really really fast. Very helpful against Ravens.
1 AC20, 300 standard engine, 4 ML brawler is fun,
2 ERPPC in the torsos, Gauss in the arm poptart is both fun and competitive.

The first can really brawl at point blank range, the second will teach you to aim.

I could not find a 1x, 2x or 4x I liked, especially now with the Jaeger having better arm ballistics.

Edited by DanNashe, 23 March 2013 - 10:34 PM.


#16 Koniving

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Posted 24 March 2013 - 09:57 AM

View PostZeProme, on 23 March 2013 - 08:52 PM, said:

Gauss rifles... Gausspault.

Sounds about right, but the only that that turned me down from using the gausspault is mobility :)

I have been watching a lot of people put their builds to use such as the widely popular gausspault. Expensive, slow, I feel I'm not potent enough for the role of a sniper especially when maps require night vision.

Interesting, very interesting.

Ah, beauty of this game. Always a con for every type of build you get. Finding your preferred play style and load out is kinda difficult when you are a small fish in a big pond.


Strange, I tend to find them to be insanely fast. Such as this one I was escorting, who kept outrunning the Ravens. I believe he's using an XL engine however, which most gaussapults are afraid to use.


When you're escorted by two AC-20 Ravens however, there isn't a whole lot to worry about.

Dan above me clearly likes ballistics, hence why he was having trouble liking the other cataphracts, which are mix and energy builds. In the 4x's case, its low hung arms are very bad for sniper use as it has to stand outside of cover to shoot.

Cataphracts in use with their natural role. Skip to 5:28 (two fully talkative teams on teamspeak, so lots of strategy and postering. Action gets interesting then, beforehand it's mostly testing defenses.)


The cataphract 4x, considered to be the "worst" of them all, is my favorite for brawling. Which is usually the worst thing to do with them. It is my first cataphract, my longest owned one, and my favorite thing about it on day one was taking out an Atlas in 6 to 7 seconds from the front, removing his center torso. And self destructing in 8 if I didn't let go of the trigger.

Here's a relatively recent brawling with the 4x. 3 matches.


With its proper role, here's the same 4x with fire support practice. Saves the day at the end.


And this is saving the day again, lots of both fire support and brawling against catapults, cataphracts, ravens, etc as the last guy.


Since I can't play (broke the cooling for the processor of the gaming pc), I'm going to slip back to drawing for college.

Good luck.

#17 ZeProme

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Posted 24 March 2013 - 03:43 PM

So... I think I stumbled upon a buyers trap.

What I thought the Cataphract variant CTF-2X is as said on the description "The Cataphract is an advanced front line brawler. High maneuverability and a wide selection of weapons makes this 'Mech ideal in urban combat operations." is not how it is when I play it.

I easily get dismantled and cannot engage head to head with other mechs. Even when I was the only one defending the cap on assault mode on the wintery map, I still get out flanked by a light mech. (IIRC it was a spider)

I don't know how to play this mech, it's a little bit frustrating. I have the CTF-2X variant since the hardpoints are favorable for me with a good balance in all types of weapons. I intend to either swap or add the SRM 4 for LRM depending on the upgrades I get.

This mech is difficult to use whereas the Centurion CN9-A IMO seems to be more forgiving (weird since CN9-A is a medium mech while the CTF-2X is a heavy mech)

In combat though, I lose out against a cataphract of any variant in both mechs in close combat.

I am wrong and apparently you are right Koniving.

But like games nowadays are challenging and have deep learning curves, I want to know and understand it's potential.

Also, is there any other mech you would recommend that is relatively easy to learn and use?

Also, how do you take down an Atlas? They seem to be so hard to destroy. I took one of its arms out but it's still an inpenetrable rock.

Thanks!

Edited by ZeProme, 24 March 2013 - 04:13 PM.


#18 Just wanna play

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Posted 24 March 2013 - 04:20 PM

my 2x has one ac/20, 2srm6s, and three medium pulse lasers, makes a fine brawler when working with an assault

#19 Koniving

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Posted 24 March 2013 - 04:47 PM

Well, I have 41 mechs. o.O; I've been around the block. :)

Although I haven't seen the descriptions; that must be new. Haven't got to enjoy the current patch yet.

For any detailed information on what the mechs should be used for, I would go here: http://www.sarna.net/wiki/Cataphract Just type in the name of the mech and you'll find what you need.

For my 2x I use an AC-20, twin SRM-4 OR Twin LRM-5, and several medium lasers. Double heat sinks, endo steel, high concentration of forward armor. Ammo in the legs to reduce the chance of them being blown up.

Treat it like a ranged support mech for increased survivability.

If you absolutely want to brawl, do it as an Escort Role not a Tank. Guard an Atlas or a fast moving Stalker and you'll see a huge change in performance. Be sure to raise your forward armor by dialing back the rear armor. Remember, let NOTHING get behind you. If things get hairy, focus on the biggest guy with guns and keep shooting.

Good mechs to suggest for new players? Hunchback is more new player friendly than Centurion; upgrade the engine to standard 260, avoid the HBK 4G (for a first build I recommend the 4SP, followed by a 4P)
HBK 4SP (HBKs versus Centurions; lots of them)

HBK 4SP (Footage is outdated but I love the computer)


I don't seem to have footage of the 4P. :P My favorite one.
HBK 4J (Missile boat song!)


HBK 4H (Purely uncustomized build gets 691 damage)


The Trebuchet can be fun, but it feels like paper (it seems easy to kill when it is hit). Here's my first one.
Music.

Actual gameplay.


Keep in mind that flamers and machine guns are among the weakest weapons in the game. The damage is being done by the twin SRM-6 in the right arm, but no one can see that even the enemies with the flames.

Now, how to take down an Atlas. The best way is to go for HIS left eyeball (your right). But without a good sniper weapon that is difficult. Next method is to keep hitting it from behind, just stand behind them. It's easy with the right situation. If you must fight them from in front, be certain it is busy with someone else before you fight with it. Do not fight one alone.Use R to get the target info on the Atlas. Study his weapons. AC-20 or Gauss? Might go for his right torso (your left) first. Three SRM-6? Go for his left torso (your right) first. Aim for the side torso to cripple his firepower. When you see the shoulder removed or the weapons turn red, they are destroyed; move on to the next target. Then go for the center, or shoot through the damaged shoulders to hit directly into his internals.

Honestly at the start of any fight with one, graze his leg with a laser. If it turns anything other than yellow (light orange, dark orange, red, etc.), go for the legs for a wickedly easy slaughter. Lots of players will reduce their leg armor to carry bigger guns. Its because no one thinks to shoot their legs. This makes them easy to kill. In a losing battle with my Illya Muromets (3 medium lasers, AC-20, 2 machine guns), I was up against someone with gauss, 3 SRM-6, and twin PPCs. One on one, I kept close so his PPCs couldn't hurt me. Aimed for his Gauss and destroyed it. His missiles kept shredding me badly. Lost one arm. Lost a side torso. Had one medium laser and one MG to my name. He was still in strong condition. I grazed his leg and it instantly turned red armor from full health. I grinned. I kept at it. He started limping. I got the other leg. I was in critical condition, no armor, terrible shape. But I won, solo'd an Atlas with machine guns! O_O! In a Cataphract!

Probe those legs!

If you're in a seriously losing battle it's a good idea to get out of there if you can. If you can't, die on your feet with the trigger under your finger.

#20 Just wanna play

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Posted 24 March 2013 - 05:07 PM

dang, i feel sorry for that atlas





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