Good Catapult Loadout?
#1
Posted 24 August 2013 - 11:26 AM
My preferences:
I do not like lasers because I do not use them well and I always overheat. I am a huge fan of missles.
Thanks!
#2
Posted 24 August 2013 - 11:51 AM
No matter which one you have, though, it is always a good idea to buy Double Heatsinks as soon as possible for every mech. Should help clear up your overheating issues.
#3
Posted 24 August 2013 - 12:01 PM
As for an all missile build, it is a great support option, but the downfall comes in a longer match where you suddenly find yourself without ammunition. At that point you are left acting as either a forward observer, a base capper, or a meat shield.
That said, there are a few combinations available... but what I reccommend is starting with getting an xl engine first, as they cut the weight of the mech by the largest amount, and as a missile boat you are rear line anyways so have less to fear of being under fire. once that is done, you want two srm launchers just in case someone -does- get on you. SRM6's would be ideal. i'd reccommend only a tonne or two of ammo for them though. after that, a pair of LRM 20's and at least four tonnes of lrm ammo. Artemis i find to be helpful but ultimately optional considering the extra cost in weight it creates. If there is extra space/weight available, add in a couple of lrm 15's or 10's. But not until after you get about four heatsinks into the mech. Rocket launches cause a lot of heat.
#4
Posted 24 August 2013 - 12:10 PM
Dominik, on 24 August 2013 - 12:01 PM, said:
Considering that the doubles only give 1.4x the heat dissipation of a regular heatsink, and they take up not twice, but three times the space. i find regular heatsinks to actually be much more helpful.
You get up to 10 free engine heatsinks per mech. For most engines (all but the very small ones) you get all 10. These engine heatsinks, if they are double heatsinks, dissipate at 2.0x normal efficiency. This means that the engine double heat sinks that you generally get for no critical slots are equivalent to 20 single heatsinks. In other words, for almost every single build in the game, double heatsinks are a straight upgrade.
Dominik, on 24 August 2013 - 12:01 PM, said:
XL engine in a Catapult is good advice, though. They're great XL carriers because they have very small side torsos and very large center torsos. XLs are expensive, so I would definitely post builds and get advice before sinking money into one.
#5
Posted 24 August 2013 - 12:27 PM
#6
Posted 24 August 2013 - 12:29 PM
Dominik, on 24 August 2013 - 12:27 PM, said:
Here you go
#7
Posted 24 August 2013 - 12:31 PM
Edited by MnDragon, 24 August 2013 - 12:46 PM.
#8
Posted 24 August 2013 - 01:13 PM
If LRMs are your thing, you will definitely need an Artemis IV guidance system. It will focus your missiles into a tighter pattern, allowing them to do more damage per hit on a single part of the target (usually CT) but it's important to remember that Artemis only works with line of sight (LOS). So you should definitely get used to finding your own targets and "eyeballing" your salvos home. It takes a little more practice than indirect fire on a target your teammates have locked and you can't see, but you'll do more damage and find that you can make your ammo last longer than snap-firing every time someone gets a lock. More on ammo below, but remember that especally with 12v12, you should be very conservative with your ammo. One of the most frightening things on the MWO battlefield is an endgame in which everyone's armor is stripped and there's an LRM-mech with plenty of salvos left wandering around among them...
I strongly suggest you consider an XL engine that will get your speed up over 80kph. Remember that XL engines will explode with a crit to your side torso, making your mech more vulnerable. But while Catapults have notoriously big heads (
If LRMs aren't your thing and you'd rather do something lethal close-in, consider the "Splat Cat:" an A1 fielding SRMs only. There are other players who can give you better advice on this variant, as I've only played around casually with it. However, I've seen other players shred enemy mechs at close range with one. All I can advise is that you are really limited to action within approx. 250m, so it is very important to build for speed with a bigger engine (see above) so you can close with the enemy quickly, and to armor up for close combat (see below). Also, you will generate a lot of heat, so unless you plan to spend a big chunk of each battle overheated you'll need to get good at managing your fire to avoid shutdowns (and cram in as many heatsinks as you can).
Armor. Lots of Armor. The stock armor is nowhere near enough. Whatever variant of cat you chose, or any mech for as long as you are playing MWO, remember that the first key to high damage/kills/winning matches is surviving.
Agree with the early post suggesting double heatsinks, but this is pretty-much something you should consider for any mech. Especially once you drop in a big XL engine because it will have "free slots" for additional heatsinks. They'll still cost a ton of weight each, but they won't cost three slots each, so you'll have room for an Endo-Structure, which will free up more tonnage.
Strongly consider a Beagle Active Probe (which will increase your sensor range and burn through Enemy ECM (just for you) once you get in close (I think it's around 200m).
3 Cat variants come stock with four one-ton jump-jets. You might consider losing two of them to free up two tons of weight and two slots. You will still be able to jump out of most canyons and valleys to get the high ground, and to break your fall when you drive off a cliff.
Also remember that without energy weapons, you will have to pack as much ammo as you can. Once you're out of ammo, you're pretty much worthless except to "run interference" (getting in the way of enemy mechs... and dying) or running for the capture victory (and dying).
Finally, you said you don't like energy weapons, so I won't get into too much detail on the K-4. Except to say that it facilitates the PPC/Gauss-sniper-loadout-of-choice... Personally I don't really like sniping (that's not a critique of the playstyle, more a confession that I'm not very good at it) and the K-4 can't jump, an ability I personally find essential in a mech.
Anyway, that's my 2 C-Bills worth. I hope it helps or at least gives you some ideas. I noticed that at least 4 others have added to this thread while I was typing, so if this is the upteenth time the OT is reading the same advice, apologies. (That just means it's really good advice!)
Good Hunting
EDIT: If you're gonna do LRMs, then you know first-hand what you're capable of. Don't get caught on the other end of that. Put in an Anti-Missile System with a ton of ammo. I also fixed the thing about CASE. Sorry, I'm still learning, too.
Edited by Tycho von Gagern, 26 August 2013 - 06:43 PM.
#9
Posted 24 August 2013 - 01:27 PM
the catapults large CT and even larger arms (biggest in the game I do believe,) so as said before, XL engines are a great investment. The three most weight efficient XL engines are XL255,280, and 300. Engines have internal heatsinks, the number of which is engine rating/25, so 250= 10, 200=8, 300=12. The first 10 are free, and after that they don’t take up crit space. Having addition heatsinks in your engine makes you harder to kill with CT damage, as damage will sometimes destroy them rather than your engine.
So some rules of thumb. If you have an XL engine, if you are slow, have long range weapons, if you have short range weapons, you must be fast (at least 70kph I’d say. That’s 280-300 engine ) You can make a balanced build of LRMs and SRMs in many different combinations that can quite effective, but catapults are better at LRM’s. with some sort of close range protection.
If you have LRMs on a C4, get TAG (locks on quicker and paints targets, even under ECM) and boost c-bill income significantly.CPLT-C4
If you have LRMS on a A1, get BAP (locks on quicker and extends censor range) CPLT-A1
#10
Posted 24 August 2013 - 01:36 PM
Tycho von Gagern, on 24 August 2013 - 01:13 PM, said:
CASE only prevents damage from transferring into the center torso. If you have an ammo explosion with CASE you are still probably going to lose that side torso. With an XL engine, that is death. So it is pointless to waste the slot or tonnage with CASE if you have an XL engine.
#11
Posted 24 August 2013 - 01:45 PM
MnDragon, on 24 August 2013 - 01:36 PM, said:
TIL. What MnDragon said. Thanks!
#12
Posted 24 August 2013 - 01:45 PM
Tycho von Gagern, on 24 August 2013 - 01:13 PM, said:
Tycho von Gagern, on 24 August 2013 - 01:13 PM, said:
Edited by El Death Smurf, 24 August 2013 - 01:48 PM.
#13
Posted 24 August 2013 - 02:01 PM
El Death Smurf, on 24 August 2013 - 01:45 PM, said:
It doesn't go to a random component. It follows a specific path inward. Arms and legs go to RT/LT respectively. The torsos then focus the damage inward. The ammo is also used in a specific order, Head ammo first, then CT, then RT then LT, then Left Arm, Right Arm, and finally Right Leg then Left leg. This is important to know so that you know based on how much ammo you have left, which side to use as your shield side. (Ammo side is bad
#14
Posted 24 August 2013 - 03:38 PM
El Death Smurf, on 24 August 2013 - 01:45 PM, said:
Everything else I agree with, especially this, since a catapult can shoot LRMs just as good as any assault, but not take up as much tonnage for the team. (this will matter a lot very soon)
K no need to shout. Look at the post above your last and calm down.
#15
Posted 24 August 2013 - 10:19 PM
Tycho von Gagern, on 24 August 2013 - 03:38 PM, said:
no rage, promise. I was just going for a Dwight-ism
I only get angry when I see Stalkers with XL engines or any mech with 4 ac5
Edited by El Death Smurf, 24 August 2013 - 10:21 PM.
#16
Posted 25 August 2013 - 01:47 AM
http://mwo.smurfy-ne...4f9025f1c0c7f27
Lots of ammo, at 82kph it plays like a tad slower Trebuchet and can jump which can help. 3ML for a basic defence against close targets, remember to stick to your team or to be well aware of positioning. Never forget TAG when maining LRMs.
#17
Posted 25 August 2013 - 06:55 AM
My own A1 is similar but I run with my full compliment of Jump Jets and Artemis instead of the 2 extra streaks and BAP, but I also didn't put an XL on that 'Pult so you could easily improve it to have more missiles. But take one of those setups as a good starting point and tweak it from there to do what you want with it.
#18
Posted 25 August 2013 - 08:56 AM
#19
Posted 25 August 2013 - 09:35 AM
#20
Posted 26 August 2013 - 01:52 AM
http://mwo.smurfy-ne...0424bfd74faf9dd
just an all-round efficient support mech. Find a friend, or two (meaning bigger mechs on your team) to take the heat, and those LL and missiles will add up pretty fast.
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