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Cplt-C1 [F]


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#1 Gunboat2305

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Posted 28 May 2013 - 09:29 PM

I got this when the game was first coming out now i wish i did not due to the fact i just dont do well in it any more but i know lrms have now been buffed but i just can not find a build that works like i have with the JM6 family.

what do i need to do to make it fun and not a dead wight for my team?

#2 Alistair Winter

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Posted 28 May 2013 - 11:10 PM

You should probably sell your account to me on E-bay. I'll relieve you off this little problem... :)

Failing that, you could always go with XL300, 2 large lasers, 2 LRM15s and TAG. That's one of the most effective builds at the moment.

A second option is XL280, 3 medium lasers, 2 LRM20s and TAG.

A third option, my current build, is the XL280, 2 large lasers, 2 LRM15s, TAG, BAP, AMS and 3 jump jets. It's not as effective as the other two, but it's the most fun build, in my eyes.

If you're playing competitively, the C1 is inferior to the Jagermech and Cataphract at the moment. LRMs are good, but not great. And if you equip it with SRMs and more energy weapons, you might as well go with another mech entirely. But against most opponents, the C-1 holds its own and is very fun to play. Its jump jets are surprisingly powerful for its size, making it easy to jump away from danger against brawlers.

PS: Of course, if you really want to be effective in the current meta, you'll need to swap the LLs for some PPCs.

Edited by Alistair Winter, 28 May 2013 - 11:12 PM.


#3 Gunboat2305

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Posted 28 May 2013 - 11:26 PM

i will keep that in mind i have been trying to find a build to use on it to make creds with it but just could not find any thing that work for me but yes the Jagermech is fun i have 2 ac2 2 ac5 build a 4 ac2 build and a guass 2 ml 4 srm4 build and love them all

PS i like the pic its so true thats why i stay away from ppcs right now but i have seen so many LRM boats that i wanted to see if the c1 was any good again

Edited by TitanTwo, 28 May 2013 - 11:30 PM.


#4 Lanka

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Posted 29 May 2013 - 06:43 AM

I got tired of LRMs hardly ever doing any real damage, so I tinkered mine to this:
CPLT-C1

Enough armor to take few hits, fast enough to stay mobile if necessary, one JJ for climbing up to better sniping spots and makes a ton more money than my previous LRM 20+artemis -attempt.

But since I'm still newbie with MWO there's probably 101 things either wrong or in need of further tinkering if ya ask from any real pro's advice.

While this would fall under the "go with another mech entirely -builds", I kinda like the CB bonus..

#5 Koniving

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Posted 29 May 2013 - 06:56 AM

View PostTitanTwo, on 28 May 2013 - 09:29 PM, said:

I got this when the game was first coming out now i wish i did not due to the fact i just dont do well in it any more but i know lrms have now been buffed but i just can not find a build that works like i have with the JM6 family.

what do i need to do to make it fun and not a dead wight for my team?


Twin ER PPCs, XL 315 engine, minimum 2 jumpjets. Streaks and/or SRMs optional if you go with an XL 300 engine instead. Allocate most armor to the front, leave around 12 or so on the rear. Personally use twin small lasers as a backup. Lower armor in shoulders to 20 points.

Posted Image
Koniving's Catapult C1 Founders fighting an Atlas one on one with a Camera Commando in tow. The Commando was never given any attention, nor did it participate in the fight.
Camera Commando piloted by Lordred.

For the full set of shots from the fight that made the final cuts, check out the first spoiler here. Includes a victory walk after winning. This was taken pre-jumpjet installation. (Works even better now)

Edited by Koniving, 29 May 2013 - 08:50 AM.


#6 Dawnstealer

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Posted 29 May 2013 - 06:57 AM

Another option? You might just like Jagers more: stick with them.

That said, Alistar's build is making me want to play a Catapult...

#7 Sh4dow78

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Posted 29 May 2013 - 07:07 AM

try this:
http://mwo.smurfy-ne...0ec17a026d88e64
should work just fine imo. artemis+jumpjets will be nice to core mechs, and u still have those 3xml = 15 dmg to punish everything that come to close to U.
Do not underestimate LRM's while their dmg its not that great they still core mechs really fast bcoz they mostly hit CT so even atlas need give u some respect.

Or just go like this:
http://mwo.smurfy-ne...478fe292e8a7162

#8 Butane9000

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Posted 29 May 2013 - 07:29 AM

Build #1

Build #2

Build #3

#9 Edustaja

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Posted 29 May 2013 - 07:38 AM

Hard to do anything but the 3 LL. PPC's have had their firing rate nerfed so the mech doesn't really work with them anymore.
SRM6s are out of the window as they're pretty crap at the moment as are SSRM2s.
aLRM15's and a tag can do some damage, but expect sub 300 damage matches even if you hit with them constantly.
STD280 plus 3 LL seems to be one of the better ways to go with this at the moment.

#10 FireSlade

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Posted 29 May 2013 - 08:21 AM

The problem with the C1 is not the mech itself it is your team. LRM's are only useful if you can get a lock at a distance and that means that your team needs to spot for you. With the meta of sniping with PPCs they do not target and if they do it is not long enough for the LRMs to travel. My thing is, if you're going to not use missiles why bother using a C1; you could easily take a CTF-3D out have more armor, less head hitbox and 5 tons more to play with. If you are short on c-bills and have it close to stock this design works very well for me (as long as you remember that you are a support mech, not a brawler) and if you want Tag you can just swap out one of the ML.
http://mwo.smurfy-ne...7c34d593cf33dbb
For the CAT-C1 that I currently use and love; the only downside to it is the cost.
http://mwo.smurfy-ne...d368c13790df2a6

#11 Koniving

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Posted 29 May 2013 - 08:52 AM

View PostEdustaja, on 29 May 2013 - 07:38 AM, said:

Hard to do anything but the 3 LL. PPC's have had their firing rate nerfed so the mech doesn't really work with them anymore.


Truth be told, I actually find they work better after the slower firing rate nerf so long as a DHS is sacrificed for twin small lasers as a backup for emergencies. The slower firing rate has only reduced issues with overheating and completely removed my reliance on cool shot 9x9 with the 20% efficiency upgrade. The slower timing has also forced me to be much more accurate with them, and thus only increased my deadliness with them. Getting Lordred to take some video with the rig for third person awesomeness.

Edited by Koniving, 29 May 2013 - 08:53 AM.


#12 heleqin

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Posted 01 June 2013 - 10:58 AM

The trick with the C1 is that you have to play a support role, there are really very few builds that work on the front line, your armor is relatively light and your cockpit hitbox is massive. Support obviously requires a different frame of mind and play style from running as a brawler or sniper or scout/harrasser. I get very good results with a virtually stock loadout, i've been running it with 2 Mlas, 2 MPL, 2 LRM15 and 5 tons of ammo, XL 300, 2 JJ. my kills were about 1/3 missiles 2/3 lasers before the missile patch, though now with the missile speed increase its closer to 50/50 missile/laser kills.

While you can try to play with indirect fire LRMs, its mostly just bad unless you have dedicated spotters or teammates who are good about locking targets. Indirect fire does work great if you pair up with a brawler on your team and double team the Assaults on the other side. The atlas or stalker on the other side will be busy fending off your teammate, allowing you to rain missiles to soften up their armor. If your team isn't giving you targets, or there isn't a competent brawler on your side to draw attention and not die, indirect fire is just not good, while the missiles are faster, its still easy to get a building or rock into the missile path, or to get out of line of sight and make Artemis enhanced missiles miss.

I have more success (especially PUGging) by using the LRMs as a medium range line of sight direct fire weapon, sticking to the 2nd line and staying off the radar of the heavies. With the missile speed increase, direct fire LRMs with Artemis do excellent damage with a decent fire rate and low heat. With my build i use the LRMs in the 800-250m range and switch over to the lasers at sub-250m range. 4 lasers are very good at finishing off components stripped of armor or for melting off the last shreds of armor to give you and your teammates access to the tasty internals. The lasers are good, if not great, at chasing off lights, and the 2 JJs are great at getting you turned around to keep your lasers on target with a faster light mech circling you. Remember that LRMs have a minimum range of 180m, this is awkward, but not a handicap, pay attention to the range, if they're not smart and move outside 180m, feel free to light them up. 30 LRMs at near point blank range deliver a lot of damage.

#13 NRP

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Posted 05 June 2013 - 12:49 PM

2 PPCs
2 MLs
2 SRMs/LRMs (take your pick)
DHS, Endo, JJs if they'll fit

C1 is my favorite Cat.

#14 Steadfast

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Posted 05 June 2013 - 01:40 PM

Drive mine with 3 LL and 2 SSRMS + JJs. its decent to me.

#15 Hex Pallett

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Posted 05 June 2013 - 01:51 PM

XL300, 3xML, 2xALRM15, 1xTAG, full JJ, lots of ammo.

Worked miracle for me. Mastered it long ago so I don't know how it works now.

#16 Derpington Von Trollington

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Posted 13 June 2013 - 01:07 AM

I like mine like this

http://mwo.smurfy-ne...3e4ac57cd07bf66

#17 FearNotDeath

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Posted 13 June 2013 - 04:31 AM

View PostTitanTwo, on 28 May 2013 - 09:29 PM, said:

I got this when the game was first coming out now i wish i did not due to the fact i just dont do well in it any more but i know lrms have now been buffed but i just can not find a build that works like i have with the JM6 family.

what do i need to do to make it fun and not a dead wight for my team?

If it makes you feel any better I think you have the best looking mech in the game by far, cherish it.

#18 Erata

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Posted 16 June 2013 - 11:07 PM

C1(Founderpult)

I run XL300, 3ML, Tag, 2x LRMa15 w/ 3 JJs w/ Adv. Target Decay Mod.(this is key)
The jumpjets are amazing.

Being a LRM-heavy build puts you automatically in a support role. Use your crosshairs to rangefind. Stay 200 m away from your front line robots. The reason is: If the enemy rushes your team, you will have leeway to continue to tag and fire LRMs at the bad mans.
Stay near your team. This helps ensure security by having multiple friends for bad mans to shoot at and help spot for you, and allows you to judge which enemies are exposed to missiles or not.

Why jets? Jets enable you to keep eyes on an enemy and keep resetting the target decay so missiles keep locked. Also enables you to lob missiles over cover you're using instead of having them bounce off useless.

The build is hit and miss and very team dependent.

Use the jumpjets to dodge sniper fire and spread damage to your legs. People want to hit you on the nose and rightly-so, so by feathering the jets, you reduce the odds of getting headshot.
In a few rare circumstances, this can even allow you to suppress snipers in open terrain and soften them up for later in the round.

On maps like canyon, JJs boost your mobility and can allow you to escape bad situations.

This is not an 8drop competitive mech. If you're playing badly in it, it is either you, or the team. If you are the last man standing in most matches, you're leaning toward playing it correctly. This is not ever a front-liner. Ever.
The reason for TAG is simple: If you are pugging solo at all, you can't rely on anything, so bring TAG along.

Do not boat only LRM5s on your A1. It's a stupid gimmick and makes you look like a clown.

Edited by Erata, 16 June 2013 - 11:13 PM.


#19 FERAL TIGER

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Posted 17 June 2013 - 04:24 PM

View PostScarface1978, on 29 May 2013 - 07:07 AM, said:



I'm going to give this a try, looking for something that can act as my support mech, but still be simple. Only reason I want one is to get my K2 into elite skills





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