Im trying to work out a fit for my founders C1 Catapult. I have an XL 315 already bought so might as well use that.
However, I cant seem to get a good non-LRM build on it.
Anything I try either lacks firepower, or has heat issues.
Anyone got any good non-lrm builds for this mech? Or should I just give up and accept that it is only good for lobbing missiles out at long range?


Cplt-C1 Non Lrm Builds?
Started by BUDFORCE, May 30 2013 02:26 AM
7 replies to this topic
#1
Posted 30 May 2013 - 02:26 AM
#2
Posted 30 May 2013 - 02:38 AM
I run with 2 mpl, 2LL and 2 streaks or 2 ASRM6, it's not that hot and it's a good allrounder. you can't take the whole enemy team alone, but you're a good wingman for the big guys with steady dps and streaks for the lights.
here's my ride:
CPLT-C1
I have no idea what to do with the 0.31 tons so i'm leaving the bay undertonned but who cares...
here's my ride:
CPLT-C1
I have no idea what to do with the 0.31 tons so i'm leaving the bay undertonned but who cares...
Edited by 627, 30 May 2013 - 02:45 AM.
#3
Posted 30 May 2013 - 03:23 AM
I've been driving this for some weeks now: http://mwo.smurfy-ne...8884bdd288157d5
Start the matches trying to stay a bit back and snipe the enemies, the heat efficiency is pretty good without using the LPL and deals a reasonable punch even far away. Jump jets allow you to take shots you couldn't in the K2, which is the reason this build exists. The LPL is there to boost your alpha when you end up in a brawl.
It's one of my favorites at the moment, with the only notable problem that every weapon is stuck to your torso, so firing steeply up- or downhill is tricky (JJs often help to get the shot, though.)
Start the matches trying to stay a bit back and snipe the enemies, the heat efficiency is pretty good without using the LPL and deals a reasonable punch even far away. Jump jets allow you to take shots you couldn't in the K2, which is the reason this build exists. The LPL is there to boost your alpha when you end up in a brawl.
It's one of my favorites at the moment, with the only notable problem that every weapon is stuck to your torso, so firing steeply up- or downhill is tricky (JJs often help to get the shot, though.)
Edited by Kyynele, 30 May 2013 - 03:26 AM.
#4
Posted 30 May 2013 - 03:38 AM
Thanks so far guys, Ive been testing out a JJ 3 ER large laser build, similar to that PPC build above.
Still not 100% sure if I like it or not.
Still not 100% sure if I like it or not.
#5
Posted 30 May 2013 - 05:36 AM
I like a variant of the PPC build above.
http://mwo.smurfy-ne...aa836b65720339f
Could also go for a 3 LL + BAP + streaks which would allow you to have 4/4 JJs. That said, I use my C1 as a close range LRM support mech. 4ML + 2ALRM15. But LRMs are weak so it only gets 350 avg per round and good rounds will get me around 600 but thats a lot of MLs. *pew pew*
http://mwo.smurfy-ne...aa836b65720339f
Could also go for a 3 LL + BAP + streaks which would allow you to have 4/4 JJs. That said, I use my C1 as a close range LRM support mech. 4ML + 2ALRM15. But LRMs are weak so it only gets 350 avg per round and good rounds will get me around 600 but thats a lot of MLs. *pew pew*
#6
Posted 30 May 2013 - 05:38 AM
Similar to what some have stated, Big fan of the 2LLasers, 2MLasers, 2 SRM4+Art with a Standard 260 Engine and DHS.
You can substitute SRM4s for SSRM2s if you want to tweak engine size (Lasers do most of the work anyway).
I would avoid the 3 ERLLasers because of heat. I find the 2 LLasers still have good reach with more manageable heat results. Once enemy mechs are in range, 2LLasers and 2MLasers do more damage than 3 LLasers and generate less heat (assuming you are in optimal range with the MLasers).
Overall I have far more luck with this setup then the 3LLasers (especially 3 ERLLasers). Your reach is technically farther out, but heat can be a bear when things get hairy and this setup is a brawler setup so you will want to close the range anyway.
You can substitute SRM4s for SSRM2s if you want to tweak engine size (Lasers do most of the work anyway).
I would avoid the 3 ERLLasers because of heat. I find the 2 LLasers still have good reach with more manageable heat results. Once enemy mechs are in range, 2LLasers and 2MLasers do more damage than 3 LLasers and generate less heat (assuming you are in optimal range with the MLasers).
Overall I have far more luck with this setup then the 3LLasers (especially 3 ERLLasers). Your reach is technically farther out, but heat can be a bear when things get hairy and this setup is a brawler setup so you will want to close the range anyway.
#7
Posted 30 May 2013 - 06:48 AM
Yep, 2 LL 2 ML, 2 srm6 std260 some JJ and 1.3ish heat efficiency.
Tbh, it's simply not the best mech out there, but it's not bad either. Just have fun jumping on enemies while shooting srms in their face.
Tbh, it's simply not the best mech out there, but it's not bad either. Just have fun jumping on enemies while shooting srms in their face.
#8
Posted 30 May 2013 - 06:52 AM
I really liked 2ERPPC, 2ML, 2ASRM6 with an XL300. I haven't tried it since PPC recycle time got increased. If it seems like crap I'll probably swap for 2LL and toss in some jump jets.
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