Thoughts On The Catapult?
#1
Posted 16 June 2013 - 04:19 AM
What is the general consensus on the chassis? Are LRMs generally effective, or has AMS neutered them?
Thanks for any help...
#2
Posted 16 June 2013 - 04:29 AM
A Catapult as LRM er should be nice, because of the 20er Tubes.
#3
Posted 16 June 2013 - 04:45 AM
It only has 2 center torso energy hardpoints, which usually means 2 medium lasers or 1 large laser. You can also use a TAG, to make the LRMs more effective. I've been playing a bit with the Catapult C4 lately, before it got on sale. I tried LRMs for a while, then SRMs, then back to LRMs.
AMS isn't really the problem. The problem is that if enemies get closer than 180 meters - and they will be desperate to do this as soon as they realise you mostly have LRMs - you're dead. And unless you have TAG, you can't target the enemy if they have ECM, so you're left with no long range weapons and no short range weapons, so no weapons at all.
If you're playing with friends who can assist you, provide targets and help drive off anyone who gets close, the Catapult C4 can do a lot of damage. If you're playing alone, I think you'll find that you'll do very well on some missions, and you'll be completely helpless on other missions, depending on your team and the number of ECM mechs on the other team.
The key to playing a Catapult LRM boat is positioning. Always stay as far away from danger as possible, and bring enough ammo to just spray missiles over the enemy, forcing them to stay in cover while your teammates advance.
Edited by Alistair Winter, 16 June 2013 - 04:47 AM.
#4
Posted 16 June 2013 - 05:13 AM
As others have said, positioning is everything, and you have the necessary speed to control the range of most engagements (80+ w/ 300XL engine + speedtweak). Use it. Often. Standing still is your worst enemy, becasue everybody can see whwere the LRMs are coming from, and teh enemy will generally tend to orient tehmselves in that direction. Fire once, maybe twice, maybe even 3 times, then be somewhere else
For the most part, you want to stay at 4-700m and let the scouts and brawlers acquire targets for you. Ideally you yourself will be behind cover and simple pop up with your jumpjets and fire, or stay put and bring the rain, depending on how hig your own cover is. JJs are also excellent for getting a visual confirmation that you can even hit the target in the first place, no sense lobbing 40 lrms into the side of a buiilding.
Should something manage to close to under 300m, let the ****** have it all, Streaks, LRMs and lasers all together pack a good punch and will drive off many lights.
When one decides it`s still a good idea and closes to <180m, go for the legs w/ the lasers, keep the streak tubes hot, and remember that you have jumpjets and with them a surprising amount of mobility for a 65 ton mech. THis makes it easier for you to drag the little ****** towards the rest of your team, as well as making it easy to take down unskilled lights, or at least avoid their laser fire every so often.
If a heavy closes the distance, do your best to get away, or at least to 180m+ so you can use the LRMs again. But again, try to get to your team.
Most of the rest is just practice and comes with playtime.
As far as AMS goes: I don`t understand all the hooplah. 5 missiles off a single LRM 5 is a waste, but 5 missiles from a 40 missile volley is just as negligible now as it was before the AMS buff....
*Edited for brainfarrt on engine size, had spiders on my mind*
Edited by Zerberus, 16 June 2013 - 06:13 AM.
#5
Posted 16 June 2013 - 05:17 AM
Generally if you're playing in pugs then you want to be able to rely on yourself to get out of tight spots. To that end, a good setup for the C4 is to run 2xLRM 20 (with artenis upgrade) alongside 2xstreak SRM2's and put a TAG with an optional medium laser in the centre torso. You should also equip BAP both to get faster locks and to counter any ECM lights who want to jam your targetting system. I also recommend installing some jump jets for added mobility.
This lets you fire off a 40-missile LRM salvo but also gives you some short range defence in case you get in the middle of a brawl or find yourself being harrassed by lights.
edit: posted at the same time as zerberus. His post pretty much covers it. I prefer to swap out a ML for a TAG so I can get missile locks on ECM-touting atlases but again thats down to personal choice and if you have a decent team supplying you with targets then you should be fine without one.
Edited by Piemei, 16 June 2013 - 05:21 AM.
#6
Posted 16 June 2013 - 05:19 AM
#7
Posted 16 June 2013 - 05:33 AM
#8
Posted 16 June 2013 - 05:48 AM
#9
Posted 16 June 2013 - 05:58 AM
#10
Posted 16 June 2013 - 06:10 AM
Zerberus, on 16 June 2013 - 05:13 AM, said:
As others have said, positioning is everything, and you have the necessary speed to control the range of most engagements (80+ w/ 250 engine + speedtweak). Use it. Often. Standing still is your worst enemy, becasue everybody can see whwere the LRMs are coming from, and teh enemy will generally tend to orient tehmselves in that direction. Fire once, maybe twice, maybe even 3 times, then be somewhere else
For the most part, you want to stay at 4-700m and let the scouts and brawlers acquire targets for you. Ideally you yourself will be behind cover and simple pop up with your jumpjets and fire, or stay put and bring the rain, depending on how hig your own cover is. JJs are also excellent for getting a visual confirmation that you can even hit the target in the first place, no sense lobbing 40 lrms into the side of a buiilding.
Should something manage to close to under 300m, let the ****** have it all, Streaks, LRMs and lasers all together pack a good punch and will drive off many lights.
When one decides it`s still a good idea and closes to <180m, go for the legs w/ the lasers, keep the streak tubes hot, and remember that you have jumpjets and with them a surprising amount of mobility for a 65 ton mech. THis makes it easier for you to drag the little ****** towards the rest of your team, as well as making it easy to take down unskilled lights, or at least avoid their laser fire every so often.
If a heavy closes the distance, do your best to get away, or at least to 180m+ so you can use the LRMs again. But again, try to get to your team.
Most of the rest is just practice and comes with playtime.
As far as AMS goes: I don`t understand all the hooplah. 5 missiles off a single LRM 5 is a waste, but 5 missiles from a 40 missile volley is just as negligible now as it was before the AMS buff....
Listen to Zerberus... although I only used LRM15s on mine. Some combination of SSRM2s, LRMS, 2MLs and a Beagle will work nicely.
HINT: That 2nd set of Missile Hardpoints is not there for you to boat more LRMS it is there for you to stick SRMsumthin on your mech so you don't faceplant when someone gets close!
#11
Posted 16 June 2013 - 06:21 AM
tsula, on 16 June 2013 - 05:19 AM, said:
It`s a but offtopic, but after numerous permutations of a1 loadouts, literally everything from 6 SSRM2 through 6 SRM6 all teh way to a 6 LRM 15 (yes, 90 LRMs, and they all come out in one cloud. But it has significant disadvantages, for example 2 tons of armor on teh entire mech and a 200XL engine), what I`ve come to really enjoy is 2LRM15 + 4SSRM2 +BAP. Plays like a C4 without the lasers. I highly recommend it for anybody who`s not feeling as much love for the A1 as they`d like to. It actually kept me from selling mine.
Edited by Zerberus, 16 June 2013 - 06:30 AM.
#12
Posted 16 June 2013 - 06:36 AM
Its crippling weakness is the Dev's were #$(*#$ enough to give it a super large hit box in a game were its pretty easy to aim. I frequently head shot Cats at 1000m, and should one happen to shutdown or stop moving at closer ranges the odds are better than even that its head will get blown off in the next shot or two. Its stupid, but the dev's keep assuming oh look in a TT game were everything has the same chance to hit a given area we should model hit boxes based on how something looks.. yea a good idea there.
Over all though, great mech for flexibility. Once you tire of your head getting blown off every 3-4 matches though you may wanted to consider the Jagg. It has the same flexible loadout, reduced head hit box, at the price of torso twist/firing angles.
FYI Don't limit yourself to LRM's.. The Cat is a great general mech, depending on your style there are many popular ones.
AMS is pretty much a joke and you can ignore it. ECM is what you have to worry about for LRM's and that's were your Tag/Beagle comes in.
6 SRM6+A is nasty (Or 4 SSRM2 + 2 SRM6a)
6 SSRM2's+A + Beagle to ruin those lights day.
Dual AC20/Gauss is very fun
Dual LBX10 is great fun though not as effective as above, it still works well.
4 Large Lasers or 4 PPCs (3 on some variants) works very well.
Dual LRM20's/3ml/tag is also common, along with Dual 15's with Beagle/tag.
4 LRM10's + 2 SRM4's or any combo really. I like 2 15's and 4 ssrm2s myself.
A nice hunter is 4 ML+2 SRM6A's
One I currently run for fun is 3 LL + 2 SRM's of your choice
Good Luck and have fun!
Edited by Corison, 16 June 2013 - 06:47 AM.
#13
Posted 16 June 2013 - 06:43 AM
Zerberus, on 16 June 2013 - 06:21 AM, said:
It`s a but offtopic, but after numerous permutations of a1 loadouts, literally everything from 6 SSRM2 through 6 SRM6 all teh way to a 6 LRM 15 (yes, 90 LRMs, and they all come out in one cloud. But it has significant disadvantages, for example 2 tons of armor on teh entire mech and a 200XL engine), what I`ve come to really enjoy is 2LRM15 + 4SSRM2 +BAP. Plays like a C4 without the lasers. I highly recommend it for anybody who`s not feeling as much love for the A1 as they`d like to. It actually kept me from selling mine.
Edited by tsula, 16 June 2013 - 06:45 AM.
#14
Posted 16 June 2013 - 06:52 AM
#15
Posted 16 June 2013 - 06:56 AM
#16
Posted 16 June 2013 - 06:59 AM
I hated the C4...but now, with 2x Med Pulse Laser, 2x Artemis-LRM15 and 2x Artemis-SRM4 it starts to be fun, though slow to get Close to the front.
My favorite so far ist the C1.. Dual Large Pulse, Dual Medium Pulse, Dual LRM10...plays like a Vulture with reversed hardpoints.
All in all, one of my favorite Mechs, only Meh-point the huge head window.
Edited by John McFianna, 16 June 2013 - 07:00 AM.
#17
Posted 16 June 2013 - 08:17 AM
Whiskey Dharma, on 16 June 2013 - 04:19 AM, said:
What is the general consensus on the chassis? Are LRMs generally effective, or has AMS neutered them?
Thanks for any help...
LRMs are fairly effective, much more noticeably in large numbers. Anything less than an LRM-10, however, willl be completely obliterated by a single AMS. Twin AMS or two mechs with it will stop an LRM-10 or two LRM-5s. The list goes on. For the best results, make sure your target does not read "Anti-Missile System" in his weapon display in the upper right, and that it does not have a "ECM" or a (o) next to it as those are indicators that you'll likely lose your target before you hit it.
This build was a joke inspired by someone. However it's gone through 17 matches so far. 9 of them pugging, the rest with 4-man groups. Of those 17 matches I lost track of the kills but the greatest number in a match thus far has been 8 kills, so it's fairly effective. It has died 3 times. It has less armor than a stock commando, no jumpjets, and no close range defense. For me this 'joke' which I adopted the title given to it by someone else -- the ROFLPULT -- is a skill building exercise that has worked quite well. In most areas it has no more than 6 armor, with most of it concentrated on the CT LT and RT front. Its worst enemy is either a sniper with a good shot (happened once), or a spider (happened twice). Its ammo, though plentiful, is still limited when every volley pumps out 90 missiles at once. Every match it runs out of ammo, and comes out with with lots of cherry red body parts or a missing limb or two.
A single volley can strip the CT armor off an Atlas with ease. Mediums who are stationary don't survive the first volley. Lights don't survive two volleys that hit, even in motion. Heavies don't survive two volleys with the exception of Dragons, who strangely take 3 volleys (likely due to their speed). It can fire two alphas back to back but shuts down after and requires 3 seconds to sit before it's safe to start up. Even so, unlike most cheese builds, this one trades its 'skill' in pin-point aiming for random chance in missiles hitting and restraint in firing until just the perfect moment. There isn't enough ammo to squander or take chances. So in my eyes, there's no greater skill builder than this. The closest thing is piloting a stock Awesome, but even then that's easy compared to this.
The words on its right pod (your left) fit rather well. Missiles Everywhere. "When my catapult descends upon you, my missiles will blot out the sun."
Other than that, Catapults are crafty specimens. They are fast, and feature the best torso twist range and speed, rivalled only by the Pretty Baby of the Awesomes so far.
Contained in the spoiler are lots of catapult pictures for your pleasure.
Shots by Lordred. All but one of those shots of catapults included me in the picture. It's been named. I've pointed out which one I am in shots with more than one catapult.
Hope you like the kitties, and do check out Lordred's thread for plenty more Catapults as well as just about everything else.
Edited by Koniving, 16 June 2013 - 08:57 AM.
#18
Posted 16 June 2013 - 08:26 AM
Edited by Koniving, 16 June 2013 - 08:28 AM.
#19
Posted 16 June 2013 - 08:27 AM
#20
Posted 16 June 2013 - 08:29 AM
Koniving, on 16 June 2013 - 08:17 AM, said:
I may not have inspired you to build the mech, as I`m probably not the first to do so, but I`m fairly certain that "Roflpult" is my doing...
Edited by Zerberus, 16 June 2013 - 08:31 AM.
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