Cpt-C4 Any Suggestions?
#1
Posted 10 July 2013 - 02:23 PM
Dont know why its showing I have extra weight, I don't.
Anyways, I would like to make it faster, have a better close range weapon, and more missiles. Any suggestions from those to whom catapults are old hat?
#2
Posted 10 July 2013 - 02:33 PM
#4
Posted 10 July 2013 - 02:41 PM
Glass cannon build.
http://mwo.smurfy-ne...c8bd997b7c3f79f
Edited by Orthodontist, 10 July 2013 - 02:42 PM.
#6
Posted 10 July 2013 - 08:35 PM
Inkarnus, on 10 July 2013 - 02:36 PM, said:
This is very similar to what I use.
Engine: XL 300
Heat Sinks: 10 Doubles
Weapons: 2x LRM15 + Artemis, 2x Streaks, 2x ML & AMS
Armour: 416/422 (take 3 points off each leg)
Jump Jets: 2
Ammo: 1 ton Streak, 6 tons LRM & 1 ton AMS.
Extra: Beagle Active Probe
So, it's a 30 tube missile support mech and it's decent enough at it's job. No TAG, but the back-up weapons mean that if some Jenner or Raven jumps you thinking you're easy pickings, you get to laugh as you've got almost an equal amount of brawling firepower as they do, but double their armour and with Beagle to counter ECM and to help with targeting, it's fairly easy to get a lock and blast anything that gets in close.
#7
Posted 10 July 2013 - 08:55 PM
#8
Posted 08 August 2013 - 07:13 PM
I finish a battle with very little damage <100. I'm just somehow not feeling this LRM thing...
#9
Posted 08 August 2013 - 08:43 PM
Anyways, I run 3 versions of this machine:
Brawler: 2mlas 4SRM6 with a standard 275, ams, case, and bap. Its fairly decent as it has great torso twist for defensive maneuvering and pro enemies will often shoot out your sides in brawls thinking all cats carry XLs (they almost all do). Plus, BAP is a must for mechs of the line and scouts, and AMS is currently at its best.
Pure LRM: http://mwo.smurfy-ne...8e679513aa6930a
Far more viable than the gimmick build found above. Artemis + TAG lets you really hammer down on enemies and 60 missiles in a quarter second is enough alpha to really punish people who stay in the open. Has the usual drawback of a pure LRM boat. ANY enemy gets within 180m and its entirely up to your teammates whether you live or die. Awesome when it works. Facedesking, 0 damage matches when it doesn't.
Balanced: http://mwo.smurfy-ne...d2cd1369573c8a9
My favorite build. Dual 20s with artemis and tag mean you can concentrate the horrendous spread on the 20s enough to punish heavies/assaults with nearly all torso hits. It won't be all CT like the 6x5 A1 builds, but it will take advantage of allies missing shots and blow off damaged sides. Then you have dual ASRM6s to deal with rushers and flankers. Its not enough to win a duel against a competent brawler who outmaneuvered you, but your job in the Cat is to bring fire support at the second line, and if you're doing your job right, most enemies that get to you will either be because your team is dead and you don't stand a chance anyways, or because they broke through your line to do it, meaning you should be starting with the armor advantage and have more support nearby.
I've found the dual 6s to be enough to scare off lights before they can disable you and to outright win some duels with mediums (especially ones who spent most of their mass on an engine to outflank you). Being able to hold your own against those means you'll spend ALOT more time actually supporting with your LRMs and getting a lot more kills against enemies who beeline to you once they see LRMs in your weapon list thinking they'll be safe if they can only get inside 180m. And the 69.9 kph (speed tweaked) speed means you can usually put yourself in a good strategic spot with respect to your main cluster and your enemies (by far the most important skill for an LRM-heavy pilot).
#10
Posted 08 August 2013 - 11:30 PM
RecklessFable, on 08 August 2013 - 07:13 PM, said:
I finish a battle with very little damage <100. I'm just somehow not feeling this LRM thing...
Just because you've got a lock doesn't mean you'll hit.
If your target is more than 1000 meters away your missiles will self-destruct before hitting anything.
If your target puts cover between themselves and your missiles, no damage.
If you lose your target lock the missiles will go to where your target last was, ie if they move, they miss.
And all this doesn't even factor in AMS.
You have to know when to take your shots. If you just fire the moment you've got a lock, yeah, 100 damage per match sounds about right.
#11
Posted 08 August 2013 - 11:43 PM
RecklessFable, on 08 August 2013 - 07:13 PM, said:
You need good lock, not just lock. This involves waiting a bit to see if a target is actually locked or just shown (scouts will often keep enemies selected just long enough to see their weapons, then switch), asking team mates to hold targets for LRM, and spotting yourself (especially with Artemis, which only helps if you look at the target directly). 500 damage is not unheard of -- if you know when to take a risk to put some alphastrikes into unsuspecting targets (LRMs and SSRMs/SRMs/Medium Lasers work in tandem between 180m and 270m).
Edited by Modo44, 08 August 2013 - 11:46 PM.
#12
Posted 10 August 2013 - 09:21 AM
http://mwo.smurfy-ne...d613c706d730dda is a safer version to run...
And Brawling in a catapult is a BAD IDEA. SSRMS or not, your CT is huge, and you probably run an XL engine because of it. Your head is also stupidly easy to hit at short range. Stay near the pack, and even at long range, don't just stand in one spot and launch volley after volley. Be a moving LRM platform. It makes you way harder to flank.
Edited by Targeting Error, 10 August 2013 - 09:27 AM.
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