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Need Help On Cpt-A1 Srm Build


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#1 Oversouls

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Posted 18 July 2013 - 06:16 AM

After the new buff in srms i decided to build my catapult into a srm cat.What i want to ask is whether with the new anti boating policies would 6 srm6 generate much more heat than can be manage or should i build like 3 srm6 and 3 srm4 which the the max amount without the negative buff .

Edited by Oversouls, 18 July 2013 - 06:17 AM.


#2 POOTYTANGASAUR

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Posted 18 July 2013 - 06:20 AM

Just fire one ear and then the other. Fire them a half a second apart and you will not have any extra heat. I run a 62 srm6 4 srm 4 cat though so that i can fit a much larger engine. I still do more damage than a jagerbomb and have no extra heat with more speed.

#3 SmoothCriminal

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Posted 21 July 2013 - 03:51 AM

XL 300, max torso armour but drop some leg/arm armour to get it to 381.

ES & artemis IV

2 JJs

6 srm6s

600SRM ammo (6 tons)

= 82kph beasty that can jump and dump 72 damage on a centre torso

#4 Elizander

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Posted 21 July 2013 - 04:47 AM

View PostSmoothCriminal, on 21 July 2013 - 03:51 AM, said:

XL 300, max torso armour but drop some leg/arm armour to get it to 381.

ES & artemis IV

2 JJs

6 srm6s

600SRM ammo (6 tons)

= 82kph beasty that can jump and dump 72 damage on a centre torso


Probably something like this:

A1 6xSRM6+Artemis 8xSRM Ammo 2xJJ (Only default 10 DHS so dunno if it's gonna overheat on you - according to Mechromancer Weapons tab you have 8.85 seconds of max DPS which is pretty decent).

Edited by Elizander, 21 July 2013 - 04:47 AM.


#5 SmoothCriminal

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Posted 21 July 2013 - 06:43 AM

View PostElizander, on 21 July 2013 - 04:47 AM, said:


Probably something like this:

A1 6xSRM6+Artemis 8xSRM Ammo 2xJJ (Only default 10 DHS so dunno if it's gonna overheat on you - according to Mechromancer Weapons tab you have 8.85 seconds of max DPS which is pretty decent).


yeah thats the badger, though i'd swap 2 tons of SRM ammo for 2 DHS in the engine as you'll soon find hopping and firing creates a lot of heat, and is vital to your long term survival. 4 Tons in the legs, 1 ton in the head and 1 ton in one of the ears, esle you migth get some pretty horrible ammo 'sposions.

http://mwo.smurfy-ne...f4a7808f57d912b

Edited by SmoothCriminal, 21 July 2013 - 06:46 AM.


#6 Asmosis

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Posted 21 July 2013 - 06:55 AM

5+6 srm6's don't generate that much extra heat, only 4.8 total. You should be fine firing alphas of 6srm6, they'll run a bit hotter than before (28.8 heat instead of 24 heat) but its not that big a deal.

have a secondary fire of 4srm6 to use in prolonged engagements and the primary 6srm6 for shot engagements or finishing off.

5 srm6 penalty = 4 * (0.45 * 1.0) = 1.8
6 srm6 penalty = 4 * (0.6 * 1.0) = 2.4

As for splatcats, people shouldn't get jumpy about them for a number of reasons.

1) 2.0 instead of 2.5
2) 2.5 was only devastating because of splash which is now gone
3) back when splatcats were a thing, PPC's were non-existant and the only mech carrying gauss was a K2 and the occasional Atlas.





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