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Catapult C1 Loadout Check


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#1 Katotonic

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Posted 28 August 2013 - 02:01 AM

Hi all.

I have a Catapult C1 I am trying to come up with some interesting builds for. Right now I am looking at a sniper/Brawler build.

Link to the build:
http://mwo.smurfy-ne...185d9f0b6a888c4

I am new to the game so any help, tips, alternative builds, advice etc would be great.

Thanks in advance.

#2 Ewigan

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Posted 28 August 2013 - 02:10 AM

Well, pro Tip:

Catapults are sub-par brawlers because of the easy to hit CT and cockpit.

That being said, if you really want to brawl with you Cat, drop the ERPPCs and install Large Pulse lasers.
I would actually never advise to use LPLs, but in this build it might make sense.

#3 Modo44

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Posted 28 August 2013 - 02:17 AM

This will probably run too hot and/or out of ammo. For a simple fix, replace the ERPPCs with ERLLs or plain PPCs.

Artemis and your engine rating depend on personal preference. My C1 currently runs 2xERLL+2xMPL+2xSRM6 (slower, no Artemis, but more ammo and AMS). As long as you remember to keep moving and jumping, it can be quite scary.

#4 627

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Posted 28 August 2013 - 02:52 AM

you'll need some more heat sinks. I run my C1 with 2xAsrm6,2xML and 2xPPCs and a 300XL. And it's hot enough.

For brawling i drop the PPCs for LPL but be sure to have some buddies with you. You could always take 2xLL 2xMPL with 2 more heatsinks but crit slots are full very fast with DHS and you lack some punch (which means your kills will be stolen by your very atlas buddy).

#5 Katotonic

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Posted 28 August 2013 - 07:41 AM

Thanks for the advice so far guys. In response to your points, I went ERPPC because of no minimum range, the long range sniper appeal, and the big hitting power for no time on target. Basically I put this together thinking play sniper with the ERPPCs and then if they get close still be able to drop them. I know this would probably run hot as hell but.... (I should also point out that the first linked build is a goal, not something I can do right now as I don't have the cash yet)

I also realize that the catapult is a missile boat by design and battletech lore but frankly I am just trying to mix it up. Honestly, I bought it with my Cadet bonus (I think I have played 35-40 matches total now) without doing any research beyond looking at all the heavies and separate stock builds and thinking 4 energy and 2 missile slots sounds like a good combo. I thought that I would really like missile boats, plus my internet is sketchy at the moment so ping is high; these things combined made me go for a stand-off build. But my experience has been that I am pretty terrible at being a missile boat (I can usually barely get a lock on a target, nevermind doing any sort of damage) and always get jumped by someone ripping me up in close combat.

So now I have a Catapult C1 and am trying to find both what it is good at and what I am good at. LoL.

So the build advice is great, please keep it coming, but maybe if you had a suggestions on basic missile boat tactics, to dos and not to dos as well that would be helpful!

Edited by Katotonic, 28 August 2013 - 07:47 AM.


#6 MeiSooHaityu

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Posted 28 August 2013 - 07:47 AM

I run a similar setup to the OP in my Catapult C1 (F). I run 2ERPPCs, 2MLasers, 2SSRM2s (sometimes SRM4s+Art). I think the engine I use is a XL295 and use some additional tonnage for more DHS. I do run it with Endo and 2 Jump Jets. If you use Streaks, I advise BAP.

For the Catapult C1, I also have been experimenting with 2LLasers, 2MLasers, 2LRM10s+Art. Also has 2 Jump Jets and Endo Structure. I think this mech config runs an XL280...I think.

Both mechs are pretty quick with Speed Tweaks and Target Decay helps with the LRM setup or the Streak Setup.


P.S. Catapult not being able to brawl is more of a myth held over from the larger head hitbox days. It does have a fairly large CT, but then again, so does the Dragon and people don't knock that as a brawler. Heck, even the Cataphract seems to get CT cored a descent amount. Just stay moving, near your people, and know where your cover is if the missiles start to rain down.

P.P.S. I don't have access to my account (at work on lunch) so I couldn't build my variants in Smurfy, but it is basically what I run.

#7 MeiSooHaityu

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Posted 28 August 2013 - 07:50 AM

View PostKatotonic, on 28 August 2013 - 07:41 AM, said:

Thanks for the advice so far guys. In response to your points, I went ERPPC because of no minimum range, the long range sniper appeal, and the big hitting power for no time on target. Basically I put this together thinking play sniper with the ERPPCs and then if they get close still be able to drop them. I know this would probably run hot as hell but.... (I should also point out that the first linked build is a goal, not something I can do right now as I don't have the cash yet)


When I run my 2ERPPC, 2MLaser, 2SSRM2 config, I set up the fire group as...

Group1: ERPPC
Group2: ERPPC
Group3: MLaserx2
Group4: SSRM2x2 (or SRM4+Artx2)

This way you can group fire the ERPPCs and then single fire when things get hot. You could make a chain fire group instead, but I like the added control of just breaking up the fire group.

#8 Escef

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Posted 28 August 2013 - 07:51 AM

I run my C1 with 2 LRM10, 2 LLs, and 2 MLs. In an up-close fight, it runs hot. I prefer to soften up the opponents with my LRMs and LLs a bit before moving in. I don't carry a lot of missile ammo because I almost always find myself in the middle of things much sooner than I'd like. On the plus side, I'm better able to defend myself in close than most LRM mechs.

#9 Marmon Rzohr

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Posted 28 August 2013 - 08:35 AM

http://mwo.smurfy-ne...03cf3b8afa8c56e

This is what I run. It's served me well. The med/long range firepower is good, it's cool enough and packs enough punch for brawling. As a bonus it's quite fast. :P

Yes it has 3LLs, but you don't have to fire them at once:
Group 1: 2xLL
Group 2: LL
Group 3: 2xSRM6

You fire G1, then half a second later (halfway into the beam duration) you fire G2. Spam G3 in brawls.
If you're in no danger, you can fire all 3 at the same time. The Ghost heat will add up, but you won't get a lot of excess heat. But it is not worth it in brawls (better to avoid even a little extra heat). :)

(If you don't like LLs, just replace all 3 with 2xER PPC and 1xML or 1 more ton of SRM ammo)

P.S. Artemis only makes a noticeable difference in the 270-180m band, not really worth it for this build IMHO. :blink:

Edited by Marmon Rzohr, 28 August 2013 - 08:41 AM.


#10 Lyoto Machida

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Posted 28 August 2013 - 10:48 PM

View PostMarmon Rzohr, on 28 August 2013 - 08:35 AM, said:

http://mwo.smurfy-ne...03cf3b8afa8c56e

This is what I run. It's served me well. The med/long range firepower is good, it's cool enough and packs enough punch for brawling. As a bonus it's quite fast. ;)

Yes it has 3LLs, but you don't have to fire them at once:
Group 1: 2xLL
Group 2: LL
Group 3: 2xSRM6

You fire G1, then half a second later (halfway into the beam duration) you fire G2. Spam G3 in brawls.
If you're in no danger, you can fire all 3 at the same time. The Ghost heat will add up, but you won't get a lot of excess heat. But it is not worth it in brawls (better to avoid even a little extra heat). :)

(If you don't like LLs, just replace all 3 with 2xER PPC and 1xML or 1 more ton of SRM ammo)

P.S. Artemis only makes a noticeable difference in the 270-180m band, not really worth it for this build IMHO. :)


This is the build I've been running lately and it's pretty good. I don't setup 3 grounds. I just have the LLs on LMB and the SRM6s on the RMB.

If I get too hot, I switch the 3 LLs to chain fire until I cool down.

#11 Scrawny Cowboy

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Posted 28 August 2013 - 11:01 PM

LRM15+A x2 (five tons ammo), Medium Laser x2, ER PPC, TAG, BAP, full JJ's, 255 XL, DHS, and Endo Steel. Runs a lil hot (not so bad with x2 basics) but if you stick to a support role you can really lay on the hurt. I've had an opponent admit to assuming I was in a Stalker from the damage I rained on him/her.

Edited by B3RZ3RK3R, 28 August 2013 - 11:03 PM.


#12 Katotonic

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Posted 30 August 2013 - 07:43 AM

If you are running LRMs I know that BAP can be very useful, but what about SRMs?

#13 MeiSooHaityu

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Posted 30 August 2013 - 07:50 AM

I never ran BAP for LRMs. The LRM Cat C1 I am running has the target decay module. Is there really a benefit to BAP still in that setup? Even if it gives you longer sensor range, LRMs are still only good to 1000m.

I do use BAP when running streaks. It helps against the small ECM mechs that like to get close...until streaks start hitting them and they run away to go bother somone else.

I don't think they help standard SRMs in the slightest.

#14 Roughneck45

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Posted 30 August 2013 - 08:00 AM

View PostKatotonic, on 30 August 2013 - 07:43 AM, said:

If you are running LRMs I know that BAP can be very useful, but what about SRMs?

BAP increases your sensor range, lets you target mechs that are shutdown, and will counter a single ECM jamming you.

You only want BAP if you are boating LRMs or streaks. They do nothing for standard SRMs.

If you like having the increased sensors invest in the sensor pilot skills and buy the module. It will get you a similar effect without taking tonnage in the build.

Also, you build is incredibly hot. When you use ER PPC's you don't really need backup weapons because they will do full damage close up. IMO it is better to dedicate HS to them rather than diversifying your payload.

I would get rid of the artemis, one ton of SRM ammo, and the medium lasers to replace it all with heatsinks.
CPLT-C1
If you are not too attached to the SRM 6's you could drop one of them to a 4 and add another heatsink.

Edited by Roughneck45, 30 August 2013 - 08:07 AM.


#15 Katotonic

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Posted 30 August 2013 - 08:07 AM

Fair enough. only for LRM boating then. :-)





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