Catapult K2 Post Nerf Builds
#1
Posted 27 September 2013 - 05:14 AM
Looking at Catapult k2 builds and trying to figure out what works and doesn't work in the post September patch(es).
I am currently looking at something like this: http://mwo.smurfy-ne...ee061736abdf4ff as a sniper with a mean up close punch
Any and all other viable post nerf k2 builds please post them! (please specify what it is good at aka brawler/sniper/support/etc)
#2
Posted 27 September 2013 - 05:27 AM
Or for close-to-medium range direct fire support you could try twin AC/5s and 4 backup medium lasers, non-existent heat at range with the auto cannon(read: spam away!), and close-in 20 damage worth of hitscan while still unloading AC rounds into your target.
#3
Posted 27 September 2013 - 05:30 AM
Another viable option is to drop some heatsinks, swap the LBs for AC/10s, and have some fun at range throwing out 20 damage pinpoint precise strikes on a specific component because of those nifty torso-mounted ballistic hardpoints. Can either Brawl or dish out the pain at range, with no PPCs to hinder your heat efficiency.
#4
Posted 28 September 2013 - 03:57 PM
#5
Posted 30 September 2013 - 03:42 PM
But seriously, the build that I just posted is actually going to be shockingly similar to my Firebrand and my K2 when I get around to making it happen.
I love running twin LBXs, nothing says die quite like a double barreled shotgun of fun right to the face.
I'll go so far as to say that the LBX is the best autocannon in the game.
#6
Posted 30 September 2013 - 08:41 PM
#7
Posted 01 October 2013 - 02:31 PM
#8
Posted 01 October 2013 - 09:46 PM
So any suggestions as to which is better: AMS vs an extra ton of ammo & half a ton of armour?
#10
Posted 01 October 2013 - 10:10 PM
#11
Posted 02 October 2013 - 04:17 AM
Shaftronics, on 01 October 2013 - 10:03 PM, said:
Really like that weapon combination, all sorts of pain across all engagement ranges, very versatile. At 71kph tweaked it's too slow for my personal taste though.
LBX10 x 2, and 4 x MLasers with an XL300 engine has worked very well for me. Going to swap out the LBX's for AC10's next time I play, and see if I prefer it.
#13
Posted 02 October 2013 - 11:06 PM
Kargen, on 02 October 2013 - 04:17 AM, said:
Really like that weapon combination, all sorts of pain across all engagement ranges, very versatile. At 71kph tweaked it's too slow for my personal taste though.
LBX10 x 2, and 4 x MLasers with an XL300 engine has worked very well for me. Going to swap out the LBX's for AC10's next time I play, and see if I prefer it.
I tried it. The only issue is that normal AC/10's are 1 ton heavier, which leaves no space for ammo on a build that's already so desperately strapped for tonnage, its ripped out all the armor in its arms.
#14
Posted 02 October 2013 - 11:15 PM
#15
Posted 03 October 2013 - 06:12 PM
#16
Posted 03 October 2013 - 06:30 PM
Though I suppose you could consider the gauss rifle thing a nerf. In most mechwarrior it still fires much slower.
The UAC/5 thing is probably the smartest thing they've done in a while (but that jam's gotta be changed. 20% rate on every shot is goofy at best. Maybe something like 0%, 10%, 20%, 30%, etc. for each double tap until it does jam or until it is 'let off' for a bit).
- A UAC is only supposed to reach up to double the firing rate of a similar AC, with risks to jam. For MG-style ACs, the UAC fires twice as fast though occasionally the chain fails to delink, causing a jam.
- For burst fire ACs, the UAC can load up a secondary emergency cassette and burn through it before the main cache is reloaded. Unfortunately the loader has a tendency to get caught up.
- For a single shot AC, the UAC can switch to a secondary chamber to feed up emergency slugs, but there's a risk in jamming when switching chambers should the shell get lodged in the switching breach.
- In every case the UAC fires no faster than 'twice' the speed of its AC counter-part and only when ultra mode (or double tap) is used.
Though this was one I used a while back.
#17
Posted 04 October 2013 - 08:19 AM
Med Laser - 2
Gauss Rifle - 1
Gauss Ammo - 2 Tons
XL300 Engine
#18
Posted 04 October 2013 - 08:47 AM
Similar to another post but faster. It is my favorite mech and loadout right now.
I should mention the LB-10Xs have crit powers! There is a dev post somewhere that documents this.
Run this build and it kills anything 1-on-1 in very short time, with good piloting. Try to avoid LRMs, lol.
The real fun is using the speed to be where lights did not expect to find you.
You can take 2 lights and be ready for more.
Engage <300M to concentrate fire and conserve ammo. With its speed it makes for an excellent flanking machine or catching the guy who left the base late!
Edited by Cyberassassin, 04 October 2013 - 08:49 AM.
#19
Posted 04 October 2013 - 07:28 PM
FearNotDeath, on 01 October 2013 - 02:31 PM, said:
Would suggest moving the lasers to LT/RT (the extra vertical articulation is rarely helpful, and they act as permanent crit padding, rather than consumable padding), allowing you to free up an additional 2 tonnes by stripping most of the armour off of the arms.
This gives you another ton of ammo, and a larger engine. Or if you're happy with the ssmaller engine, two extra tonnes of ammo.
Edited by Sable Dove, 04 October 2013 - 07:28 PM.
#20
Posted 07 October 2013 - 06:14 AM
CPLT-K2 (ERPPC x 2, MG x 2, MPL x 2, 315xl)
or
CPLT-K2 (ERPPC x 2, MG x 2, ML x 2, 315xl)
or
CPLT-K2 (ERPPC x 2, MG, ERLL, 315xl)
All three of them seem to be effective for me.
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