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Catapult C4 Build Noob Build


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#1 Vikos777

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Posted 08 October 2013 - 09:21 AM

Hi im really new on this game and im trying to improve my first mech (Catapult C4). Whats your oppinion about my setup?

http://mwo.smurfy-ne...0e0d3e7a5d717c7

#2 Scromboid

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Posted 08 October 2013 - 09:30 AM

Check this build out instead.

http://mwo.smurfy-ne...7ea22fdfc3cc4b6

It is a little difference... Basically your speed gets bumped up a bit and there is an extra ton of ammo. No real reason for Ferro on a Heavy... the cost is not usually worth the 1 ton. The XL is not too huge of a concern on the Cat. If you are going to get your engine blown, you were going down anyways.

The other thing this gives is mobility. The JJ are huge for the Cats and really give them the ability to position themselves.

Overall, I like the goal of your build. The SRM4 vs SRM6 is just a personal play preference. I think the 4s give you just as much pop as a 6 with the two odd missiles that always seem to miss. Also, it translates, with the ammo, into 9 more shots, which is 144 more damage overall.

GL! ;)

PS... That XL280 translates into QUITE A FEW other robots as well, so you are not just buying the engine for one robot... you can fit this into a boatload more ;)

Also, here is the same looking build with Streak 2s and BAP -

http://mwo.smurfy-ne...5c0f004cdcda1d2

The streaks will lock on and track your targets like the LRMs, only short range. These are excellent for taking down lights that are harassing you.

The BAP helps lock on faster AND through ECM. This way, that spider 5K bothering you with ECM, you can lock through it and pop him with your SSRMs. ;)

Edited by Scromboid, 08 October 2013 - 09:37 AM.


#3 Simbacca

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Posted 08 October 2013 - 09:31 AM

If you can afford the CBills - drop the FF and instead go to a XL265, 280 or 300 engine not only more speed, or allowing you to keep the Jump Jets, or hold more missiles.

#4 Wintersdark

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Posted 08 October 2013 - 09:35 AM

In new player Elo land, it's decent and will work reasonably well, for a low cost build particularly.

In the case of the Catapult, I'd recommend (as funds allow) moving to an XL300 engine (nobody ever destroys side torsos on a Catapult first) and removing the FF. This will free up substantially more tonnage and slots. I'd use that tonnage to swap the two Medium Lasers for a single Large Laser. A large laser does 9 damage, vs. two mediums at 10, but it does it for less heat at more than twice the range. Or an ER Large Laser for even more range, then add AMS and a Jump Jet. Say, something like this:

CPLT-C4

If you can mount Jump Jets, you should always mount at least one. This is because even if you're not into arial maneuvers, a jump jet allows you to escape/reposition freely. A single Jump Jet will get you pretty much everywhere in the game, so you don't get those lovely situations like where you've gotten isolated on Canyon Network and have to walk a couple kilometers to be able to rejoin your forces. Also, it allows you to easily escape situations that look bad, should you be attacked by non-jump capable mechs.

#5 Wintersdark

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Posted 08 October 2013 - 09:39 AM

hahah I love that Scromboid posted practically the same build with very similar reasoning I did, while I was typing that ;)

I like the single LL/ERLL over two mediums, though: Lets you engage with the laser effectively at longer ranges, at the same time as your LRM fire. You should be using your LRM's mostly when you have line of sight to your target as a new player, until you learn better how to tell if your target mechs can actually be hit by LRM fire.

#6 Vikos777

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Posted 08 October 2013 - 09:41 AM

Ty everybody its a really usefull information, i dont use XL yet cause its really expensive the change of engine and i prefer to buy new mechs.
The change of SRM its a great idea, i play really few but im indeed with that comment about those 2 missiles that always fly completly random XD.
When i got enougth credits i will change XL and put JJ. But i thing this "if you need to use JJ on a map its not a good map for catapult" cause LRM prefer plain maps where you dont need JJ.
Any comment about put ammo on legs and reduce armor there? I did and didnt notice the difference because nobody shoot legs...

#7 MungFuSensei

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Posted 08 October 2013 - 09:44 AM

Your build isn't bad, per se, but it does have flaws. You're looking at the SRMs and Med Lasers as your fall back weapons. You're only really gonna need those weapons against the lights that come to mess with you to stop you from raining down LRMs. Those weapons aren't good for dealing with lights. Also, no jump jets! Gotta have the jump jets. Helps you with circling the lights.

Here's a cleaned up version of your build. CPLT-C4 That XL engine is gonna cost you an arm and a leg, so probably get a 300 instead of the 315, since it fits in more mechs. The pulse lasers put more damage onto the lights in less time, which you need because you can't keep a full beam on them. The streaks are pretty self explanitory.

#8 Vikos777

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Posted 08 October 2013 - 09:48 AM

Ty for all your ideas im studiying all of them! MungFu i give you all the reason about non LRM are only to destroy ligth mechs but SRM sometimes are really usefull when you are surprised by some fast heavy mech...

#9 Wintersdark

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Posted 08 October 2013 - 09:55 AM

View PostVikos777, on 08 October 2013 - 09:41 AM, said:

Ty everybody its a really usefull information, i dont use XL yet cause its really expensive the change of engine and i prefer to buy new mechs.
You don't want XL's in all mechs, but they're very good in some (like the Catapult). It's very worth buying an XL280 or XL300, and just move it from mech to mech - you only need one. Those two are extremely useful in many, many mechs.

Quote

But i thing this "if you need to use JJ on a map its not a good map for catapult" cause LRM prefer plain maps where you dont need JJ.
JJ are good on all maps. All of them. JJ are very, very good to have all the time. Some maps are more disadvantageous to LRM mechs than others, and on those maps you'll be relying more on your lasers and SRM's - those maps as well tend to favour JJ's too.

You can't choose which map to drop on, and you want to be useful on whatever map your own. Seriously, use at least one Jump Jet on any mech capable of mounting them. It's just (in the Cat's case) 1 slot and 1 ton, and it gives you an enormous mobility advantage.

Quote


Any comment about put ammo on legs and reduce armor there? I did and didnt notice the difference because nobody shoot legs...

Ammo explosions are extremely unlikely. It's possible, but really rare.

1) People rarely aim for Catapult legs. Even knowing ammo is there, it's not an effective way to kill them. It's faster to core the center torso than to destroy two legs, and if you only get one leg and leave it... well, an LRM Cat doesn't care terribly much if he's legged. He'll keep lobbing LRM's about.
2) Ammo destruction is a 10% chance per destroyed bin, and damage depends on the amount of ammo remaining, tested when the containing mech section is destroyed or when the bin itself is destroyed via critical hits. 10% isn't terribly likely, and your legs won't be taking a lot of fire in the first place. It's most likely you'd have an ammo explosion when your leg is destroyed, and if you're actually being legged, it's probably because you're taking a hell of a lot of fire and going to die shortly anyways.

#10 MungFuSensei

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Posted 08 October 2013 - 10:00 AM

CPLT-C4

There ya go. SRM 4s are more efficient. Another thing you gotta remember is that on the Catapult, the missile boxes are quite spread out, so your SRM spread will be even more dispersed. SRM4+artemis is the best balance between damage and tight spread that you're gonna get on a cat.

#11 Plaguetongue

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Posted 11 October 2013 - 05:57 PM

dont use SRM6 what ya wanna be able to kill is lights that comes on the flanks so use streak SRMs instead





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