#1481
Posted 09 September 2015 - 06:51 AM
#1482
Posted 09 September 2015 - 08:20 AM
MeiSooHaityu, on 09 September 2015 - 06:51 AM, said:
The C1 is the only missile Cat not affected by the cancerous bulbous tumours in the ears that the other Cat variants suffer from (since it only has a single missile slot in each ear there can be no tack-on launchers).
It's still too big, but it at least has that.
#1483
Posted 09 September 2015 - 08:29 AM
#1484
Posted 09 September 2015 - 08:33 AM
bad arcade kitty, on 09 September 2015 - 06:06 AM, said:
catapult was one of the 5 mechs (catapult, awesome, quickdraw, nova, kit fox) who won the poll to be rescaled (may be even some of the models will be changed), it will be somehow in the end of this year
the poll was pretty heated btw, kit fox fought with centurion for 5th place and, as a result. kit fox and centurion fans almost disqualified quickdraw which was then saved by people who changed their votes from centurion to quickdraw, eventually kit fox even got 4th place, quickdraw 5th and centurion was disqualified
Funny, isn't it, that I'm interested in a QKD mastery bundle but just can't do it til after the Requirkening...
Edited by Chados, 09 September 2015 - 08:33 AM.
#1485
Posted 09 September 2015 - 08:44 AM
Chados, on 09 September 2015 - 08:33 AM, said:
They are a decent chassis, being a bit
#1486
Posted 13 September 2015 - 02:29 PM
Edited by MATRAKA14, 13 September 2015 - 02:29 PM.
#1487
Posted 13 September 2015 - 02:45 PM
MATRAKA14, on 13 September 2015 - 02:29 PM, said:
They're doing this for every LRM mech, giving it long scan times and a delay before acquiring targets- but they all get a few extra seconds of lock time like the +3 that the A1 gets, which should help with LRMs.
The scan time doesn't really matter tbh, though the acquisition delay is annoying. Just be thankful it doesn't have the +4 seconds that the LRM Kitfox gets or the 2.5s the LRM Warhawk has, it only has +0.5s.
#1488
Posted 13 September 2015 - 02:52 PM
aniviron, on 13 September 2015 - 02:45 PM, said:
They're doing this for every LRM mech, giving it long scan times and a delay before acquiring targets- but they all get a few extra seconds of lock time like the +3 that the A1 gets, which should help with LRMs.
The scan time doesn't really matter tbh, though the acquisition delay is annoying. Just be thankful it doesn't have the +4 seconds that the LRM Kitfox gets or the 2.5s the LRM Warhawk has, it only has +0.5s.
Every Commando except the 1B has +1 second acquisition time... And the COM-2D (not commonly known as a LRM specialist) gets a whopping +3 second retention time.
Fsck, I can't make head nor tails of these numbers... It just seems insane to me.
#1489
Posted 13 September 2015 - 03:17 PM
MATRAKA14, on 13 September 2015 - 02:29 PM, said:
your misreading this sheet,
Andi Nagasia, on 12 September 2015 - 12:11 PM, said:
(so if you have +4TAD it will take 4Seconds to identify Enemy IFF with LOS)
-
Target Retention Time- How long(in Seconds)you hold Target Data after losing LOS,
TRT starts at 1Second(0TRT) any Quirks to TRT are added to or taken away from this,
(so with +4TRT you will hold Enemy IFF/Date for 5Seconds after losing LOS)
-
Target Scan Time Short/Medium/Long Range- Time to Scan a Target and gain its Data,
TST starts at 2Second(0%TST)(Short=0m-300m)(Medium=300m-600m)(Long=600m-800m)
(all penalties are added for farther range)(Ex) 2 +100%S +50%M = 5sec)@300m-600m)
so a 0.5sec delay upon gaining a lock,
and 4+ seconds to gain Target-Data(Enemy-Data-Doll),
But you dont need the Doll to fire your missiles only the lock,
so with a Target Retention Time of +4 thats, 5seconds of targeting after losing LOS,
Pair that with Target Decay thats 8.5 seconds of Lock after losing LOS, my God!
Edit-
Edited by Andi Nagasia, 13 September 2015 - 03:19 PM.
#1490
Posted 13 September 2015 - 03:23 PM
did you see how it works in practice? lrm mechs fight with lasers instead of lrm or dumbfire lrm because they cannot take the target for several seconds and then when you get the target you should get the lock on that target too
#1491
Posted 14 September 2015 - 08:16 AM
#1492
Posted 14 September 2015 - 08:21 AM
MATRAKA14, on 13 September 2015 - 02:29 PM, said:
whats worng with it? you will get a red triangle with a delay of 0,5 seconds,so you can rather quickly get a target and start locking. scannign is only important for getting the ragdoll data, which is not needed that much.
Its acc/decc even help yo for poke lrm'ing. you can poke out, lock, fire lrm's and retreat, the lock keeps due to retention shoing your the dorito, especially when you add anohter tarketting retention module a emch should be targetted quite long, given he hasn't radar derp or ecm.. Only issue is, lrm's are generally bad due to radar derp and ecm and cover everywhere.
Edited by Lily from animove, 14 September 2015 - 08:22 AM.
#1494
Posted 14 September 2015 - 10:42 AM
stjobe, on 13 September 2015 - 02:52 PM, said:
Sean Lang goes over the details and helps understand the definitions of the quirks in this video. (it's long but the stuff you are confused with is covered right away.)
#1495
Posted 14 September 2015 - 01:59 PM
zudukai, on 14 September 2015 - 10:42 AM, said:
I understand fully what the numbers mean, I just don't see why the different variants have the different values; that's the "insane" part I mentioned above.
Why does every Commando but the COM-1D get +1 second target acquisition? They're short-range strikers, doesn't really make sense to penalize getting a target, does it?
Or losing it, in the case of the COM-1B. Why does it get -1 second target retention while the others get buffs between 0.5 seconds and 3 seconds (COM-2D, the ECM 3M/1E variant)?
It just seems like they thought "let's make them different" - target retention is -1, 0.5, 1, 2, 3 seconds on the different variants. Does this make sense? Is this something that will set them apart from each other? Will it make them more viable?
Nothing Sean Lang said makes any headway to explain this; he apologizes a lot for PGI and says some things we've already worked out, but doesn't give any insight.
#1496
Posted 14 September 2015 - 04:17 PM
I'd probably would of went with a c4 over it but laser mounts in the CT instead of the sides is a pretty big cap on laser options for it but I'm still sort of tempted to get one to fool around with since I have a majority of the chassis mastered already.
#1497
Posted 14 September 2015 - 04:22 PM
BTW: you mention tonnage limits...I hope you use an XL engine, right, because the Catapult is THE XL mech with its tiny side torsos. If you fit an XL300, you get plenty of tonnage for Artemis, DHS and Ammunition. Can even fit some jump jets in there: http://mwo.smurfy-ne...2872982a773bebe
Edited by zagibu, 14 September 2015 - 04:31 PM.
#1498
Posted 14 September 2015 - 06:25 PM
I really don't mind the launcher size on my c1 like I know it's gonna get hit but that also means their not aiming at my engine and it's got a lot of backup lasers on the torso anyway if a launcher goes down. Technically though the c1 at least compared to my a1 still has small arms since both the missiles fit in the box, I wanted to try a c4 like http://mwo.smurfy-ne...echlab#modified just went random with the armor and ammo and stuff didn't want to do a bunch of clicking. I'm not sure if all of them would fit in the box or get strapped around the outside like the a1 part of the reason why I didn't want to get it, that and my aim with SRM's and how fast that ammo runs out.
Why only 2 jumpjets on that c1 though? whenever I use JJ it needs all of them to get ontop of anything. I've found catapults get stuck on minor terrain things and don't have very good acceleration up hill at all if you only got those to clear a rock you get stuck on or something seems like a lot of valuable space taken up. It's really hard to say anything about jump jets though they can act totally random about whether their going to work, sometimes you hover in place other times you go way verticle, sometimes you go forward in the hover mode, other times it just barrely clears something or as soon as you clear an object they really kick in and send you flying when you're under 25% fuel and need to stick the landing and then over shoot it and not have enough fuel to stop fall damage. Gotta go big or go home with those things.
#1499
Posted 14 September 2015 - 06:39 PM
You can add more JJs on my build if you remove a DHS and a ton of ammo. Or if you drop Artemis. You could also take a smaller engine. 3 jump jets should be barely enough to reach the upper level of canyon network, and since there is usually a ramp you can run up a bit on first, 2 should allow you to reach it as well in most places.
The biggest problem with most Catapults at the moment (apart from the art problem) is that LRMs are simply not very good. In the higher tiers, they are used only sparingly, if at all, because ECM is very prevalent.
Edited by zagibu, 14 September 2015 - 06:41 PM.
#1500
Posted 14 September 2015 - 07:07 PM
531st, on 14 September 2015 - 08:16 AM, said:
if the programmers haven't figured out how to make the engine cram all the different launchers inside the same space, they push it back. and they told all the programmers than knew how to do that sometime around taping over the word "beta" in the title, so we're in for a long wait.....
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