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Is This A Viable Cplt-C4 Build?


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#1 Mentalishious

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Posted 11 November 2013 - 01:38 PM

I only PUG for now, so looking for something that can do ok both long range and close. Thanks for any feedback!

CPLT-C4

#2 Stygian Steel

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Posted 11 November 2013 - 01:45 PM

i would drop the tag and the extra heatsink and go with 2 mpl's and drop the ams and put on a beagle probe, that way you can cancel any enemy ecm if they get close, plus the BAP id all gold for lock on missile weapons, thats just me though

#3 Hex Pallett

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Posted 11 November 2013 - 01:59 PM

Trying to get close with C4 is a bad idea in and out. In fact C4 is not a good variant anyway. All I could think of is to load it with four LRM10 to get the maximum damage output and a pair of medium lasers for defense (and pray that your teammates won't abandon you when you get flanked). From my experience, you need at least 12 DHS to compensate the heat.

Oh, and you need more ammo. At least 6 tons.

#4 PenitentTangent

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Posted 11 November 2013 - 02:07 PM

http://mwo.smurfy-ne...bfcd0b24263a20c

Here's my shnazzy workaround of your build. I prefer some tactical versatility in all of my designs, but that's just me. Plus, I think it is a good idea to never have more than 75% of your max damage require lock-on, so I switched out the Streaks for good old SRM/6s. This is just my personal preference, however. This one is less of a dedicated LRM boat and more of a support and dps build. Overall, the C1 fills that role much better. C4 would be best with max alpha as central to the build.

Edited by PenitentTangent, 11 November 2013 - 02:07 PM.


#5 PenitentTangent

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Posted 11 November 2013 - 02:10 PM

One key thing to note is; I usually run dry on LRM ammo with two LRM/15s and 5 tonnes of ammo, so if I was dead-set on LRM/20s, I'd make sure to have a good 7 or 8 tonnes if I was boating LRMs.

Edited by PenitentTangent, 11 November 2013 - 02:14 PM.


#6 Autobot9000

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Posted 11 November 2013 - 02:16 PM

When you use SSRMs for self defense against lights you absolutely need to add a BAP for your mech or you can skip it altogether. The BAP is a good idea anyway on a LRM machine. Also your center torso is a huge huge huge target. You absolutely want to maximize your armor there.

This is an improved version of your loadout in my opinion
http://mwo.smurfy-ne...65f8b590c9ad3a1

Otherwise a more purist variant (you shouldnt get caught alone in such a mech, so just compensate with gameplay isntead of SSRMS) could be this:
http://mwo.smurfy-ne...67f84dc7f7571bc

#7 Navy Sixes

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Posted 11 November 2013 - 02:36 PM

At a glance, I'd drop the 20s for 15s and run a bigger engine. Four tons of LRM ammo is skimpy for LRM30; with LRM40 you're going to run out, fast! I'd lose the TAG and the med. pulse for 2xML and a BAP. Streaks are good for starting out, but as your play evolves (and if PGI ever gets around to fixing them), consider swapping them for a straight SRM loadout.

#8 FerrolupisXIII

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Posted 11 November 2013 - 02:38 PM

CPLT-C4 rebuild

Thats basicaly what i run on mine. here's the theory:

Medium Pulse Lasers are BAD. bad bad bad. not worth the extra ton on a build like this.

AMS isnt really needed. just play tight to cover, which you should be doing anyways. someone launches on you just tuck up against cover, they just wasted a volley.

you need a LOT of ammo. i run 8 tons+ on my LRM mechs. with good positioning you can just keep unloading on people, even into late game where 40 ALRM's plus tag are going to be terrifying to all those guys with open components.

BAP is nice and all, but you aren't gaining much. 2 streaks and a medium doesn't scare anyone, don't fool yourself. stick to teammates, use them only when you MUST. your job is to keep out 200+ and bomb stuff.

#9 Modo44

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Posted 11 November 2013 - 02:43 PM

The LRM40 C4 build is always a compromise. You want BAP, and lots of ammo, and TAG, and AMS due to the low speed, and backup weapons. It will not fit all at the same time, so try various versions to see what works. My most successful LRM40 build so far is 2xLRM20(A)+2xSSRM2+2xML. Contrary to popular belief, TAG is optional.

If you want an easy way out, use LRM30. This is faster and pretty much complete, but does not have as much one-shot punch as the big boy.

#10 FerrolupisXIII

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Posted 11 November 2013 - 03:13 PM

TAG is optional like Artemis is optional. not required, but most people find it a huge help. in fact i would take TAG over Artemis most of the time, if i was forced to choose. both require LOS, but tag is only a single ton, where as Artemis is almost always multiple tons. fortunately they stack!

Plus, i love TAG'ing an ECM atlas in the open and showing him the error of his ways. VERY satisfying.

#11 zudukai

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Posted 11 November 2013 - 03:19 PM

http://mwo.smurfy-ne...064471dbbacb49a

'nuff said.

but seriously, this one is for winning:
http://mwo.smurfy-ne...18a066a37c2609b
Timberpult-D FTW.

#12 Doc Andrews

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Posted 11 November 2013 - 03:39 PM

View PostMentalishious, on 11 November 2013 - 01:38 PM, said:

I only PUG for now, so looking for something that can do ok both long range and close. Thanks for any feedback!

CPLT-C4


There's rarely a reason to use medium pulse if you have slots available. That becomes a medium, and because you have nowhere near enough ammo, a ton of LRM ammo.

You need BAP for ECM cancellation for both sets of missiles. AMS goes.

You still have under 1000 LRM's. Every ton is 4.5 vollies, you now have 5 tons or 22.5 vollies. If you think that' enough, OK. I go through 7 tons easily. The argument for LRM 35 and more ammo plus a slightly bigger engine is strong here.

Good luck.

#13 Mike Oakenwall - the khadoran

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Posted 11 November 2013 - 03:43 PM

Im doing the catapult training myselffor C4 atm,
I dont have that xl engine but it looks good if you can take the slow speed.
Im pretty much using the same build but bigger engine and lrm15s works ok, i think i prefer c1 and k2 but I need 3 for elite skills...

Oh and i really do feel "tag" is a must for pugs, helps alot.

edit : just noticed you didnt have BAP, i recomend that with streaks, even better if you have the module too but not as obligatory when u can tag, i do use it though..

Edited by deanon, 11 November 2013 - 03:47 PM.


#14 Roosterfish

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Posted 11 November 2013 - 03:45 PM

I'd drop the MPlas and the 2 Streaks+Ammmo. I tried running 2 streaks on mine and it just wasn't worth the tonnage it takes up. Without BAP like in your build it'd be even worse. Convert that tonnage into stuff that makes you a better LRM boat.

Throw on another JJ, 2MLas or 1MLas+TAG, more Ammo, up the engine, and maybe BAP if you don't have the Adv Sensor module yet. You want to run this guy close support to your heavies and assaults, don't get seperated or you'll be dead meat.

#15 FerrolupisXIII

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Posted 12 November 2013 - 08:55 AM

View PostDoc Andrews, on 11 November 2013 - 03:39 PM, said:

You need BAP for ECM cancellation for both sets of missiles. AMS goes.


The cancellation range is so short, if you're canceling you cant LRM the ECM mech. there is also a ~30m range when the ECM still shuts down your locks, (180m disrupt range, 150m BAP counter range) so you're still going to lose your lock.

that's really only relevant against an enemy ECM light and then they can just either a) attempt to kill you or :) run away, subjecting you to yet another lock disruption. against a D-DC you can most likely keep the range above 180 and just use your TAG to counter his ECM. or you're too slow and he kills you.

the ONLY time BAP is good is if an enemy light is hugging you and you have friends to kill him while you keep firing support on other targets. or the rare circumstances where a D-DC is non LOS and is staying that way (caves on a few maps, the platform on Crimson Strait etc) and you cant break the distance either.

I'd rather have another ton of ammo, and a little extra armor or engine etc. and just use good tactics to avoid ECM. the C4 should not be anywhere near anyone anyways, and if you're up against a D-DC late game and he's near enough to ECM you your team probably screwed the pooch.

#16 ShadowbaneX

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Posted 12 November 2013 - 09:10 AM

View PostModo44, on 11 November 2013 - 02:43 PM, said:

If you want an easy way out, use LRM30. This is faster and pretty much complete, but does not have as much one-shot punch as the big boy.


This is pretty much what I run. Only difference is dropping the two heat sinks for more armour on the legs and an extra ton of ammo. Unless you're firing everything you've got on Terra Therma, 10 Double Heat Sinks will keep you cool. The extra speed of the 300 XL engine will also make you a bit more dangerous should lights get in close as it will increase your twist speed allowing you to target them more easily.

For modules, Target Decay and Increased Sensor Range.

#17 Voivode

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Posted 12 November 2013 - 09:30 AM

Just throwing my thoughts in here on it. This build is a decent compromise between short and long range.

#18 Roosterfish

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Posted 12 November 2013 - 12:10 PM

BAP does increase sensor range so it does have a place in an LRM boat it's just not for countering ECM. If you have the Adv Sensor Module you can drop the BAP but they do stack.

#19 Doc Andrews

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Posted 12 November 2013 - 02:05 PM

View PostFerrolupisXIII, on 12 November 2013 - 08:55 AM, said:


The cancellation range is so short, if you're canceling you cant LRM the ECM mech. there is also a ~30m range when the ECM still shuts down your locks, (180m disrupt range, 150m BAP counter range) so you're still going to lose your lock.


Gotta say, I don't see your logic. It isn't a factor to even be concerned about.

BAP is so good on this build it hurts. For the LRM's, it gives you the additional sensor range needed to hit our max of 1K. For the SSRM's, it cancels all ECM outside of that narrow 30m strip... you're really going to allow a light to completely cripple your main payload because of that strip? You shouldn't. It's a very brief disruption. The entire point of the cancellation is to keep your SSRMs on the ECM light. I run BAP in all of my LRM and SSRM mechs, for damn good reason.


To each their own I guess. I've seen massive success with BAP and LRM/SSRM builds.

View PostRoosterfish, on 12 November 2013 - 12:10 PM, said:

BAP does increase sensor range so it does have a place in an LRM boat it's just not for countering ECM. If you have the Adv Sensor Module you can drop the BAP but they do stack.


If you aren't running BAP with SSRM's, you're wasting the SSRM's primary function - punishing lights. I just don't get it, you don't see a crazy increase in damage running BAP + SSRM vs just SSRM? I want to be in your matches.

#20 Roosterfish

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Posted 12 November 2013 - 03:37 PM

Doc, you need to read both my posts.

I said to drop the SSRM's/MPLas from this build and when/if he gets Adv Sensor Range to drop the BAP to add on stuff he needs. If he can get the extra tonnage he needs from dropping the other stuff he don't need then BAP would be a good choice to keep.

No where did I say to just drop the BAP.





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