

Is This A Viable Cplt-C4 Build?
#1
Posted 11 November 2013 - 01:38 PM
CPLT-C4
#2
Posted 11 November 2013 - 01:45 PM
#3
Posted 11 November 2013 - 01:59 PM
Oh, and you need more ammo. At least 6 tons.
#4
Posted 11 November 2013 - 02:07 PM
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
Posted 11 November 2013 - 02:10 PM
Edited by PenitentTangent, 11 November 2013 - 02:14 PM.
#6
Posted 11 November 2013 - 02:16 PM
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
Posted 11 November 2013 - 02:36 PM
#8
Posted 11 November 2013 - 02:38 PM
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
Posted 11 November 2013 - 02:43 PM
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
Posted 11 November 2013 - 03:13 PM
Plus, i love TAG'ing an ECM atlas in the open and showing him the error of his ways. VERY satisfying.
#11
Posted 11 November 2013 - 03:19 PM
'nuff said.
but seriously, this one is for winning:
http://mwo.smurfy-ne...18a066a37c2609b
Timberpult-D FTW.
#12
Posted 11 November 2013 - 03:39 PM
Mentalishious, on 11 November 2013 - 01:38 PM, said:
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
Posted 11 November 2013 - 03:43 PM
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
Posted 11 November 2013 - 03:45 PM
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
Posted 12 November 2013 - 08:55 AM
Doc Andrews, on 11 November 2013 - 03:39 PM, 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.
that's really only relevant against an enemy ECM light and then they can just either a) attempt to kill you or

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
Posted 12 November 2013 - 09:10 AM
Modo44, on 11 November 2013 - 02:43 PM, said:
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
Posted 12 November 2013 - 09:30 AM
#18
Posted 12 November 2013 - 12:10 PM
#19
Posted 12 November 2013 - 02:05 PM
FerrolupisXIII, 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.
Roosterfish, on 12 November 2013 - 12:10 PM, said:
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
Posted 12 November 2013 - 03:37 PM
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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