

Jester Super-Pro Build (Not Really)
#1
Posted 16 January 2014 - 12:31 AM
This build runs a bit hot, but if used ideally it shouldn't be a problem. Use the ERs to soften up targets at range. I know how much everyone hates snipers, saying they do so little damage, but the catapult chassis is pretty terrible at brawling (that huge CT can only take so much, even with 80 armor), so you don't want to be up close unless you're going in for the kill-shot.
Now, if the Catapult sucks so much at brawling, why so much pulse weaponry? Because brawling can't always be avoided, and you need to do as much damage as quickly as possible.
I have the ERs set to 1, Med Pulses set to 2 (chain), and Large Pulse set to 3. Don't ever alpha. Never ever ever. The ERs are for long range only. All they'll do up close is make sure you shut down faster. Also, don't focus on coring. Go for a component destruction every time. They'll core you faster than you can core them, usually, because you can't torso twist to hide it. Even from the side, it's a giant target. Plus, you have a giant crotch (hehehe) which counts as CT. If you can knock out their big guns, then you can core at your leisure.
This build is highly vulnerable to lights (especially Jenners). This is because I've focused all the armor towards the front (80 CT armor is pretty much necessary). If you get some ankle biters, don't panic. Back into a wall or corner, so they can't chew on your butt.
This build isn't the easiest to play. It requires a long game plan, and a keen eye on your heat. You'll spend a lot of time hugging cover, and often times alone. You're not really gonna scare anyone, and you have to constantly be mindful of your vulnerabilities. However, if played correctly, you will never be lacking in tactical options. it makes a great long range annoyance, and a great flanker.
Suggested Modules: Extended Zoom, Seismic Sensors, Cool Shot (Master).
#2
Posted 16 January 2014 - 01:08 AM
Edited by Modo44, 16 January 2014 - 01:09 AM.
#3
Posted 16 January 2014 - 04:31 PM
Modo44, on 16 January 2014 - 01:08 AM, said:
I get what you're sayin'. I'll try it out. I think 50 is way too much armor for the side torsos, though. They only ever get hit by laser swipes and missiles. I'd rather put that armor back into the arms and head. What do you think about putting the LPLs and MLs all in one group, chained? Probably would be best for heat management.
#4
Posted 16 January 2014 - 06:57 PM
Modo44, on 16 January 2014 - 01:08 AM, said:
Well, i put this design through its paces, and I found it lacking. MLs pair well with LPLs range wise, but otherwise not so much. You have to stay on target longer for the MLs, and it reduces your ability to chop off components. Also the heat ends up higher using 2 LPLs. It's just awkward trying to use them as a combo. Feel free to count this as personal preference.
#5
Posted 16 January 2014 - 07:24 PM
MungFuSensei, on 16 January 2014 - 04:31 PM, said:
I get what you're sayin'. I'll try it out. I think 50 is way too much armor for the side torsos, though. They only ever get hit by laser swipes and missiles. I'd rather put that armor back into the arms and head. What do you think about putting the LPLs and MLs all in one group, chained? Probably would be best for heat management.
Personally I found that chaining lasers reduces your damage since you are spreading 1 beam around more. Another downside to chaining is you cannot twist without losing damage so you cannot spread damage which is how you can get away with so little armor on the STs. With mine I went with PPCs for range and 4ML for up close. Bigger engine with more armor to stay fighting longer and the twin AMS. Also I jump a lot (I find 2 JJs not enough) so my legs also take a lot of damage and I can turn faster in the air than on the ground. I want to like pulse lasers but I find them lacking. They have all the downsides of lasers plus run hotter and have less range meaning less damage (a ML and MPL at 230 meters does 5 and 4.33 damage respectively) negating the higher DPS.
#6
Posted 16 January 2014 - 08:07 PM
FireSlade, on 16 January 2014 - 07:24 PM, said:
Personally I found that chaining lasers reduces your damage since you are spreading 1 beam around more. Another downside to chaining is you cannot twist without losing damage so you cannot spread damage which is how you can get away with so little armor on the STs. With mine I went with PPCs for range and 4ML for up close. Bigger engine with more armor to stay fighting longer and the twin AMS. Also I jump a lot (I find 2 JJs not enough) so my legs also take a lot of damage and I can turn faster in the air than on the ground. I want to like pulse lasers but I find them lacking. They have all the downsides of lasers plus run hotter and have less range meaning less damage (a ML and MPL at 230 meters does 5 and 4.33 damage respectively) negating the higher DPS.
Pulse lasers don't suffer the downsides of chaining as much as normal lasers, since their beam duration is much quicker. It's not as hard to keep them on target and the 3-beam cycle is fairly quick. For mid range I focus on the combined firepower of the ERs and LPL. The heat is still manageable with this combo, for 28ish damage, instead of 30ish. Not much of a drop. I get what you're saying, but in practice, it's not much of a problem. Plus, lower DPS isn't much of a problem if that DPS is sustained. I'd much rather be doing consistent damage rather than one big shot that will shut me down. A shutdown Catapult is dead. Easiest headshot in the world.
#7
Posted 16 January 2014 - 09:05 PM
MungFuSensei, on 16 January 2014 - 08:07 PM, said:
Pulse lasers don't suffer the downsides of chaining as much as normal lasers, since their beam duration is much quicker. It's not as hard to keep them on target and the 3-beam cycle is fairly quick. For mid range I focus on the combined firepower of the ERs and LPL. The heat is still manageable with this combo, for 28ish damage, instead of 30ish. Not much of a drop. I get what you're saying, but in practice, it's not much of a problem. Plus, lower DPS isn't much of a problem if that DPS is sustained. I'd much rather be doing consistent damage rather than one big shot that will shut me down. A shutdown Catapult is dead. Easiest headshot in the world.
I agree that pulses have a shorter duration but chaining 3 MPLs means that you have to stare at your target for 1.8 seconds which is worse than only doing it for .6 or 1 second. Besides chained or not chained you gain the same heat over the same amount of time, just it is not lumped into one large burst, so when you are running hot you can stop early to not overheat. This is just an observation, but I have noticed that 2LLs will out damage 4MLs and they are 2 damage less. The difference is that a LL can reach out to 450 meters for full damage where as a ML is only good to 270. Maybe it is this reason that I will notice higher damage numbers running PPCs over LPLs even though LPLs have a higher DPS.
#8
Posted 16 January 2014 - 09:50 PM
Also, stripping any torso armor ever is a fallacy. If you do not meet people who routinely blow up Cat side torsos, put the armor on the back to vastly increase your survivability vs lights/flankers. The weight savings are too small to justify weakening those locations.
Edited by Modo44, 16 January 2014 - 09:54 PM.
#9
Posted 16 January 2014 - 10:18 PM
FireSlade, on 16 January 2014 - 09:05 PM, said:
I agree that pulses have a shorter duration but chaining 3 MPLs means that you have to stare at your target for 1.8 seconds which is worse than only doing it for .6 or 1 second. Besides chained or not chained you gain the same heat over the same amount of time, just it is not lumped into one large burst, so when you are running hot you can stop early to not overheat. This is just an observation, but I have noticed that 2LLs will out damage 4MLs and they are 2 damage less. The difference is that a LL can reach out to 450 meters for full damage where as a ML is only good to 270. Maybe it is this reason that I will notice higher damage numbers running PPCs over LPLs even though LPLs have a higher DPS.
But if I'm not chaining the lasers, I have to wait longer to cool down, which will be longer than the cooldown. By chaining, I can hover in that heat warning area and still keep pumping out damage. You must remember that these weapons are chosen for a situation, not for straight up optimal DPS number crunching. They are there to kind of fill in the gap of weaknesses that the chassis has (namely brawling). One side effect of chained MPLs is psychological: Even a freakin' atlas doesn't want to eat that much damage consistently, so he will turn away or go back around the corner. This gives the build plenty of breathing room. Even if it isn't a big bite, it's a lot of bark. Like AC2s.
I know the math doesn't agree with me here. And you'd be perfectly fine writing off what I say as personal preference and play style. However, it does work. I'm not a very good player so I don't have any amazing screenshot statistics to throw up, but I think the build is worthy. Try it out, keeping in mind what I said in the original post, and then see what kind of numbers you get.
#10
Posted 16 January 2014 - 10:31 PM
MungFuSensei, on 16 January 2014 - 10:18 PM, said:
This is what you do: Fire an alpha, look/run away to cool down. When you are looking at your target all the time while chain-firing, they are looking -- and firing back -- at you. Even with very front-loaded armor, that is a recipe for disaster.
#11
Posted 16 January 2014 - 10:35 PM
MungFuSensei, on 16 January 2014 - 10:18 PM, said:
But if I'm not chaining the lasers, I have to wait longer to cool down, which will be longer than the cooldown. By chaining, I can hover in that heat warning area and still keep pumping out damage. You must remember that these weapons are chosen for a situation, not for straight up optimal DPS number crunching. They are there to kind of fill in the gap of weaknesses that the chassis has (namely brawling). One side effect of chained MPLs is psychological: Even a freakin' atlas doesn't want to eat that much damage consistently, so he will turn away or go back around the corner. This gives the build plenty of breathing room. Even if it isn't a big bite, it's a lot of bark. Like AC2s.
I know the math doesn't agree with me here. And you'd be perfectly fine writing off what I say as personal preference and play style. However, it does work. I'm not a very good player so I don't have any amazing screenshot statistics to throw up, but I think the build is worthy. Try it out, keeping in mind what I said in the original post, and then see what kind of numbers you get.
Sorry if you thought that I was saying that you are wrong, I was not. Just trying to give some tips to help with your game. Personally I run 3 pulses on my Heavy Metal and that mech can be brutal plus they are a lights worst nightmare. I might give your design a try someday but it my style is more of a hit and run using my speed to my advantage so PPCs work better for mine. The only thing that I can add, and you probably know this, is ERLLs and LPLs will trigger ghost heat so if you fire 3 of them within 0.5 seconds then you will gain an extra 4.28 heat on top of the 25.5 heat. Good luck and good hunting.
#12
Posted 16 January 2014 - 11:25 PM
Modo44, on 16 January 2014 - 10:31 PM, said:
Taking into consideration beam duration and aiming time, the time difference between running through a chain cycle and doing an alpha is negligible. As I said in the original post, you're going to be hugging cover anyway, so a you're still going to be doing a pop-and-shoot. The cycle is fast enough that the exposure time is minimal, and you can halt it when you want. This gives you flexibility in combo-ing the different weapon sets, so you can still do decent burst damage. The chain I tend to do is MPL-MPL-LPL, check heat, LPL-MPL-MPL-MPL. This doesn't have to be sequential, you can do an LPL-MPL blast at the same time. That hurts. If heat is too high, I can go MPL-second-MPL-second-MPL. If I did a full on LPL-3 MPL blast, I could only get maybe two off before I need to run away. This way I can hold my ground.
Holding your ground is important with this build, because if played ideally, they should have some exposed spots and you should still have a decent amount of armor. That means they want to burst and run away, while you want to go in for the kill at that late stage of the game. If the enemy still has plenty of armor, then yes, run away. Otherwise start amputating. Taking one or two burst damage shots to the face is ok. You can handle it. During that time you should be able to knock out a side torso. If it's one of those vicious quad ac2 builds or something, then run away.
I'll admit there are times when chaining is not ideal, so I should mention that I have the MPLs unchained on 4 for those rare occasions. I just don't run into that situation very often.
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