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'mech Analysis: Catapult (For Beginners)


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#1 Oogalook

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Posted 26 January 2014 - 04:11 PM

We all recognize this chassis, and most of us love it. The catapult is perhaps the most iconic 'mech in the Battletech universe. I mastered it just because it's so darn pretty in MWO, even despite its weaknesses in several departments.

There aren't any surprises coming up in this report; I'm just putting all mine own findings and knowledge in one place, such that if a struggling Cat player searches "Catapult", this will hopefully come up and give him some input.
The thread is also intended a s a place for more experienced players to compare notes. I do plan to create similar reports for the other chassis I have mastered, utilizing the same format. I'd appreciate your feedback, but realize now that I don't get [offended] about negative comments. "Like"s are appreciated.

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Here follows an analysis of the catapult's perks and downfalls in MWO. The 'mech has fallen behind in popularity since the first months of open beta, what with the Jagers and 'Phracts stealing all the glory in the Heavy category. Whatcha gonna do.

What I've been up to for a few weeks is putting together a list of stats and ratings that help to compare the chassis with other 'mechs in the Heavy class.

General Overview:
(Did you salute the General? That's a court marshal for you.)
The catapult is a quick and maneuverable support 'mech, not suited to brawling or harassing under most circumstances. Due to its overall design, the 'mech crumples fairly quickly if any 'mech of medium class or bigger decides to start [lubricating] on its parade in a close-range, 1-on-1 situation. The 'Cat isn't big on DPS builds. With its speed, jump jets, and high mounted arms, it has good capabilities in the missile and direct sniping departments. Sticking to the periphery of the main group serves the catapult well, as the pilot can rely on his team for close-in defense while moving to find the best nearby firing position.

The Cats K2 and Jester are somewhat special. Their design still makes them fairly squishy if focussed on, but they have the speed and hardpoint layout needed to bring serious direct firepower to bear on any map. The K2 lends itself well to an ambush play-style, while the Jester is well-suited to dash along with friendly medium 'mechs in a harasser-type role. Both should still keep close to friendly 'mechs for defense.

There are five variants, not including the Founders' chassis, with the following hardpoints:

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A1: 6m, 4JJ
C4: 4m, 2e, 4JJ
C1: 2m, 4e, 4JJ
K2: 4e, 2b
Jester: 6e, 2JJ, 2AMS

-where "e" denotes energy hardpoints, "m" missiles, "b" ballistic, "JJ" jump jets, and "AMS" puppies. Or cotton balls. You figure it out. Unless otherwise specified, all chassis have 1 AMS hardpoint in the side torso. The chassis are arranged here from most- to least-direct fire profile. Note that the Jester is a hero 'mech (and a really good one at that).

NOW FOLLOW THE RATINGS.
I've assessed the Cat on five axes, each on a scale from 0 (sucks, crippling overall performance) to 5 (buy the 'mech for this alone). All these ratings are meant to reflect [edit for clarification] the degree to which that aspect of the 'mech helps or hurts its performance. If some aspect either is sub-par in relation to other 'mechs, or is not suited to the 'mech's ideal role, it will receive low marks. Note also that 5's and 0's are not unattainable; this isn't a movie review. No composite score is given, due to the simple fact that it is futile to weigh any 'mech chassis against any other on an immutable rating scale. Apples and oranges, etc.

Speed:
This scale measures the 'mech in terms of its stock speed and its average speed on level ground.
|▓|▓|▓|▓|░| 4.0/5

The Catapult relies on its speed, though this means that it often requires a large and heavy engine to function adequately.
With the stock engine- 260 STD- the mech does a good clip at 64.8/71.3 standard/tweaked speed. Going on up to a 315-rated engine, the catapult can outdistance most 'mechs of its weight class, and can redeploy to take a better firing position very quickly by this advantage.

Maneuverability:
This scale considers the 'mech's ability to move across and target in terrain.
|▓|▓|▓|▒|░| 3.5/5

The 'mech is able to easily cross and dodge through terrain (especially with jump jets), but its turn and twist rates make close-in target tracking difficult.
With jump jets and a fair turning rate, the catapult can change course and avoid obstacles very well, though it can't corner quickly enough to throw off an opponent's aim. Jump jets make the 'mech very able do traverse slopes. The catapult's acceleration is good due to its large engine-to-mass proportion. Its torso can twist 120 degrees, meaning that its yaw-locked arms aren't too severe a penalty in most circumstances. Basic efficiencies are needed for the torso to traverse quickly enough to reasonably track close-in lights and mediums. Vertical torso twist is limited, though arm-mounted weapons help to soften this disadvantage.

Firepower:
This scale weighs the 'mech in terms of its damage potential during an average drop.
|▓|▓|▓|░|░| 3.0/5

The 'mech has adequate firepower, all of which is suited to its role.

Free Weight (found by stripping all weapons, ammo, and extra heat sinks off the stock design): ~28(+3) tons, where the (+3) tons can be accessed by purchasing endo-steel structure.

The catapult is not capable of the sort of firepower which other heavies sometimes bring to the table, largely due to the types and numbers of its hardpoints. It excels, however, at application- that is, its speed and design combine to make it better able to position itself to deliver its full payload. The low variety of hardpoints in most variants limits the 'mech's flexibility on the battlefield. Note that, ton for ton, missile weapons are considerably less reliable than energy and ballistic weapons, and are rated somewhat lower on this scale.

Design:
This scale centers on the 'mech's shape and hardpoint layout.
|▓|▓|▓|░|░| 3.0/5

The catapult's high-mounted arms are both a strength and a weakness. The low-set cockpit and close side torso weapons make ambush easier.
While the catapult's weapons are mounted high in comparison to the cockpit, making aiming over hills much easier, the chassis has some serious flaws. Mainly, the arms of the catapult are exceedingly vulnerable, especially considering that they normally carry most of the firepower of the 'mech. The arms actually protrude above the torso, giving unparalleled hill-sniping position but also guaranteeing that any enemy mech can always see and shoot them. An eared catapult is a useless catapult, with only a few exceptions based on loadout. With only 40 points of armor maximum, those ears are a soft, tasty snack for your enemies.

Survivability:
This scale measures the 'mech's relative ability to hold together under fire.
|▓|▓|░|░|░| 2.0/5

The shape of the catapult and the sizes of its hitboxes tends to make it easier to injure and kill.
The catapult's center torso is wide and modestly-armored at best. In comparison to the stalker, whose side torsos cover the center almost totally from the side, the catapult has a hard time spreading damage around. It can carry a good 422 points of armor, but each section of the 'mech is easily targeted and therefor easy to tear off.

Further, the cat's head hitbox is extremely large. Expect a few very short games.

This image comes from [GUIDE] HIT BOX LOCALISATION by Rainbow Unikorn.
---> http://mwomercs.com/...x-localisation/

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Other notes on the chassis:

XL Engine Viability: This is a good chassis for the XL jump. With small side torso hitboxes (as explored under the Survivability rating) the added vulnerability is minimal. In this chassis, it's best to use the maximum rating that will fit to increase speed, rather than the minimum to free up tonnage. All variants of the catapult benefit from a large engine and several engine-mounted double heat sinks.

Role/ Battle Location: Periphery sniper. Stick to the edge of your team's largest group, and find the best available position from which to fire. You can move faster than most members of the group, so you have the time to line up shots with your PPCs or LRMs. A ballistics-armed K2 makes a good ambush 'mech, and the Jester is well equipped for harassing so long as it stays out of trouble.

Skill level: Moderate. Low in comparison to, perhaps, the dragon, but higher than the cataphract in most cases if you plan on using direct-fire weaponry.The catapult performs poorly (if consistently) under pressure. You can expect to loose your ears if you are anybody's primary target for any amount of time. The finesse with this 'mech is all involved in protecting yourself from that focus, normally by being further from your opponent than any juicier target, or closer than a high-priority target. If you follow the Atlas and keep yourself in good position, you can do well even in a loosing match.

Information on individual variants of the chassis are not included here, but may be added in a future edit, and may be more common in later analyses. For now, scroll down to Tichorius Davion's post (post #6 by the tiny numbers in the upper-right corner of each post). He's taken it upon himself to post an appendix, with which quite covers the subject (albeit with imprecise grammar :P).

A few builds will be suggested below:

CPLT-K2
My favorite K2, and possibly the best all-round configuration:
Killa-Kan
Become the Predator and hunt down some Austrian muscle-beaters.

A good permutation of the above:
Krumpa-Kan
This one fits his extra heat sinks in the cheeks, keeping them from getting blown off with the ears. A short-range terror.

Another, more flexible build:
http://mwomercs.com/...th-catapult-k2/
This one is just what it says on the can. The AC only has only a little ammo, so try to save it for blowing bits off and not just dealing damage. Focus on the energy weapons. Should not dissapoint! Thanks to MeiSooHaityu for the build.

The immortal (OK, pretty mortal, but still good) Boom Cat:
BOOM_Cat
This is inexpensive for new players who don't have an XL 300 lying around. Remember: Only fire both cannons together if it means LIFE OR DEATH. It normally does. For somebody else. But don't fight ghost heat unnecessarily. Lasers are in the arms with the heat sinks, because you need to produce less heat if you lose those spare sinks.

Main tip: Follow the Atlas. Keep him safe. The Atlas loves you and wants to protect you, but he needs your help.
---> _http://mwomercs.com/...fracking-atlas/


And the Cat is so darn cute. Like a robot kiwi.
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EDITS: Began adding example builds|Made grading scale more explicit in meaning, and added concise explanations for each score|Added hitbox graphic and references|Whipped up the graphic of hardpoint locations.|For grammar.

Edited by Oogalook, 28 January 2014 - 04:46 PM.


#2 Redshift2k5

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Posted 26 January 2014 - 04:14 PM

Fantastic write-up, would be nicer with some images. A few graphics to display stuff like hardpoint location would be very helpful, and allow you to display a big chunk of info in some simple infographics, in addition to breaking up the text with a bit of eye candy.

#3 Capt Sternn

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Posted 26 January 2014 - 05:47 PM

I have Played an Ultra-CAt since early beta. (K2, 300XL, 2 UAC5s, 4 Med Lasers) and I have yet to be bored of it.

#4 Oogalook

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Posted 26 January 2014 - 07:25 PM

View PostRedshift2k5, on 26 January 2014 - 04:14 PM, said:

Fantastic write-up, would be nicer with some images. A few graphics to display stuff like hardpoint location would be very helpful, and allow you to display a big chunk of info in some simple infographics, in addition to breaking up the text with a bit of eye candy.


Roger, sir. I'm on it.

#5 Sephlock

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Posted 26 January 2014 - 07:31 PM

View PostOogalook, on 26 January 2014 - 04:11 PM, said:

We all recognize this chassis, and most of us love it. The catapult is perhaps the most iconic 'mech in the Battletech universe.
Posted Image

Quote

And the Cat is so darn cute. Like a robot kiwi.
Posted Image

#6 DEN_Ninja

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Posted 27 January 2014 - 05:51 AM

Cat pilot since CB here.

Nice write-up, my two cents.

General write up for individual variants;

Preface:
The below analysis are purely based on my style of play. I have no definitely style of place and alternate with choosing high damage alphas, DoT builds. Every player has their own unique 'style' or rather preference in which they play their mechs.

That being said, enjoy my take on my most cherished mech.

LRMS;
Spoiler





CPLT-A1;
Spoiler




CPLT-C4;
Spoiler


CPLT-C1;
Spoiler


CPLT-K2;
Spoiler


CPLT-J;
Spoiler


Author's note; Catapults are relatively fragile for a heavy. While it can take damage it needs the pilot to maneuver and avoid damage.

Edit; Class starting. Will add more later.

Edited by Tichorius Davion, 27 January 2014 - 07:47 AM.


#7 MeiSooHaityu

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Posted 27 January 2014 - 06:38 AM

Very Nice, a really well done thread.

As a long time Catapult pilot, I have experienced the same sort of experiences as the OP and I agree with his conclusions and advice.

The Catapult (for better or for worse) is one of the few mechs that would get the kind of attention from the community. It is a well loved mech and even if it is less than stellar in MWO, It will still be one of my favorites and I will still use the mech on a fairly regular basis.

#8 MeiSooHaityu

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Posted 27 January 2014 - 06:43 AM

FYI...If you want a "semi-brawler" type Catapult K2, I recommend this setup...
http://mwomercs.com/...th-catapult-k2/

I have had a lot of luck with it. Still, I tend to snipe as long as possible and you still need to exercise caution when deciding when to jump in to a fray (due to the squishy CT). Overall though, it does the job well for me.

Again, I state "semi-brawler" due to the weapon combo. Really it is more of a support mech if another mech on your team is drawing fire and you run in for up close fire support.

Edited by MeiSooHaityu, 27 January 2014 - 06:45 AM.


#9 Flyby215

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Posted 27 January 2014 - 07:28 AM

Excellent write-up of my all-time favourite Inner-Sphere mech.

Although, I've never been one to play exactly as I'm supposed to. I play tip-of-the-spear, if I'm not being shot at, I'm doing something wrong. My Catapults are always at the front-of-the-line!

#10 DEN_Ninja

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Posted 27 January 2014 - 07:45 AM

LOLRM's
Because it is fun!
No, srs guiz. Every run around like a troll firing off a stream of L10's? So much blissful and sinful fun.

Edited by Tichorius Davion, 27 January 2014 - 07:58 AM.


#11 Praehotec8

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Posted 27 January 2014 - 09:57 AM

Excellent guide to cats. Now if they would only fix the awful graphics changes to the missile pods...

#12 Oogalook

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Posted 27 January 2014 - 05:10 PM

View PostMeiSooHaityu, on 27 January 2014 - 06:43 AM, said:

FYI...If you want a "semi-brawler" type Catapult K2, I recommend this setup...
http://mwomercs.com/...th-catapult-k2/



I run my K2 with two AC/10 and four medium lasers, with an XL 300. Great punch. I feel like the Predator, hunting for Austrians.

#13 MeiSooHaityu

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Posted 28 January 2014 - 06:42 AM

View PostOogalook, on 27 January 2014 - 05:10 PM, said:


I run my K2 with two AC/10 and four medium lasers, with an XL 300. Great punch. I feel like the Predator, hunting for Austrians.


I used to run that for the LONGEST time, but I just changed things up for something different.

I will say this though, I think the dual A/C10, 4MLaser build might be the best overall Catapult K2 build. Good mix of speed, firepower, and heat disipation. It also has great damage potential and good range.

Since this is a thread for beginners, I could say that the Catapult K2 with dual A/C10s and 4MLasers should be the recommended Cat K2 loadout for a new player.

#14 Ezzeckell

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Posted 29 January 2014 - 03:12 PM

I saw a k2 with 2 lbx10 and 4med lasers today, very effective, nice to see them out and about, since jaggers appeared i have scene mostly lrm boat cats, i thought the k2 had taken early retirement

#15 Dimitry Matveyev

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Posted 29 January 2014 - 04:53 PM

Great topic. Cats was my firs mechs in MWO and first i've mastered.

It was said before and I'll say it again - if you want to survive on a Cat (any model) than don't rush with the front line, assist and support your teammates. And master the Cats, master them!

The best builds I've used so far:

CPLT-A1 x2 LRM15+A; x4 SSRM2
CPLT-C1 x2 LRM15+A; x4 ML
CPLT-K2 x2 PPC; x2 MPL; x2 MG
CPLT-K2 x2 UAC5; x2 LL





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