

Silly Question.. Catapult C4..
Started by Foxfire, Apr 12 2014 08:06 AM
14 replies to this topic
#1
Posted 12 April 2014 - 08:06 AM
Why does it have the extra missile pods when you equip 2x LRM 10's on a pod? The slots exist within the cover for the LRM's to fit so there is no reason for there to be extra missile pods on the outside.
#2
Posted 12 April 2014 - 08:14 AM
Because...
(though you'd be better off with 2x15 & 2x5 instead of 4x10)
(though you'd be better off with 2x15 & 2x5 instead of 4x10)
#3
Posted 12 April 2014 - 09:50 AM
Charons Little Helper, on 12 April 2014 - 08:14 AM, said:
Because...
(though you'd be better off with 2x15 & 2x5 instead of 4x10)
(though you'd be better off with 2x15 & 2x5 instead of 4x10)
Agreed, saves on ghost heat. It is because when the catapults got reworked for weapon variability to show on the models each hardpoint got a location and they weren't programmed to fill tubes, just hardpoints. Realisticaly there is no reason for it since there are 20 tubes in there either way, but its not coded to split those 20 between launchers.
#4
Posted 12 April 2014 - 10:01 AM
yeah, but the point still stands. Why are the second missile slots going to the outside of the pods when they can fit into the pods themselves?
#6
Posted 13 April 2014 - 02:30 AM
Jepp. The answer is: No reason, just beacause.
#7
Posted 13 April 2014 - 04:35 AM
Just as good a question is why are you using the C4? It's the red-headed step-child of Catapults.
#11
Posted 13 April 2014 - 06:35 AM
They're going outside the pods because nobody thought to simply alter the tube geometry inside the pods for multiple launchers, instead tacking on the monstrosities we have now.
It doesn't much matter, if you're getting ear-focused the additional geometry doesn't make it much worse than it already was, and missiles aren't worth taking as a primary weapon system anyway, so the C4 and A1 are pretty much scrap except for eliting out the K2 and C1. Just get through the XP earning, strip the mech and let it rot until they balance missiles and fix SRM hit detection. 3xSRM6 + LRM15 + 2ML could be decent on the C4 if SRMs actually work. It's still just a CN9-A with LRMs and no damage spreading ability, but at least it would work.
It doesn't much matter, if you're getting ear-focused the additional geometry doesn't make it much worse than it already was, and missiles aren't worth taking as a primary weapon system anyway, so the C4 and A1 are pretty much scrap except for eliting out the K2 and C1. Just get through the XP earning, strip the mech and let it rot until they balance missiles and fix SRM hit detection. 3xSRM6 + LRM15 + 2ML could be decent on the C4 if SRMs actually work. It's still just a CN9-A with LRMs and no damage spreading ability, but at least it would work.
#13
Posted 13 April 2014 - 08:45 AM
Escef, on 13 April 2014 - 08:34 AM, said:
TAG is kind of a trap for LRM boats. If you're TAGging your own targets you're doing it wrong. That's the scouts' job.
until the scout dies. Then you are kinda boned.
A good LRMer can be a very effective mid-range support/brawler, by packing their own tag.
#14
Posted 13 April 2014 - 09:00 AM
Escef, on 13 April 2014 - 08:34 AM, said:
TAG is kind of a trap for LRM boats. If you're TAGging your own targets you're doing it wrong. That's the scouts' job.
There are actually two benefits for it.
1) It is useful for those inevitable situations when you have LOS on a target.
2) As you have LOS on the target, you also get better performance out of your missiles if you have Artemis equipped.
It's also great to have if you aren't running with a dedicated group and have to deal with ECM.
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