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Need Help With The Catapult C1


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#1 Rattler85

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Posted 29 March 2014 - 09:13 PM

I have a C1 Cat with: 2LRM15+Artemis (~3-4 tons of ammo), 4ML, AMS, BAP, DHS, regular engine and jump jets, Endo steel. If I can maintain a lock on a target I can often kill or severely damage it with my LRMs. However, I really struggle when things get close and I am using my MLs. I have them in 3 groups (originally just 2). Two groups have 2 MLs each and the third is all four and is for chain firing them against lights.

What tactics should I use when things get close in or I run out of LRMS ( it is not honourable of me to just stop fighting with bingo missiles)? I try to chain fire at light mechs, but have issues (as does everyone) countering their circles of death around me. I have on occaisson defeated mechs with my lasers, but they are lucky kills.

Suggestions please?

#2 Modo44

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Posted 29 March 2014 - 10:09 PM

Carefully aimed alphastrikes, and slowing down + using jump jets to turn faster. Chain fire is not very effective as it helps the target spread damage. This will help a little, but good light pilots will still eat you alive. For any LRM-heavy build, the main anti-light tactic is sticking with a friendly mech that can quickly deal with them, or calling for help early.

#3 Ruccus

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Posted 29 March 2014 - 10:20 PM

I have more success against light mechs by waiting for the right moment then batch firing my medium lasers.

Is your loadout is something like this CPLT-C1 build? It's quite a hot build; I'd suggest trying a simple change by going with something like this build - it just removes a medium laser and replaces it with a double heatsink.

Basic rule I go by is to calm down, not worry about the damage the light mech is doing to you, watch the mech's movement, and when you think you can get a good hit on it go for an alpha strike.

#4 Koniving

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Posted 29 March 2014 - 11:28 PM

Twin PPCs, regular or ER.
Twin small lasers.
300 to 315 XL engine.
Max armor.
Endo steel optional but not necessary.
2 to 4 jumpjets.
Enjoy your new brawler and/or poptart and/or sharp shooter.

Posted Image

Posted Image

Edited by Koniving, 29 March 2014 - 11:30 PM.


#5 Modo44

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Posted 29 March 2014 - 11:36 PM

That is not a brawler, 2xLL+2xML+2xASRM6 is.

#6 Buckminster

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Posted 31 March 2014 - 06:20 PM

I found the 4 medium lasers to be severly lacking - their convergence isn't that great, so it's very hard to concentrate the damage on a light mech. You end up dumping 4 shots, and only doing scant amounts of damage while doing crazy things to your heat.

I see you have a standard engine, do you have the money for an XL? Cats run them very well, and the extra weight would allow you to upgrade those medium lasers into something better. I've been running my C1 with two ALRM15s, two large lasers and tag, and I've found that those large lasers are much better at dealing with those little buggers that like to get close. The only issue being that you really need an XL to do it. I am using an XL245 on mine (I had it floating around), but an XL255 should do the job quite nicely:

http://mwo.smurfy-ne...adba0eae051df02

There's certainly room to tweak it to suit your liking. The gist is that you have the two large lasers serve a few purposes - backup if you run out of ammo, the pot shot at that guy in cover, the fly swatter, or the precision damage on that guy with the weak spot. I've also found that the large lasers converge better in the left torso and center torso, which focuses their damage better. I've also found 4 tons of ammo to be enough, as long as you set up your LRMs so that you can fire them alone or in pairs. Just don't go dumping full salvos at unsure targets, and you'll do fine.

#7 Sam Slade

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Posted 31 March 2014 - 07:40 PM

Up your LRMs to 20s, get an XLengine(I use a 225) and drop 1 MLas in favor of TAG. Also maxout your JJ

I use this on my Founders Cat and have found it to be a devestating close support mech, even more so since LRM buff. With lights... well you are an LRM mech.. but use those LRMs as shields, use your Uber twist, and alpha strike its legs. As soon as you take off a leg get outside of 180m, TAG + Artemis makes LRM40 kill lights fast. Also, you can poptart LRMs with the sped buff

#8 Darian DelFord

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Posted 01 April 2014 - 01:27 PM

The most underrated C1 build out there screw the LRM's

http://mwo.smurfy-ne...12ebe62c4f804a2

It works great and since I have a founders it prints money. Just adjust the armor as you need it. But this thing moves fast and packs a punch.

#9 POOTYTANGASAUR

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Posted 01 April 2014 - 01:45 PM

http://mwo.smurfy-ne...6f25f64ce651590
Strong sniper and can't be overwhelmed too easily up close.
OR
http://mwo.smurfy-ne...bbdcf2d9c5477fd
Similar to Koniving's but i don't run an xl because i don't find it necessary.

#10 Wildstreak

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Posted 01 April 2014 - 05:01 PM

Your Catapult build is roughly similar to my Medium LRM builds therefore you could borrow ideas I use.

- Replace 1 ML with TAG. Self-TAGging when you can improves your LRM damage, 3MLs are easier to group fire for Alphas. Depending on build, you may even be able to go to 3MPLs for faster Alpha damage.

- Quick taps on the JJ can, even with changes, help turn faster.

- Some have suggested putting your back to terrain to protect your backside and limit how Lights can approach you, usually for Assaults but can work for any Mech.

- If you find yourself running out of ammo, you can drop a launcher or both to LRM10s for more ammo, maybe a bigger engine. I use them on Mediums and still do well with consistant damage and kills no matter what map.

- Make sure you know the maps so you do not fire Indirectly at someone who can duck behind terrain unless you want them to.

- Pick your targets. Usually early I will focus on Lighter Mechs and targets teammates are going for wearing them down for easier killing if I choose not to kill them myself. Later I will note condition of targets also to determine who I should shoot at when. If you can get those Lights early and they live, later with that early damage they are easier to deal with.

My usualy Medium LRM builds, the Hunchback-4J and Griffin-1S.

#11 Dimitry Matveyev

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Posted 01 April 2014 - 11:55 PM

I use this C1. Try it. It runs fast and cool with 300XL and 15 DHS. Cats are VERY XL friendly. 2 JJ's adds maneuverability. BAP helps with lock and counters EMS. I fire all 4 ML's at once, but LRM's in chain fire - no need to waist ammo if target is lost or uses cover. Best range is about 300-500m. If you get caught in a CQB - fire all ML's at once and try to get at 180-190m range, where you can use LRM's. Don't panic and waist ammo if the enemy is closer. Cats are not very good in CQB - have big CT, so try to spread the damage - twist the torso and retreat. If you are caught by a light mech and the pilot was not afraid of your ML battery - you are dead in 90%. You don't have the maneuverability to fight them 1 on 1. Remember - you are a support mech. Stay behind your group (but not very behind - remember the best range 300-500m) and support them. Change position often. If in trouble - ask teammates for help. It doesn't takes too much time to type "assist B5" in team chat, and saved my butt a couple of times.

Edited by Dimitry Matveyev, 01 April 2014 - 11:58 PM.


#12 dr bongstorm

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Posted 05 April 2014 - 04:57 PM

i just posted this in the wrong catapult thread!

CPLT-C1

all of the good, none of the bad, and when you are a zombie you still get a nice punch!

#13 KnowBuddy

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Posted 05 April 2014 - 05:16 PM

View Postdr bongstorm, on 05 April 2014 - 04:57 PM, said:

when you are a zombie you still get a nice punch!

I do not believe I have ever had a side torso shot out in a CPLT.

#14 Kyynele

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Posted 05 April 2014 - 05:41 PM

Catapults are one of the safest mechs you can put an XL on, and especially if you are playing long range, there's no real reason to use a STD. With a faster engine you turn faster and your torso turns faster, which should make hitting those lights easier. With a fast engine you shouldn't have much trouble staying with the rest of your team either - unless all your team is already dead, if you're fighting lights alone in an LRM based mech you're doing it wrong.

I think I have pretty much Dimitry's loadout on my C1 as well (armor loaded much more to the front, though), and I think it's about as good as you can get out of it. 300XL is a good buy, it's very usable among many heavy mech builds, and for example the #1 choice for Jenners if you want something different later on.

#15 Redshift2k5

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Posted 05 April 2014 - 06:24 PM

If you get trapped by lights in a C1 missile boat? sorry, but you've been outplayed. You need to rely on your teammates and positioning (and some luck) to not get into that situation to begin with. Obviously those 4 ML will do some damage but not enough or quickly enough to really fend off a light that has decided he wants to kill you.

I use 4 ML 2 LRM15 and I stay back and let the LRMs to the talking.

#16 Daekar

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Posted 10 April 2014 - 09:35 PM

This is what I would try if you're having trouble with LRMs:

CPLT-C1

2x PPC
2x MedLas
2x ALRM5

Don't fire everything at once continuously and you're good.

#17 SethAbercromby

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Posted 13 April 2014 - 06:48 PM

I've got another good ol' fashioned CLPT-C1 brawler.

The shared range-profile by the LPLs and MLas allows for solid alphas at up to 540m range and streaks hit reliably without generating much heat, which makes them great for keeping the enemy busy while cooling down. BAP and AMS are mandatory, 2JJ for proper mobility and the XL300 simply because it fits.

#18 eFTy

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Posted 17 April 2014 - 04:35 AM

Lately the C1 has become my best mech. I use ALRM15 (w 5 tons of ammo, though I'm trying to find room for a 6th), 3ML, TAG, BAP, 2JJs. And since I moved my 315XL to a Wolverine, I'm now trying out STD engines in it and lo and behold, I've had a few games where my side torsos were blown out (I twisted like my life depended on it... or maybe the enemy were just bad shots).

TAG is mandatory, IMO. You can't rely on your teammates to have it, and when the enemy brings ECM it is crucial. 3ML won't do a lot of dps but they will help finish fights and can scare off some damaged lights (or just contribute to damaging them until help arrives to finish them off). They also have a better range compared to their heat intensive pulse variants which I've also tried.

The point of the Catapult is to stay behind the friendlyies, but not hiding. You let the brawlers take point and go behind them ~200m away. With LoS to your target, you can use the TAG and Artemis gives you the full benefit, so your LRMs reach their full potential. Shoot the lasers whenever you don't expect friendlyies wil lget in the way. Otherwise keep the finger off the trigger, nobody likes a shot in their back from a team mate.





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