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Mad Catapult Prime


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#1 Chryckan

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Posted 28 October 2015 - 06:39 AM

Played the MDD-Prime trial mech when I realized that you can build a CPLT-C1 with the same build but better cause of more ammo, better launcher and almost not as prone to overheating.

So I give you the Mad CPLT-PRIME
(if you don't like the C.A.S.E. then just put the 0.5 ton back in to armour or ammo. Just took it cause it looked well designed.)

So what do you think?
What's good, bad or can be improved?

Was thinking of blowing my cadet bonus on this mech if no one finds any great flaws with it.

#2 Scout Derek

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Posted 28 October 2015 - 06:44 AM

If you're okay with running an XL, or can handle it, by all means keep that XL.

Looks hot and you shouldn't need CASE for the LT, as once a mech's ST is blown off while running an XL it dies. Recommend moving the Ammo to the legs and removing CASE so you can upgrade to a XL 285 instead.

If you haven't already, move some more armor points to the front since you should be moving with your group.

And that's it for me on what should be improved.

#3 Chryckan

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Posted 28 October 2015 - 07:22 AM

View PostScout Derek, on 28 October 2015 - 06:44 AM, said:

If you're okay with running an XL, or can handle it, by all means keep that XL.

Looks hot and you shouldn't need CASE for the LT, as once a mech's ST is blown off while running an XL it dies. Recommend moving the Ammo to the legs and removing CASE so you can upgrade to a XL 285 instead.

If you haven't already, move some more armor points to the front since you should be moving with your group.

And that's it for me on what should be improved.


Not gonna run it with the CASE, all use that for armour instead. As for ammo you can't fit it all in the legs but have to spread it out.
And yes it runs hot. Can't alpha with it worth of darn. If it becomes to much of a problem I'll down grade one of the LLs and use the extra weight for DHS.

#4 HammerMaster

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Posted 28 October 2015 - 08:17 AM

[smurfy]http://mwo.smurfy-ne...7b5820817114727[/smurfy]
Plenty of Missles.
remove some for JJ if necessary.
Don't skimp on armor.
Tag to maintain own locks.
3 Mlas is excellent back up.

Edited by HammerMaster, 28 October 2015 - 08:30 AM.


#5 Roughneck45

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Posted 29 October 2015 - 09:17 AM

View PostChryckan, on 28 October 2015 - 06:39 AM, said:

So I give you the Mad CPLT-PRIME
(if you don't like the C.A.S.E. then just put the 0.5 ton back in to armour or ammo. Just took it cause it looked well designed.)

So what do you think?
What's good, bad or can be improved?

Its going to run too hot. That leg armor is scary low too. Always bring a TAG or NARC if you are going to LRM, you cant rely on others to keep locks for you.

Sticking with your XL280 engine,
ERLL
Stay in the 500-800 range to burn with the lasers and suppress with the LRMs.

LRM20's
This fights best in the 300-500 range, but this build is with your XL280. I prefer to run it with smaller launchers and more speed, like this.

Edited by Roughneck45, 29 October 2015 - 09:24 AM.


#6 Chryckan

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Posted 30 October 2015 - 05:38 AM

It isn't as hot as a MDD-PRIME though but yeah it was a wee bit hot.

This is the actually build I use. CPLT-C1 MDD

It is still hot but with fire discipline (no alphas unless cool) and never shooting lazors or Lurms at the same time it's not that bad.

Not sure where to put the ammo. Heard that you should avoid the legs others say you should. Have them spread out to avoid losing everything at once atm.

How useful is tag really?
Cause for me it's so situational. The need to keep it aim at the target is almost impossible in the current "poke-snipe" play style that is dominating the game. Besides since using it mean exposing yourself for fire for a significant period of time and you still need a clear line of sight you might just switch to a mech with direktfire weapons and just blast the target instead of tagging.

Think I've managed to tag an opponent only three times so far and each time the opponent exposed himself by being stupid. Don't seem to be as useful if I have to rely on players being stupid for it to be effective.

#7 Roughneck45

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Posted 30 October 2015 - 08:56 AM

View PostChryckan, on 30 October 2015 - 05:38 AM, said:

This is the actually build I use. CPLT-C1 MDD

This is how I would optimize it CPLT-C1. XL280 is the same tonnage as 275, so always use that. One extra ton in there so I added a JJ. Swapped a mlas for a TAG to make your LRMs stronger. Moved ammo around.

View PostChryckan, on 30 October 2015 - 05:38 AM, said:

Not sure where to put the ammo. Heard that you should avoid the legs others say you should. Have them spread out to avoid losing everything at once atm.

Legs and head are nearly always the best places to put ammo. Been putting it there since closed beta and I think I've died to ammo explosions 4 times over thousands of games. I've never heard a rational argument as to why a different location is better, unless you equip c.a.s.e.

View PostChryckan, on 30 October 2015 - 05:38 AM, said:

How useful is tag really?
Cause for me it's so situational. The need to keep it aim at the target is almost impossible in the current "poke-snipe" play style that is dominating the game. Besides since using it mean exposing yourself for fire for a significant period of time and you still need a clear line of sight you might just switch to a mech with direktfire weapons and just blast the target instead of tagging.

Think I've managed to tag an opponent only three times so far and each time the opponent exposed himself by being stupid. Don't seem to be as useful if I have to rely on players being stupid for it to be effective.

One of the big advantages is that you can target mechs with ECM, but you are not wrong in your assessment of TAG. Its not good for "poke snipe" play and you will be exposed to return fire. It comes down to how you play your LRM boats, whether you are aggressive or passive. If you fight up front in the 300-500 range TAG is invaluable. If you sit behind your team and lob the missiles over it becomes far less useful. I tend to look at it as a one ton upgrade for my LRMs.

#8 Chryckan

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Posted 31 October 2015 - 01:17 AM

I had planned to use an XL280 in the original build but I had an XL275 from another mech while I lacked the 5 million C-bills for the XL280 so until I have enough c-bills to spend on an extra engine I'll just have to forgo that extra 1 kph.

The trouble with TAG and "poke snipe" isn't my playstyle but that every one else is playing "poke snipe" which mean that even if you TAG them when you see them that TAG won't be on them when the missiles reach them.

#9 Neput Z34

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Posted 31 October 2015 - 06:32 AM

Here is how I had my CPLT-C1 configured ( aka Timber-Pult or as close one could get to Clan type configs on IS mechs)

There reason for not fitting a TAG, is a giant Center Torso that attracts a lot of enemy fire. So don't try to get your own locks if the enemy is looking your direction. "Dumb" fired LRMs do not give the enemy Missile warning, it is an art form that should be practiced on stationary mechs under ECM.

Missiles are not a primary weapons system on this build, but there is sufficient ammo for 31 volleys, and they cycle fast (LRM15 Cool down module makes it fire slightly faster then LRM5)

There is sufficient armor, Laser weaponry and heat sinks to "face" the enemy with direct fire weapons for a short period of time. Large Lasers could be swapped for ER, but you only be able to take advantage of extended range, on maps like Alpine.

BAP is used with conjunction Target Decay and Radar Deprivation models, for obvious reasons.

AMS with 0.5 tons of ammo could be swapped for other things

#10 Roughneck45

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Posted 31 October 2015 - 06:47 AM

View PostChryckan, on 31 October 2015 - 01:17 AM, said:

I had planned to use an XL280 in the original build but I had an XL275 from another mech while I lacked the 5 million C-bills for the XL280 so until I have enough c-bills to spend on an extra engine I'll just have to forgo that extra 1 kph.

Sell the XL275? Literally never a reason to use it and it should sell for 2-3 million I think.

#11 CainenEX

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Posted 31 October 2015 - 08:55 AM

I saw the original build. Interesting take on the C1. I noticed you built it more for a LRM hybrid role. I made some modifications. CASE wasn't neccessary as ammo explosion would kill that torso. Instead I moved the ammo outwards and reduced the ammunition to provide a bigger engine and a heat sink. You'll alternate between 2 LLs and the LRM-15s, focusing mainly on the LLs. You'll be very maneuverable and be able to keep up with the team. If you're beaten up you can cycle towards the back off your team and fire the rest of the LRMs. Once you're empty you'll have your large lasers.
Keep medium lasers for close range only.

I've seen some very aggressive LRM use just under the 500m range.

http://mwo.smurfy-ne...7b70fec0493fb6f

View PostRoughneck45, on 30 October 2015 - 08:56 AM, said:

This is how I would optimize it CPLT-C1. XL280 is the same tonnage as 275, so always use that. One extra ton in there so I added a JJ. Swapped a mlas for a TAG to make your LRMs stronger. Moved ammo around.

That build is pretty decent. Interesting configuration. The ER LL is still usable at range. Never thought of the TAG in that light. I usually used it for 750m range engagements, and stripped if off if went hybrid LRMs.

Edited by CainenEX, 31 October 2015 - 09:15 AM.


#12 Neput Z34

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Posted 02 November 2015 - 07:24 PM

Behold the Clan level technology optimization for CPLT-C1
Endo, Fero, DHS,XL,+etc.

#13 Escef

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Posted 14 November 2015 - 08:58 AM

http://mwo.smurfy-ne...1b23c3f00097610

I call that build "Rakshasa", because it is similar to an Inner Sphere mech by that name which was designed to ape the Mad Cat.





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