

Splatcat Advice
#1
Posted 10 July 2014 - 10:51 AM
Some good builds please!
Is artemis necessary?
Thanks in advance!
#2
Posted 10 July 2014 - 10:52 PM
Artemis really does help tighten the spread, and SRM 4's are tighter than 6's.
while defiantly not the normal splat cat.. this one is fun.. You can lower the engine size and go up to SRM 6's if you like, but they spread more.
(if you don't own a big XL, buy a mech with an XL-280 or XL-300 if you wan't to maximize your flexibility, A catapract 3D, is a great mech to grab that XL-280 in. For a cheaper XL-300, grab the centurian CN9-D or trebuchet TBT-3C, or if you wanna spend a bit of MC, grab the jenner champion a good mech, and the cheapest way to buy a XL-300, especially if it happens to be on sale.
..
http://mwo.smurfy-ne...6afe3b0f02c8bcd
This is another, gives you some added light protection with streaks and BAP, which is always helpful, and a shade slower.. But all the weapons are in the arms, so if you loose um you are outta weapons
http://mwo.smurfy-ne...dfee10580ef5bae
the first one has a lower max damage and DPS, But it is more pin-point, and faster, the second has a bit of added light protection with ECM.. seeing ya need 3 cats to master.. you could try um both and then grab the K2, as it is a fantastic mech.
Edited by JC Daxion, 10 July 2014 - 10:57 PM.
#3
Posted 11 July 2014 - 12:00 AM
I prefer this. 77 alpha. Maximum "splat" with no compromises. Set the SRMs to fire in groups of 3.
#4
Posted 12 July 2014 - 01:09 PM
xl300
6xsrm4 w/ art
7 tons of ammo
4 jj
12 dhs
Now I know there's a lot of debate whether srm4 needs the art or not. I'll explain why I have it this way. I tried all srm6 and found the build to be too hot and the recycle to be too slow. This fixes both of those problems. SRM4 also allows you to fire more volleys because your firing 12 less srms a volley. I found the that closely packed damage of the srm4 w art was more efficient then the srm6. The srm6 has more damage, but I was accuracy for blowing off components and hitting the right spot when I need to hit it. Additionally, with 4 jj, you can hit a mech in the back, jump right over him, and hit him in the back again as he turns to see what was going on. Honestly, I'd recommend this for splatcatting just from the great all around balance it provides.
#5
Posted 12 July 2014 - 04:16 PM
Gunslinger76, on 12 July 2014 - 01:09 PM, said:
xl300
6xsrm4 w/ art
7 tons of ammo
4 jj
12 dhs
Now I know there's a lot of debate whether srm4 needs the art or not. I'll explain why I have it this way. I tried all srm6 and found the build to be too hot and the recycle to be too slow. This fixes both of those problems. SRM4 also allows you to fire more volleys because your firing 12 less srms a volley. I found the that closely packed damage of the srm4 w art was more efficient then the srm6. The srm6 has more damage, but I was accuracy for blowing off components and hitting the right spot when I need to hit it. Additionally, with 4 jj, you can hit a mech in the back, jump right over him, and hit him in the back again as he turns to see what was going on. Honestly, I'd recommend this for splatcatting just from the great all around balance it provides.
I was gonna test the srm6 vs srm4 for the reasons you stated. I think ill roll with the srm4's for a bit and see how it goes.
#6
Posted 15 July 2014 - 04:09 AM
#7
Posted 16 July 2014 - 09:45 AM
Dunning Kruger Effect, on 11 July 2014 - 12:00 AM, said:
I prefer this. 77 alpha. Maximum "splat" with no compromises. Set the SRMs to fire in groups of 3.
I like streaks to deal with those pesky lights that can avoid volleys of your SRM's farily easily. Not to mention they work pretty good on jumps as well. I can't count the number of well damaged mechs that i have taken down with a streak volley that end up in a position that my SRM's can't hit.. aka Up a cliff, or down,, or running past you down low.
As for Bap, with the amount of ECM in the game, anyone that takes it is an asset to the team.. Add+ range module and you are also a great spotter. Playing multiple rolls is always good, especially when you are stuck at 270 range with SRM's.. before you get into range you are still very useful to the team.
I also just wanted to post another version of a Splat cat outside of the typical 6xSRM6 or $'s
#8
Posted 16 July 2014 - 09:51 AM
#9
Posted 16 July 2014 - 09:58 AM
#10
Posted 16 July 2014 - 10:09 AM
#12
Posted 16 July 2014 - 05:53 PM
#13
Posted 16 July 2014 - 08:34 PM
I ran, 2 LRM 15's, and then I think 2 ML and a LL, or ERLl, would have to go verify, gave it nice LRM support, good self defense, and decent mid-range direct fire. I just ran a BAP instead of using a laser point for a TAG, but thats up to you.
C4, well, Not enough laser points, worse if you decide to ustilize a tag laser because the missiles are the main focus. I mastered mine out during the last iteration or lurmaggedon when missile speed was so fast, by poptarting LRM's. It was stupid, but effective at 500M using target decay and artemis because the missiles moved so damn fast. Jump over ridge, see target, get lock and fire(not as long as you think with Artemis and BAP) drop down, missiles went fast enough to hit before target lost. Ended up with like 2.4 K/D ratio or some BS lol. You could try this yet probably, but clan range and the missiles being slowed might make the effective range for it too close for comfort.
I vote C1 in general.
#14
Posted 17 July 2014 - 07:25 AM
But really you can't go wrong with the C1
#15
Posted 17 July 2014 - 02:49 PM
XL 300 + 2DHS
2 Lrm 15 + art
TAG
2 LL (you can do ERLL, but you'll be pushing the heat curve)
5 tons of ammo.
Max all armor except legs - set those at 40. Go forth and reap destruction.
#17
Posted 20 July 2014 - 05:59 PM
Currently i have the 2xlrm15(no art) 4 ml and extra ammo with several extra heat sinks.
Any SRM ideas?
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