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Cplt-C4 Quirk Suggestion

Balance BattleMechs Metagame

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#1 MATRAKA14

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Posted 03 December 2014 - 03:39 PM

The CPLT-C4 suks, it suks really bad, there are a lot of better lrms choices out there including the A1. What if we add flavour and personality to the C4 and we focus on SRM quirks Heat/Cooldown, keeping the structure buffs.

builds like 4 SRMS6+A 2 ML/MPL STD300 will be different and fun to play
also 4 SRMs6+A 2ML/MPL XL300 and JJ

Maybe an engine cap buff, something like 350.

Edited by MATRAKA14, 03 December 2014 - 04:03 PM.


#2 superteds

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Posted 03 December 2014 - 03:44 PM

sounds good. I'd maybe give the A1 split bonus' too, so one for LRM5, another for SRM4/6 so you don't just see LRM5 boats (which are a free meal if caught)

#3 Deathlike

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Posted 03 December 2014 - 03:48 PM

I don't know if you could really make it better.

Catapults aren't really made for brawling.. I mean the A1 has a choice because of the hardpoints (because, using strictly LRMs will make you a one trick pony)... the C4 suffers more from limited hardpoint options by nature.

It would make sense to ask for an additional SRM quirk in addition to what already exists though.

#4 MATRAKA14

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Posted 03 December 2014 - 04:00 PM

View PostDeathlike, on 03 December 2014 - 03:48 PM, said:

I don't know if you could really make it better.

Catapults aren't really made for brawling.. I mean the A1 has a choice because of the hardpoints (because, using strictly LRMs will make you a one trick pony)... the C4 suffers more from limited hardpoint options by nature.

It would make sense to ask for an additional SRM quirk in addition to what already exists though.


More like an strafer/skirmisher than a brawler

It could be agile with strong SRM only quirks and a greatter engine cap, the only problem are those big arms with 40 armour, that has 2 solutions extra structure buffs or relly relly good srms quirks. but at least it will be fun and different

Edited by MATRAKA14, 03 December 2014 - 04:02 PM.


#5 Agent 0 Fortune

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Posted 03 December 2014 - 04:57 PM

I am in favor of Stock based quirks, with enough flexibility to work outside the box. The CPLT-C4 is one of the few stock IS LRM20 mechs in the game, it would be a shame to ignore that opportunity. Plus the LRM20 has limited force multiple potential, unlike an SRM bonus which as a 4 hard-point force multiplier meaning smaller available (reasonable) bonuses.

In actual gameplay this mech doesn’t do anything that a CPLT-C1 or CPLT-A1 doesn’t do better, so it can receive a larger quirk boost to even the playing field.

Missile Cooldown: 12.5%
LRM20 Cooldown: 12.5%
Missile Heat Gen: 12.5%
LRM20 Heat Gen: 12.5%
Energy Range: 30%

This offers an excellent bonus in the mechs intended design (LRM20), while still offering significant bonuses to those that want to work outside the box, although hopefully not enough that the hardpoint force multiplier enforces an alternate build.
Additionally the Range focus on energy provides a significant generic benefit for a location that is severely restricted by both hardpiont and critical slot count, and will greatly supplement the mechs primary role (SL to ERLL and even TAG)

#6 Aiden Skye

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Posted 03 December 2014 - 05:31 PM

The c4 is my preferred catapult Missile-boat. The A1 has no energy slots for tag, and the C1 doesn't have enough missile hard-points. I rather take the C4 with 4x LRM10+art, tag, decent sized engine and around 2000 ammo. Constant chain firing of LRM 10's with like a half second gap in between, i'd take that.

Quirking a c4 for brawling...as if we don't already have enough brawler mechs...is just stupid.

#7 Lexx

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Posted 03 December 2014 - 05:33 PM

The C4 variant is the only Catapult designed to carry two LRM 20s and be able to fire them all in one salvo. It really doesn't make any sense that it got quirks for LRM 10s.

SRM quirks don't make any sense either, since other Catapults can carry more of them. I think LRM 20s are the way to go .

#8 Macksheen

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Posted 03 December 2014 - 06:22 PM

There's no reason you can't select a few mechs and give them outrageous but less useful buffs. Like, 50% range increase on LRM20 or something silly. It'll have something it does better than anyone else, will be fun in the solo queue and not game-breaking for group drops.

#9 Lord de Seis

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Posted 03 December 2014 - 06:55 PM

Uhhh I dunno where you are getting that idea, I use this build and it is absolutely devastating:

http://mwo.smurfy-ne...79e1c25b598a451

Put the LRM 10's in chain fire and you have a constant stream of missiles raining down on someone, it is very similar to a A1 using 6xLRM5 except you are doing a lot more damage. Very easy to have highest damage in a match and several kills.

I go with my C1 more often because of the founder bonus but it is very effective now with it's current quirks.

Edited by Lord de Seis, 03 December 2014 - 06:56 PM.


#10 Alistair Winter

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Posted 03 December 2014 - 07:00 PM

No way I'm putting SRMs on my CPLT-C4 or A1 as long as those ears are the size of damn semi-trailers with car-sized VCR's attached. I'll be behind a hill with LRMs, thank you.

Fix the damn launchers, and I'll consider SRMs again. Hell, I can barely bring myself to play the C4 and A1 any more, they're so damn ugly.

#11 The Boz

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Posted 03 December 2014 - 11:52 PM

C4 is the superior LRM platform when compared to the A1 because of fallback zombie-friendly energy weapons.

#12 Lexx

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Posted 04 December 2014 - 08:29 AM

View PostMacksheen, on 03 December 2014 - 06:22 PM, said:

There's no reason you can't select a few mechs and give them outrageous but less useful buffs. Like, 50% range increase on LRM20 or something silly. It'll have something it does better than anyone else, will be fun in the solo queue and not game-breaking for group drops.


Increasing LRM range by 50% would be pretty much useless. Do you realize how long it would take LRMs to travel 1500 meters? Provided you even had a lock at that range, the match might be over before they reached the target.

#13 Levi Porphyrogenitus

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Posted 04 December 2014 - 09:11 AM

I run SRMs and a LPL on my C4. The C4 always seemed like the natural SRM Catapult. The C1 lacks the HPs, and the A1 is way too vulnerable having all its weapons on those giant ear-arms to survive any prolonged SRM-range engagements. The C4 is the only good SRM option for Catapults.

#14 Macksheen

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Posted 04 December 2014 - 09:19 AM

View PostLexx, on 04 December 2014 - 08:29 AM, said:


Increasing LRM range by 50% would be pretty much useless. Do you realize how long it would take LRMs to travel 1500 meters? Provided you even had a lock at that range, the match might be over before they reached the target.

They could increase speed as well / instead.

Either way, I think you missed the point of my post. They can color outside the lines and give crazy quirks if they want.

Of course, as AW says above - the bolt-on launchers are a bigger concern.

#15 delushin

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Posted 01 February 2015 - 03:11 AM

The C4 was the ultimate Streak boat back in the day ... where you think streak kitty came from?

Having only just come back to MWO and getting to know the quirks, it is sad that the C4 didnt get a streak orientated boost.

#16 ExAstris

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Posted 01 February 2015 - 10:24 PM

Threadsurrection.

While its up though, I should note that I have around 1.5mil xp in Catapults. The C4 is by far the best one of the lot. I average over 450dmg a game in my C4.

After its initial (terrible) quirk set giving bonuses to LRM10s, someone woke up and gave it rof and heat bonuses to LRM20s. Now you can mount 2x20 with your preference of backup weapons (either SRMs SSRMs or laser(s)).

Dual 20s lets it dump full 40 salvos, making enemy AMS have a minimal impact and giving enemy mechs minimal time to get to cover. Also, given the heat efficiency of 20s (especially over 10s), you can fire them indefinitely without needing extra heat sinks, letting you devote a lot of tonnage to ammo. Also, side torsos are small and everyone goes straight for your ct and ears, so you can majorly skimp on armor for side torsos and legs.

The C4 also has the best torso twist of the lot and has the all important energy hardpoint letting you combine the clustering bonuses of artemis and tag. (this is essential do not run large LRM launchers without both!)

The A1 can't tag and doesn't have the bonuses, the C1 doesn't have the bonuses or torso twist. The K2 is outclassed by the Jagers and the Jester is outclassed by the Thunderbolts and HBK-4P. Also, IS SRMs suck at the moment. The clan ones are usable because they weigh so much less and they have mechs with tons of hardpoints to use them in conjunction with backup weapons (compare CPLT-A1 with the MDD).

That leaves the C4 as the best Catapult and the best LRM heavy in the IS arsenal.



Current preferred build:
2xALRM20 2xSSRM2 1xMLas 1xTAG AMS BAP
9tons alrm ammo, 1ton ams ammo, 1/2ton ssrm ammo, 255xl, Endo
reduced head,side torso, and leg armor


Alternate "wants to be LRM-Awesome" build
http://mwo.smurfy-ne...ad070c371e054b6

EDIT: current preferred build link not working right for some reason, changed to text description.

Edited by ExAstris, 02 February 2015 - 04:37 AM.


#17 MeiSooHaityu

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Posted 02 February 2015 - 04:30 AM

The C4 is a bit rough. It would have been a whole other ballgame if the energy hard points were side torso instead of CT. CT hardpoints hurt this poor mech. With the energy setup it does have, it feels like a nerfed C1 or Nerfed A1 lol. It needs some quirk love. Maybe stronger missile quirks or some strong MLaser or MPLaser quirks.

Also, I think the C1 could use some stronger energy quirks. With 4 Energy hard points, it should be more of a skirmisher and less missile fire support (let the C4 and A1 do that).

IMO, I'd like to see the C1 receive LRM10 quirks instead of 15s and LLaser quirks. Allow quick firing LRMs with effective LLasers for some late game attack potential.





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