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Please Add This Awsome Mech (Cplt-H2)


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#1 ReuSeven

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Posted 28 January 2015 - 05:13 AM



  • CPLT-H2
    A Periphery upgrade of the Catapult based upon the K2, the H2 carries a PPC, two Medium Lasers, and eight Rocket Launcher 20s cooled by thirteen heat sinks.[6] BV (1.0) = 1,437[2], BV (2.0) = 1,473[11]


  • I would like to ask the Devs to add this mech to the game.


  • It is hard to keep up with the MadCat or the Vulture with the C1 or the K2.

Sorry about the text format...

#2 Metus regem

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Posted 28 January 2015 - 05:24 AM

Well RL20's are a bit out of timeline at the moment....

#3 Nightshade24

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Posted 28 January 2015 - 05:41 AM

View PostMetus regem, on 28 January 2015 - 05:24 AM, said:

Well RL20's are a bit out of timeline at the moment....

RL20's release date = 3050... oh hey look, it's 29/01/3050 atm...

I think it can be released some time soon HOWEVER aren't rocket launchers a single shot weapon? as an no reloads?....
Kinda meh If you ask me for all that fire power.... hard to balance 100 damage flying at ya (5 damage per missile)

It would 1 shot kill most mechs but if they nerf it so it doesnt' do that then you have a useless version of a longer range SRM....

#4 Lord Letto

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Posted 28 January 2015 - 05:42 AM

http://www.masteruni...nit/Details/486
shows a introduction date of 3064, therefore it's before the timeline that's set in 3050 (Clan invasion)
only Catapults that's not I game but in time line is the:

C1b: http://www.masteruni...tapult-cplt-c1b
it's just the C1 with same weapons, double ammo, Ferro-Fibrous Armour, CASE in both Torsos & 12 DHS Replace the old Singles

C3: http://www.masteruni...atapult-cplt-c3
Introduced 3049 (Though Era says Clan Invasion that was 3050-3061), 1 year before clans invade, the C3 Replaces both LRM 15 Launchers for a Arrow IV artillery system allowing to stay a safe distance from the battlefield, due to rushed design of the model by the Capellans a number of faults reemerged including the use of the undependable Anderson 21 Jump Jets and only 1 ton of ammo giving it a pitiful 5 reloads and forcing it to stay close to the supply lines

K3: http://www.masteruni...atapult-cplt-k3
shows introduced in 3047, according to sarna it never reached full production and was prototypedduring the war of 3039, it upgraded the PPCs of the K2 with ER PPCs and 20 DHS kept heat at a minimum

then there's basically the splatcat, the C1 (Jenny) "Butterbee": http://www.masteruni...jenny-butterbee
Replaces the standard arm mounted LRM 15's for a quartet of SRM 6's, 2 in each arm.

Edited by Lord Letto, 28 January 2015 - 05:49 AM.


#5 LordKnightFandragon

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Posted 28 January 2015 - 05:43 AM

View PostNightshade24, on 28 January 2015 - 05:41 AM, said:

RL20's release date = 3050... oh hey look, it's 29/01/3050 atm...

I think it can be released some time soon HOWEVER aren't rocket launchers a single shot weapon? as an no reloads?....
Kinda meh If you ask me for all that fire power.... hard to balance 100 damage flying at ya (5 damage per missile)

It would 1 shot kill most mechs but if they nerf it so it doesnt' do that then you have a useless version of a longer range SRM....



LOL, what would happen is you fire 20 missiles at someone, and only 4 actually registers....

#6 Nightshade24

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Posted 28 January 2015 - 05:54 AM

View PostLordKnightFandragon, on 28 January 2015 - 05:43 AM, said:



LOL, what would happen is you fire 20 missiles at someone, and only 4 actually registers....


Yea, I accidently had a typo and it's actually 1 damage per missile, (got mixed up with ammo types for LRM's in damage).

That makes it even worse... but still, 20 damage isn't something to laugh at... because this thing is only 1.5 tons and 3 crit slots...

This can mean you could see locusts running 160 kph with 4 x RL 20's and then alpha striking a mech with 80 damage and runs of with it's medium laser....

OR you go seeing a 5 RL 20 on a stalker (100 damage alpha) and then a few large lasers and mediums... quite a few in your face kinda builds can be around. WOuld be fun to troll around with it and use in clan trails with my unit but beyond that I do not see that much of a point unless CW includes quite ehavy repair and rearm costs because this weapon was DIRT CHEAP (like so cheap that most of the time the weapon is thrown away for scrap and salvage instead of being rearmed/ repaired)

View PostLord Letto, on 28 January 2015 - 05:42 AM, said:

http://www.masteruni...nit/Details/486
shows a introduction date of 3064, therefore it's before the timeline that's set in 3050 (Clan invasion)
only Catapults that's not I game but in time line is the:

C1b: http://www.masteruni...tapult-cplt-c1b
it's just the C1 with same weapons, double ammo, Ferro-Fibrous Armour, CASE in both Torsos & 12 DHS Replace the old Singles

C3: http://www.masteruni...atapult-cplt-c3
Introduced 3049 (Though Era says Clan Invasion that was 3050-3061), 1 year before clans invade, the C3 Replaces both LRM 15 Launchers for a Arrow IV artillery system allowing to stay a safe distance from the battlefield, due to rushed design of the model by the Capellans a number of faults reemerged including the use of the undependable Anderson 21 Jump Jets and only 1 ton of ammo giving it a pitiful 5 reloads and forcing it to stay close to the supply lines

K3: http://www.masteruni...atapult-cplt-k3
shows introduced in 3047, according to sarna it never reached full production and was prototypedduring the war of 3039, it upgraded the PPCs of the K2 with ER PPCs and 20 DHS kept heat at a minimum

then there's basically the splatcat, the C1 (Jenny) "Butterbee": http://www.masteruni...jenny-butterbee
Replaces the standard arm mounted LRM 15's for a quartet of SRM 6's, 2 in each arm.

want to make a comment that you forgot a catapult.

The Catapult "A1 special" aka the 'real' splat cat, which influenced the catapult A1's hardpoints (6M).

A1 (S) has 6 SRM 6's.


Also I want to note that the Catapult C3 uses arrow artillery.

#7 ReuSeven

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Posted 28 January 2015 - 05:58 AM

I get it now... So maybe in a MWO expansion we should see the H2 catapult.

#8 Metus regem

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Posted 28 January 2015 - 06:04 AM

Or sooner if they do a time jump.

#9 Karl Streiger

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Posted 28 January 2015 - 06:24 AM

Rocket Launchers - is older as the SLDF - could be brought into the game.
Question is how to balance One Shot Alpha Strike wonders?

#10 Lily from animove

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Posted 28 January 2015 - 07:12 AM

View PostNightshade24, on 28 January 2015 - 05:41 AM, said:

RL20's release date = 3050... oh hey look, it's 29/01/3050 atm...

I think it can be released some time soon HOWEVER aren't rocket launchers a single shot weapon? as an no reloads?....
Kinda meh If you ask me for all that fire power.... hard to balance 100 damage flying at ya (5 damage per missile)

It would 1 shot kill most mechs but if they nerf it so it doesnt' do that then you have a useless version of a longer range SRM....


muhahahahahha, remove 8 Rocketlaunchers add 8 ssrm 2's

View PostKarl Streiger, on 28 January 2015 - 06:24 AM, said:

Rocket Launchers - is older as the SLDF - could be brought into the game.
Question is how to balance One Shot Alpha Strike wonders?


given that its 160 damage flying and most missiles have 40% acuracy while being GUIDED, I guess average damage this unguided thing does is pitiful 60 or maybe 50 spread across a mech. nothing to worry about. Especially when your mech gets smaller like lights.

lotsa swoosh swoosh swoosh, tiny poof poof poof.

Edited by Lily from animove, 28 January 2015 - 07:14 AM.


#11 Rogue Jedi

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Posted 28 January 2015 - 07:13 AM

View PostKarl Streiger, on 28 January 2015 - 06:24 AM, said:

Rocket Launchers - is older as the SLDF - could be brought into the game.
Question is how to balance One Shot Alpha Strike wonders?

is the fact that they will not get another shot not suffiscent, they sneek up behind a Dire Wolf, fire their 80 damage alpha strike, it spreads over the Wolfs 3 rear componants so fails to kill it, Dire Wolf then turns and kills the Alpha Striker, aim at anything faster than an assualt and have a fair chance of missing

#12 Marvyn Dodgers

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Posted 29 January 2015 - 04:24 PM

Moving to feature suggestions

#13 Nightshade24

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Posted 30 January 2015 - 05:56 AM

View PostRogue Jedi, on 28 January 2015 - 07:13 AM, said:

is the fact that they will not get another shot not suffiscent, they sneek up behind a Dire Wolf, fire their 80 damage alpha strike, it spreads over the Wolfs 3 rear componants so fails to kill it, Dire Wolf then turns and kills the Alpha Striker, aim at anything faster than an assualt and have a fair chance of missing


The thing is this wasn't a very inaccurate weapon and if it spreads THAT much at close range then this ruins the point of using it at medium-long range (long range = in BT standards of long, ie 600m ish)

It was actually quite accuracy for a missile weapon in terms of spread, kinda like an LRM 5 that doesnt' arc.
The inaccurate parts comes in the form that it has no guidance system. [lightbulb idea, see bottom *]


The part that it can't fire again is a huge draw back already, and this is why they can't overly nerf it (ie make it spread worse then giving a blind man an LBX 10, making it useless to fire at ranges like 500 meters). However if it is just like how it normally works then it could be problematic to spam.

As I said with the stalker idea of a guy running 5 RL 20's ( 100 damage) and then still run 2 ER PPC's and a large pulse or what ever with good heatsinks and a large pulse laser or something like that, it has an alpha of these missiles to do 100 damage though and thus it coudl kill or core at least 1 mech and thus 'carrying it's own weight' on the team while still being combat effective and decently fast for a stalker (template build = STK-5M , RL-20 = 1.5 tons each (7.5 total), 3 crit sltos each)


* An idea to balance this thing is to make it a slow moving projectile. Kinda like clan SSRM's or maybe a bit faster. So that it can hit up close and still hit at range however beyond 100 meters you need quite a bit of leading and hope the enemy isn't moving much.

Well this is my idea... this also gives AMS a chance to shoot down missiles.





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