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I Recently Bought A Catapult


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#1 Taradele

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Posted 24 February 2015 - 02:13 AM

(jump capable, I should mention) but no matter what combinations I use on it, nothing ever seems to work out. I know it is a laser and SRM/LRM boat, but is there anyone out there who culd give me tips on what I could equip so that I can participate longer in a battle than four (4) minutes?

Also, am I the only one who finds the exp earned after each Drop is out of order? It says one thing, but I look at the home page, that says another.

#2 Modo44

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Posted 24 February 2015 - 02:22 AM

XL engines (XL255 to XL300), usually Endo Steel, never under 1.2 heat management, never ever tank first. Despite being a heavy mech, the Catapult can not soak up much damage because it is very easy to hit it in the CT for a quick kill. You typically want to find something bigger and scarier (like an assault), and support it directly. Oh, and if you do LRMs (don't), you are allowed to get as close as 180m with them.

Edited by Modo44, 24 February 2015 - 02:25 AM.


#3 Koniving

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Posted 24 February 2015 - 04:25 AM

View PostTaradele, on 24 February 2015 - 02:13 AM, said:

(jump capable, I should mention) but no matter what combinations I use on it, nothing ever seems to work out. I know it is a laser and SRM/LRM boat, but is there anyone out there who culd give me tips on what I could equip so that I can participate longer in a battle than four (4) minutes?

Also, am I the only one who finds the exp earned after each Drop is out of order? It says one thing, but I look at the home page, that says another.

Which Catapult?
Posted Image
I recommend a 275 or 280 XL engine. This armor configuration. And remember that contrary to popular usage, the Catapult is intended to be a fire support mech (one that isn't even supposed to be twist capable). As such you'll find it a bit hard pressed for some common roles people try.

Posted Image

Posted Image

Get too close, and people will be frying your missiles before they even leave your launcher.
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Also, avoid tight spaces.
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This looks cool, but it's bad.

Some old build ideas. Note these are pre-quirks.
Spoiler


Also, I have a year+ of premium time that I accidentally activated. Just quote me somewhere to get my attention and I'll pop on to let you practice on me. If Lordred's on at the same time we might even get some screenshots or video of it.

-------------
All screenshots included Koniving as the main subject and were taken by Lordred. Screenshots like these can be found in The Perfect Screenshot Thread.

Til then, my mech is gonna be parked on a moon world city by the sea so I can look up at the planet in the sky.
Posted Image

Edited by Koniving, 24 February 2015 - 04:25 AM.


#4 dragnier1

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Posted 24 February 2015 - 04:30 AM

I bought back the A1 months before lrms were buffed. Managed some really good games since no one took ams (really very few brought lrms then). I had 4 streak 2s and 2 lrm15+artemis on it. Another i had for a while was the K2 (sold it once i bought the jagermech). I had 2 uac5 and 2 mlas on it.

We always use XL engines on it. The torso shape makes it such that spreading damage is hard and losing the torsos are easy. With a bigger engine you can do this viable alternative - run away quickly.

#5 Koniving

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Posted 24 February 2015 - 04:49 AM

This is the reason everyone practically says you have to have an XL engine.
Posted Image
Your CT is huge and an LRM magnet. Even from the sides your CT is easily focused, and your weaker STs are very tiny and difficult to hit. Standard engines limit your weapons, armor or top speed due to weight issues, hence using the Extra Light engines is practically the only way to go.

As such I avoid recommending Catapults as a starting mech since they require a fair bit of an investment with the way this game plays.

If you can avoid getting close to enemies altogether, such as a long range build, you can cut the rear armors to 2. However lights enjoy encircling Catapults because they have extreme torso twist (and newer players in them forget to turn!) so that can backfire.

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Quote

Also, am I the only one who finds the exp earned after each Drop is out of order? It says one thing, but I look at the home page, that says another.

Also forgot about this.
End of match when it displays the scores.
Click the Second Tab at the top.
On the right hand side, click the scroll bar and drag it down.
The "XP" you earn is one value. (Experience for the mech).
The "General XP" you earn is a completely different value. (Experience for the pilot).

Obviously XP is accumulative, so the amount you have after a match is what you earned + what you already had.

Edited by Koniving, 24 February 2015 - 04:53 AM.


#6 SnagaDance

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Posted 24 February 2015 - 05:47 AM

Catapults are the only mech that I've sold all variants of after Mastering it. The only version I got to work somewhat ok is the K2 with dual gauss (though I find the Jäger far superior in this role. The 4ML + missiles variants was reasonable, mainly for its back-up firepower. The A1 I finally got to work in a somewhat haphazard manner by loading it with SRMs and then following an Assault to help harken back to the days of the feared 'SplatCat'. :)

#7 JC Daxion

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Posted 24 February 2015 - 06:53 AM

View PostTaradele, on 24 February 2015 - 02:13 AM, said:

(jump capable, I should mention) but no matter what combinations I use on it, nothing ever seems to work out. I know it is a laser and SRM/LRM boat, but is there anyone out there who culd give me tips on what I could equip so that I can participate longer in a battle than four (4) minutes?

Also, am I the only one who finds the exp earned after each Drop is out of order? It says one thing, but I look at the home page, that says another.



Need to know which one, as the 3 missile variants are totally different in what i would consider good setups.

But, for me, the C4, i use dual LRM 20's, dual streaks, dual Small pulse, + BAP and an XL-260

the C1, i run dual LRM15's, 3 medium pulse, + tag.. I forget the XL i use, maybe a 280?

I think i run 2 JJ's in each if memory serves me.


One thing a lot of LRM mechs make is they hang back to far and rely on others to target.. I find going with the group, and playing in the 200-400m range you are way better off. Mechs don't have time to get to cover, you can help support your brawlers, and your missiles don't end up slamming into cover, verse the mechs.

One big issues with catapults is they really need an XL engine to wake up.. and those costs a decent amount of cash.. I often recommend buying a mech to get an XL as you can try a new mech and get an engine, which in the end saves you money as most of those XL mechs also have upgrades.

Good solid mechs that have good engines for a catapult.

XL-260, for the Jager DD,

XL-275, one varriant of medium mechs, wolverine, shadow Hawk, and the griffin each have one.. (they cost around 7-8m) Personally i love wolverines, but all are pretty good mechs.

#8 Alaskan Nobody

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Posted 24 February 2015 - 07:26 PM

View PostTaradele, on 24 February 2015 - 02:13 AM, said:

Also, am I the only one who finds the exp earned after each Drop is out of order? It says one thing, but I look at the home page, that says another.

I did not see anyone bring this up - but this is an issue I have sometimes as well.

What usually happens though - is that the XP in the lab takes a bit longer (~5-15 minutes) to actually update.

#9 Jody Von Jedi

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Posted 24 February 2015 - 08:01 PM

I'm relatively new to the Catapult. I consider it my lazy day mech. I don't particularly like playing an LRM boat. If you don't like to brawl, then it will work well for you.

Try to watch the mini map and stay near the back of the friendlies. Not way in the back or you'll get picked off by lights, but near enough the front to help out the friendly brawlers. Target enemies they are engaging and help strip them of armor. Move with the battle, don't camp in one spot.

Hope this helps.

Jody

#10 loopala

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Posted 24 February 2015 - 09:37 PM

some thing to keep in mind is a catapult has a very good movement rate. it is still a very good jj dancer. spend some time in the training grounds practicing your jj turns. most catapults can carry enough secondary to scare off lights. don't be a turret. keep with the group and support them. min map is your friend. my favorite has been a c4 with 2lrma15s 2ssrms and 2 ml. between 180 and 300m that thing was a killer. there is much more to a cplt then just staying back and lobbing lrms at 800m. there are spots on most maps you can get to and support the team with good cover fire but keep and eye on that map and be ready to bug out.

here is a long vid (game ran almost the whole 15 min) the first 8 min or so are just support fire from the snipers nest on TT the last part is just me and the base vs 6 red mechs. a good lrm is more of a chess match then a brawl.



#11 loopala

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Posted 24 February 2015 - 09:49 PM

here is my favorite vid of lrmishing. i had a very good lance of pugs backing me up. notice the jag that hangs out on the fringe and focuses on the targets. while the ravens keep within close support range. situational awareness and being mobile are very key to being a good lrmishing mech, also does not hurt to have a some good players backing you up



#12 charov

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Posted 24 February 2015 - 11:19 PM

The catapult, as every LRM boat, is quite useless against a team with a minum of experience: ECM, RadDep, Covers, sometimes AMS. All stuff mounted to frustrate your efforts.
So, unless you are on a K2 of course, the most important piece of equipment is your TAG. Don't trust other pugs, always carry your own TAG.

I didn't play the Cat much after closed beta. At the time, it was one of the best mech (never hear of the Gausspult, the Splatpult or che Streakpult?). Anyway, I used to pilot it with 2xALRM15, 2x ER LL o PPC+ML and TAG. I don't think is viable anymore but still, I suggest you to try something more versatile than the usual, LRM boat. You will be less team-dependant for cover an also a more valuable asset.

#13 Kmieciu

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Posted 25 February 2015 - 03:36 AM

Why would anyone want to use a Catapult when a Jagermech-A gets comparable or better missile quirks and it's missile pods are so tiny nobody even knows it can fire 60 missiles at a time.

#14 SnagaDance

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Posted 25 February 2015 - 03:45 AM

60 missiles on a Jager-A? That means low ammo/armor/engine rating, mix and choose for results. I also found those arm missile boxes make your arms very wide from the front. I was losing those arms like crazy when leveling the A, didn't have the same problem with the other variants.

#15 mad kat

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Posted 25 February 2015 - 04:59 AM

View PostTaradele, on 24 February 2015 - 02:13 AM, said:

(jump capable, I should mention) but no matter what combinations I use on it, nothing ever seems to work out. I know it is a laser and SRM/LRM boat, but is there anyone out there who culd give me tips on what I could equip so that I can participate longer in a battle than four (4) minutes?

Also, am I the only one who finds the exp earned after each Drop is out of order? It says one thing, but I look at the home page, that says another.



Which Catapult did you buy?

The Catapult is one of those marmite mechs and the opinion is usually pretty much divided on them. Some players love them and do really well in them others think theyre pretty hopeless.

Certainly i'm not a great a player in one and levelling my three up was a chore i didn't get on with their huge size for a heavy and i even struggled in the K2. I still have an A1 and use it as an LRM boat only like this http://mwo.smurfy-ne...fe2010da66dd9fc

Its relatively light fire-power figure is offset by hanging back from the crowd and raining those missiles down on chainfire in an almost constant stream. The BAP while debatable as to whether it does anything does help find and hold locks longer. I play this when i'm on my laptop or are feeling lazy by hanging out behind everyone else not miles behind but definitely at the back of the pack so the enemy has higher priority targets in front of you.

just be warned this build especially is defenceless below 180m and even not much better just over that. If light mechs come to hunt out who's raining missiles on their team i'm pretty much done for and then must rely entirely on my team for help. Which as you can probably guess doesn't usually work.

So if you want to use catapults, play them cautiously always be aware of where the nearest friendlies are and stick close to them but behind the front lines.

All that being said It can have a very high damage potential and you can get a lot of kill steals with the missile rain but to do so you must depend on your team. It's certainly not a bad mech but i'd definitely recomend NOT using the A1 as the catapult needs energy hardpoints for backup weapons.

Edited by mad kat, 25 February 2015 - 05:07 AM.


#16 Vlad Striker

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Posted 25 February 2015 - 10:09 AM

A1 excellent choice, Artemis + 2 LRM15, 4 srm4, XL275 engine, 6-7 tonn of ammo. First deploy all LRMS, strip foe armor then get close and use SRM4. If you have some luck ang good hit registration then you win :) But remember - Artemis needs direct sight for working. So be brave and go seek for the enemy.

#17 Taradele

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Posted 26 February 2015 - 02:46 AM

View PostModo44, on 24 February 2015 - 02:22 AM, said:

XL engines (XL255 to XL300), usually Endo Steel, never under 1.2 heat management, never ever tank first. Despite being a heavy mech, the Catapult can not soak up much damage because it is very easy to hit it in the CT for a quick kill. You typically want to find something bigger and scarier (like an assault), and support it directly. Oh, and if you do LRMs (don't), you are allowed to get as close as 180m with them.


So, what do you suggest, if not LRM's? I was thinking of trading my Catapult up in a week or so when I get the credits for an Awesome or a WarHawk. (even though I will miss my jump jets)

#18 mad kat

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Posted 26 February 2015 - 04:28 AM

View PostTaradele, on 26 February 2015 - 02:46 AM, said:


So, what do you suggest, if not LRM's? I was thinking of trading my Catapult up in a week or so when I get the credits for an Awesome or a WarHawk. (even though I will miss my jump jets)


I can't comment on a Warhawk but.

Be very wary of an Awesome, while great mechs once mastered they take a little getting used too. The engine cap is too low (except the pretty baby and 9m) and so they are slow, wide and easy to hit. They can carry a healthy LRM load and are well quirked for LRM's, large lasers and PPC's but were designed as a support mech and that's what they do well (despite two of my Awesomes being brawlers). Also they really should not take an XL engine unless you know very well what your doing, have a big an engine as possible and know how to stay in cover. So STD engine limits your missile payload considerably so it ends up being a compromise.

I would suggest playing a Jagermech first as this will give you a good idea of how to protect a broad profile mech with an XL engine.

You may notice i really like Awesomes though so they could be an option maybe further down the road if you want LRM's. Someone though will jump in here and say if you want to play LRM assualts buy a stalker and they'd probably be right, but don't discount the awesome their quirks are viable.

Edited by mad kat, 26 February 2015 - 04:31 AM.


#19 Modo44

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Posted 26 February 2015 - 04:54 AM

View PostTaradele, on 26 February 2015 - 02:46 AM, said:

So, what do you suggest, if not LRM's? I was thinking of trading my Catapult up in a week or so when I get the credits for an Awesome or a WarHawk. (even though I will miss my jump jets)

Personally, I lean towards combinations of lasers with SRMs (another one). Dual PPCs plus assorted backup can work on the C1, Jester, and K2, but they tend to get too hot. Speaking of the K2 (best Catapult, by the way), you obviously want 2 big guns plus whatever.

BTW, you picked rather bad assaults. If you like the energy/missile mix, consider a Stalker instead. The 3F is the most user friendly one (best torso twist). If you prefer ballistics, get a Victor instead. And by the way, the Timber Wolf can do almost any of that (except dual big guns) much better.

Edited by Modo44, 26 February 2015 - 04:58 AM.


#20 DERANGEDDM

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Posted 27 February 2015 - 07:23 AM

As a Twolf driver, I agree with Modo44. My contest Timber is an LRM45 modified D with 2 ERMLS and 2 SmPulse for defense. Favorite game in the Canyons I played peekaboo with a Stalker after we both ran dry and I nailed him. For a bad driver, that mech is the easy button.

Edited by DERANGEDDM, 27 February 2015 - 07:24 AM.






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