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Catapult and Katapult (CPLT-K2)


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#1 Time Elapse

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Posted 03 July 2012 - 02:01 PM

Well, i be intrested for a long time about opinion of mech Katapult without LRM's, but with PPC's. Its looking like a joke) But what did you think about these mechs? Looking like a joke or CPLT-K2 is really "not bad"?

Sory, for my bad english. Thanks. :)

#2 Elizander

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Posted 03 July 2012 - 02:05 PM

It's not so bad. Having main weapons on your 'arms' allows you to aim faster (twitch-style). A regular catapult can only use missiles in the arms which don't really need fast aiming from what I've seen but having PPCs or Large Lasers in your arms will let you aim faster on your enemies compared to having them in your torso. That's how I see it anyway. :)

I'm assuming the missiles and PPCs are on the 'arms' I am not so sure right now. :D

Edited by Elizander, 03 July 2012 - 02:07 PM.


#3 CANDLEJACK7

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Posted 03 July 2012 - 02:08 PM

Well the main difference between a K2 and just a plain ole catapult is that the K2 is a direct fire support mech that can go into the fray for short periods of time, whereas a regular Catapult will want to avoid any direct confrontation to get the most out of its' missiles. After that it comes down to choice on how you want to play.

Edited by CANDLEJACK7, 03 July 2012 - 02:10 PM.


#4 Vosgedzam

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Posted 03 July 2012 - 02:13 PM

I'm a huge fan of the Katapults! Elizander's correct. Having the PCCs on the arms will help you to deal with the circle of death rather than from the torsos. You will have the "spread" of the firing range from the PPCs in the arms to hit the faster moving mechs compares from the small area of the torso which decrease the firing range.

The Katapult is a good alternate for the "heavy support" along with the other med, heavy, or assault mechs. It will be my first choice of the mech to work on. I am looking forward to it!

View PostCANDLEJACK7, on 03 July 2012 - 02:08 PM, said:

Well the main difference between a K2 and just a plain ole catapult is that the K2 is a direct fire support mech that can go into the fray for short periods of time, whereas a regular Catapult will want to avoid any direct confrontation to get the most out of its' missiles. After that it comes down to choice on how you want to play.



That's how I will describe the difference between the C1 and the K2 catapults. Good post.

#5 WardenWolf

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Posted 03 July 2012 - 02:15 PM

Seems like a fine variant to me. I love the way it looks, actually. It trades the missile mounts in the arms for energy hardpoints, and then in the torso has (at least) two more energy hardpoints and two for ballistic weapons. It could make for a sniper mech with PPCs, large lasers, and AC2 / AC5s... and it may be that the PPCs / energy hardpoints up on the arms will let you just peek over the peak of a hill and shoot without exposing most of your mech.

#6 xxx WreckinBallRaj xxx

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Posted 03 July 2012 - 02:20 PM

It's a matter of preference. LRMs will have a longer range, lock on ability, and the ability to shoot over terrain via ally line of sight. PPCs will have none of that, but they do hit harder and have unlimited ammo. The faster projectile also makes PPCs far better than LRMs for a "face to face" fight or closer range usage. LRMs will have no lockon at close range and the slower moving missiles means you might miss without the lockon. You also have to take time into account. If matches go on too long, the LRM guy might run empty and be pretty much useless after that. The PPC guy will be able to go all day long.

Simply put: LRMs are better at max range but PPCs are better at short or medium range. We can't really comment on time yet because we don't know how long matches will take. We know the game will feature 12vs12 modes but it still might not take too long to mow down most of the enemy lances. I'd have to actually play all the modes to judge ammo constraints.

I myself prefer missiles and will probably stick to my default Founder Catapult.(It uses LRM racks, lucky me)

Edited by Bluten, 03 July 2012 - 02:20 PM.


#7 Vosgedzam

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Posted 03 July 2012 - 02:24 PM

Bluten, are you sure about the lock-on ability from the LRMs? Didn't the devs stated the LRMs do have the chances to miss its target displayed in some videos?

#8 Time Elapse

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Posted 03 July 2012 - 02:30 PM

Katapult dont have a jetpack, what make him hard to go on medium and short distance.

#9 Bitslizer

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Posted 03 July 2012 - 02:31 PM

View PostVosgedzam, on 03 July 2012 - 02:24 PM, said:

Bluten, are you sure about the lock-on ability from the LRMs? Didn't the devs stated the LRMs do have the chances to miss its target displayed in some videos?


lock on don't meant guarantee hit, even today's missile like the stinger or sidewinder still miss alot.

#10 Elizander

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Posted 03 July 2012 - 02:37 PM

I'm still not sure what to do with my Catapult Prime. Maybe I'll just remove the jump jets, lower it to 3/5 movement, remove two medium lasers, replace the LRM15s with LRM20s, give it Endo Steel then stuff it with like 10 tons of ammo. It'll probably overheat though without double heatsinks. :)

30 shots per LRM20 should do the trick. :D

Edited by Elizander, 03 July 2012 - 02:39 PM.


#11 Time Elapse

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Posted 03 July 2012 - 02:41 PM

View PostElizander, on 03 July 2012 - 02:37 PM, said:

I'm still not sure what to do with my Catapult Prime. Maybe I'll just remove the jump jets, lower it to 3/5 movement, remove two medium lasers, replace the LRM15s with LRM20s, give it Endo Steel then stuff it with like 10 tons of ammo. It'll probably overheat though without double heatsinks. :D

30 shots per LRM20 should do the trick. :D


Looks like you dont like classic :)

#12 Vosgedzam

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Posted 03 July 2012 - 02:43 PM

View PostBitslizer, on 03 July 2012 - 02:31 PM, said:


lock on don't meant guarantee hit, even today's missile like the stinger or sidewinder still miss alot.


Point taken.

#13 roguetrdr

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Posted 03 July 2012 - 02:45 PM

LRMs will be no good short range anyway as they will be given an arming range. Apparently if you are on the reviving end of this you will be able to watch the missiles bounce off the cockpit lol

#14 Elizander

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Posted 03 July 2012 - 02:46 PM

View PostTime Elapse, on 03 July 2012 - 02:41 PM, said:


Looks like you dont like classic :)


It's not that, but I've heard problems with ammo and the double armor thing. Also, sitting back and mashing the fire button while scouts do all the hard work seems like a good way to relax between using the other mechs that I have while farming C-bills. :D

#15 CANDLEJACK7

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Posted 03 July 2012 - 02:46 PM

View PostTime Elapse, on 03 July 2012 - 02:30 PM, said:

Katapult dont have a jetpack, what make him hard to go on medium and short distance.

If I read that right, having no jumpjets just means you cant jump up high to get a better view, so you have hang back behind the line and pick on whoever is unlucky enough to attract your attention, and if a friendly Atlas is getting pounded you run in, blast a few mechs and run back out, hoping that you will have done enough damage that some of the group attacking the Atlas attack you instead, opening up holes for the Atlas to do some serious damage.

#16 Backblast

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Posted 03 July 2012 - 02:47 PM

View PostElizander, on 03 July 2012 - 02:37 PM, said:

I'm still not sure what to do with my Catapult Prime. Maybe I'll just remove the jump jets, lower it to 3/5 movement, remove two medium lasers, replace the LRM15s with LRM20s, give it Endo Steel then stuff it with like 10 tons of ammo. It'll probably overheat though without double heatsinks. :)


I was thinking about using (S)SRMs and putting large lasers or PPCs into the sides (if the mechlab allows it - but should be possible)

Edited by Backblast, 03 July 2012 - 02:53 PM.


#17 Elizander

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Posted 03 July 2012 - 02:53 PM

View PostBackblast, on 03 July 2012 - 02:47 PM, said:


I was thinking about using (S)SRMs and putting large lasers or PPCs into the sides (if the mechlab allows it - but should be possible)


If you can get Endo Steel and Double Heat Sinks it shouldn't be a problem having 4 SRM6s with 4 tons of ammo and 2 Large Lasers but I think you'd have to dump the JJs unless you let go of something else.

#18 Time Elapse

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Posted 03 July 2012 - 02:58 PM

View PostCANDLEJACK7, on 03 July 2012 - 02:46 PM, said:

If I read that right, having no jumpjets just means you cant jump up high to get a better view, so you have hang back behind the line and pick on whoever is unlucky enough to attract your attention, and if a friendly Atlas is getting pounded you run in, blast a few mechs and run back out, hoping that you will have done enough damage that some of the group attacking the Atlas attack you instead, opening up holes for the Atlas to do some serious damage.


You can use jumpjets to go on short distance. Then you jump, you surmount distance faster, go to frontline faster. And flying mech is hard to aim. Its not only for save.

#19 Crimson Dux

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Posted 03 July 2012 - 03:21 PM

2 little notes about the K2:
- having the PPC mounted on the ams, don't make the aiming quicker. If the K2 is like the C1, the arms do not have independent movement from the torso (see the Heavy Mech Developer Breakdown video)
- You can mount PPC on the torso of a C1 too. So you can have both PPC and LRM in a catapult

#20 Dax Frey

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Posted 03 July 2012 - 03:56 PM

The SRM + LL boat seems extremely fun and most likely it will have the hardpoints to support it. the one thing I would caution is its speed. Catapults are slow.

im actually hoping that this will work: (it does in TT)

10.5 tons of armor
double heat sinks (stock 10) + 3
XL engine (260)
Standard internals
Standard armor

Medium Laser
Medium Laser
Large Pulse Laser
Large Pulse Laser
LRM 15
LRM 15
I want to be able to volley in the beginning of the match, then when my 8 reloads are depleted, switch over to a more aggressive stance for base defense and finishing off foes who over commit.

You can switch the pulse for ppc's for slightly more damage if thats your preference.

or drop the medium lasers for more ammo if you are more about spamming missiles. With the double armor "rumor" going around I cant see how you would want more missiles over infinite albeit closer pew.





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