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Hit me with you Catapult builds.


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#21 Lege

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Posted 07 July 2012 - 01:41 PM

The whole point of a catapult is carry as many LRMs as you can fit on it.
Back it up with some medium lasers for when you run out of ammo or they get close.
Jump jets are very optional, I don't use them much on a long range mech.
Just learn to walk backwards and keep people at range for as long as possible.

#22 Der Zivilist

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Posted 07 July 2012 - 01:43 PM

View PostASC, on 07 July 2012 - 01:37 PM, said:

I seem to remember a dev posting about using 4xSRM6 (also dropped the Med lasers for small and -2JJ to fit them)


Well yes, there's a canon refit of the C1 that goes with 4 SRM6. It's unsure whether this will be its own variant or not. Also, since it was unique (only one 'Mech was ever outfit that way) I'm not sure how much influence it has on what the devs are doing.

What I do know is that hardpoint layouts are still changing a lot in the beta - at least that's what the rumors around the forums indicate. I've heard whispers of the Hunchback changing from 3 hardpoints per canon weapon to 1 hardpoint per canon weapon.

As such, we may end up with a Catapult-C1 that has 1 hardpoint per canon weapon. Or maybe not. We don't know until August 7th.

Edited by Der Zivilist, 07 July 2012 - 01:44 PM.


#23 Aesaar

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Posted 07 July 2012 - 01:46 PM

View PostASC, on 07 July 2012 - 01:37 PM, said:


I seem to remember a dev posting about using 4xSRM6 (also dropped the Med lasers for small and -2JJ to fit them)


That's weird. Dropping the med lasers and JJs can't be for weight, because an LRM-15 and 1 ton of ammo weighs exactly the same as 2 SRM-6 and 2 tons of ammo (8 tons).

Edited by Aesaar, 07 July 2012 - 01:46 PM.


#24 Gryfyn1

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Posted 07 July 2012 - 02:06 PM

Whats wrong with the catapult as it is?

#25 Steel Prophet

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Posted 07 July 2012 - 02:07 PM

First one is simple:
Remove the jump jets. Add 2 tons of ammo and 2 tons of armor. or 4 tons of ammo.

The second one depends if it's possible:

K-2, strip all weapons.
Add 1 ERLL in each arm and 3 medium pulse lasers in each side torso. Kinda like a Penetrator
Edit: And of course upgrade to double heatsinks

Edited by Steel Prophet, 07 July 2012 - 02:09 PM.


#26 ASC

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Posted 07 July 2012 - 02:15 PM

View PostSteel Prophet, on 07 July 2012 - 02:07 PM, said:

First one is simple:
Remove the jump jets. Add 2 tons of ammo and 2 tons of armor. or 4 tons of ammo.

The second one depends if it's possible:

K-2, strip all weapons.
Add 1 ERLL in each arm and 3 medium pulse lasers in each side torso. Kinda like a Penetrator
Edit: And of course upgrade to double heatsinks


I'd be very surprised if it has 3 energy mounts per side torso

#27 Steel Prophet

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Posted 07 July 2012 - 02:19 PM

Has it already been mentioned if the hardpoints are numbered? From a Dev video about the mechlab i think i recall that the type of the hardpoint is fixed but the space depends only on the free critical slots. Then it would be no problem. But that's been a while and things might have changed since then and might even change again until open beta/release.

#28 Aesaar

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Posted 07 July 2012 - 02:21 PM

View PostASC, on 07 July 2012 - 02:15 PM, said:



I'd be very surprised if it has 3 energy mounts per side torso

Has two at least, according to this picture. Things might have changed since then, though.

View PostSteel Prophet, on 07 July 2012 - 02:19 PM, said:

Has it already been mentioned if the hardpoints are numbered? From a Dev video about the mechlab i think i recall that the type of the hardpoint is fixed but the space depends only on the free critical slots. Then it would be no problem. But that's been a while and things might have changed since then and might even change again until open beta/release.

I think you're right. Everything I've seen in the devblogs and in videos suggests this is how it'll be. At the very least, it's not "1 weapon in left torso on default = only 1 hardpoint in left torso". The K2 in the screenshots clearly has space for more than 2 med lasers.

Edited by Aesaar, 07 July 2012 - 02:49 PM.


#29 Skadi

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Posted 07 July 2012 - 02:25 PM

I call it... The Poshapult!
Posted Image

#30 Future Perfect

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Posted 07 July 2012 - 02:33 PM

Catapult Missile Striker Build

1. Remove some of the armor.

2. Replace the two LRM 15s with two LRM 20s.

3. Put the two LRM 20s into the same weapons group.

4. Keep the four medium lasers.

5. Fire forty long range missiles at a time with a big smile on your face. :)

Edited by Future Perfect, 07 July 2012 - 02:38 PM.


#31 RenegadeMaster

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Posted 07 July 2012 - 02:52 PM

View PostBenEEeees VAT GROWN BACON, on 07 July 2012 - 12:09 PM, said:

I'd recommend hiring German long-swordsmen to protect your crew from enemy cavalry.
I tend to use hardwood a lot, but if that's not available I guess a softer pulp is fine.
Here is my favorite design:

Posted Image

Clearly you are confusing the Catapult with the Trebuchet.


View PostStray Ion, on 07 July 2012 - 01:17 PM, said:

If I don't post my creation, someone else eventually will in accordance with prophecy.
Posted Image

Make sure to also post this Mac Cat to the MW Meme thread in the Off Topic forum section, if you haven't already.

#32 BenEEeees VAT GROWN BACON

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Posted 07 July 2012 - 11:11 PM

View PostRenegadeMaster, on 07 July 2012 - 02:52 PM, said:

Clearly you are confusing the Catapult with the Trebuchet.


Clearly not sir! For this is a trebuchet:

Posted Image

Some people mistakenly think that it moves faster than the catapult while possessing similar armament... this is simply not true! The trebuchet doesn't move at all

Edited by BenEEeees VAT GROWN BACON, 07 July 2012 - 11:43 PM.


#33 Thorgar Wulfson

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Posted 07 July 2012 - 11:35 PM

*throws catapults at Suman* heheh

#34 ManDaisy

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Posted 07 July 2012 - 11:39 PM

Try this...

Full Armor

4/6/4

10 Double heat sinks
Endo

1 ppc
1 Lrm 20 (2 tons ammo)
3 small lasers
1 SRM 6 (1 ton ammo)

Groups

Long range = PPC lrm 20

Short Range = 3 small lasers SRM 6

Med Range = PPC , SRM 6

Edited by ManDaisy, 07 July 2012 - 11:40 PM.


#35 Suman

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Posted 08 July 2012 - 11:42 AM

View PostThorgar Wulfson, on 07 July 2012 - 11:35 PM, said:

*throws catapults at Suman* heheh


Awwwwwwwww :)


View PostManDaisy, on 07 July 2012 - 11:39 PM, said:

Try this...

Full Armor

4/6/4

10 Double heat sinks
Endo

1 ppc
1 Lrm 20 (2 tons ammo)
3 small lasers
1 SRM 6 (1 ton ammo)

Groups

Long range = PPC lrm 20

Short Range = 3 small lasers SRM 6

Med Range = PPC , SRM 6

This sounds far too awesome to me to be possible, but if it is I'll bring the pain.

Thanks for all the ideas guys! I am pretty fond of the standard catapult, except for the jets which I've never really liked. I just want to get in there and blow all my C-bills on tinkering.

#36 RunAndGun

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Posted 08 July 2012 - 12:28 PM

Well, the OP specifically asked for suggetions on how to outfit his Founder's Catapult, so here's a Link
to a Dev post stating the exact hardpoints on it, so you know exactly what you're starting off with when you're thinking of builds...

#37 Xandre Blackheart

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Posted 08 July 2012 - 12:31 PM

The lack of info on hardpoints makes speculation... a lot more....

speculative. Hrmm.

"Sees post above"

Wait only 2 Missile hardpoints? one in each arm?

Yuck. Catapults is now less favored. Hell we don't even know how many hardpoints a LRM 20 uses up. Doesn't an AC/20 Take up 2 ballistic hardpoints?

I guess I'll be sticking SRM 6's in my arms and going with large lasers maybe.

Edited by Xandre Blackheart, 08 July 2012 - 12:34 PM.


#38 RunAndGun

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Posted 08 July 2012 - 01:01 PM

View PostXandre Blackheart, on 08 July 2012 - 12:31 PM, said:

The lack of info on hardpoints makes speculation... a lot more....

speculative. Hrmm.

"Sees post above"

Wait only 2 Missile hardpoints? one in each arm?

Yuck. Catapults is now less favored. Hell we don't even know how many hardpoints a LRM 20 uses up. Doesn't an AC/20 Take up 2 ballistic hardpoints?

I guess I'll be sticking SRM 6's in my arms and going with large lasers maybe.


I heard each weapon system uses 1 hardpoint, regardless of size. Hardpoint =/= critical slots.

Edited by RunAndGun, 08 July 2012 - 01:01 PM.


#39 Der Zivilist

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Posted 08 July 2012 - 01:07 PM

Note how Paul's post says "Currently 2 Missile Hardpoints and 4 Energy Hardpoints" (emphasis mine).

When the beta launched, every 'Mech had 3 hardpoints per base variant weapon mounted (as can be seen in the Mechlab introduction video). This has since been changed to a 1:1 setup, as rumors have whispered (and this post by Paul all but confirms it).

We may yet see a return to 3:1, or a change to 2:1 as a compromise, or even something specifically tailored to the individual 'Mech variant (such as the CPLT-C1 coming out with 4 missile hardpoints and 4 energy hardpoints). Who knows?

Edited by Der Zivilist, 08 July 2012 - 01:07 PM.


#40 Xandre Blackheart

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Posted 08 July 2012 - 01:12 PM

View PostRunAndGun, on 08 July 2012 - 01:01 PM, said:


I heard each weapon system uses 1 hardpoint, regardless of size. Hardpoint =/= critical slots.


Yes, there was some confusion about that in another post. Maybe it came from the fact that the hunchback has 2 or 3 ballistic hardpoints in the right (left?) torso.

Even so, only 2 hardpoint slots means you can't put in say 2 LRM 10's in each arm. Or 1 LRM 10's and 1 SRM 6. or 4 streak 2's It makes the mech a lot less flexible and less attractive to me personally.

So probably 2 srm 6 and some large lasers, so I can get in close with jump jets and do maneuvering while still maintaining some ranged capability...

2 LRM 20's just isn't going to cut it for a "missile boat" you can't even ripple fire.





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