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Hit me with you Catapult builds.


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#41 Xandre Blackheart

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Posted 08 July 2012 - 01:18 PM

View PostDer Zivilist, on 08 July 2012 - 01:07 PM, said:

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?


Oh no. a 1:1 is bad bad bad idea. It pretty much makes the mechlab almost useless for anything except minor tweaks.

Now I'm wishing I'd waited longer to buy a pre-purchase :)

2:1 would be the minimum acceptable, but even that's pretty limiting. One of the draws for the IP is the ability to construct new designs so that tactics can evolve to meet design which change due to tactics. I don't like it at all.

#42 Der Zivilist

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Posted 08 July 2012 - 03:07 PM

I dunno. I've been basing all my designs on 1:1 hardpoint assumptions, and I had some pretty good results. At least, tabletop BV wise. The rebalancing of weapons in MWO, and the fact that I'll first need to figure out my own preferred playstyle, will probably mean I'll need to reconsider my priorities once I can actually play.

Here's just an example of what I was able to do with an 1:1 setup:

CPLT-C1, original
2x LRM-15, 8 shots each
4x Medium laser
160 armor
15 single heat sinks
4 jump jets

CPLT-C1, modified
2x SRM-6, 15 shots each
2x PPC
2x Medium Laser
192 armor
16 double heat sinks
No jump jets


And how about this:

CPLT-K2, original
2x PPC
2x Medium Laser
2x Machinegun, 100 shots each
176 armor
20 single heat sinks

CPLT-K2, modified
2x Large Laser
2x Ultra-AC/5, 30 shots each
197 armor
10 double heat sinks


I can still change these guys away from their original idea pretty radically. The -C1 turns from an indirect fire support 'Mech into a mid-range brawler; the -K2 goes from a lightning-spewer to a Rifleman/JägerMech wannabe. Both designs are tabletop-effective too (they have higher BV scores than their originals). Heck, you could even slap two Gauss rifles on the -K2 just for the lulz factor.

Edited by Der Zivilist, 08 July 2012 - 03:08 PM.


#43 P O W

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Posted 08 July 2012 - 03:11 PM

im goin for a simple upgrade to begin with.

drop the JJ's and 2 HS, swap the 4 medium lasers for 4 small lasers (or two mediums, depends on how they work) and upgrade the LRM 15's to twin LRM 20's with 2 tonnes of ammo each.

simple, yet effective i should think :)

#44 Targun Darklighter

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Posted 08 July 2012 - 03:17 PM

CPLT-C1b Royal Catapult
drop 5 HS make remaining 10 doubles
add CASE both torso
add 2 Tons more LRM ammo(24reloads per LRM)
add 10 tons Ferro-fibrous armor
keep the Jumps Jets and 4 medium lasers
Refit kit for the SLDF Royal units( page 146 3039TRO)

Edited by Targun Darklighter, 08 July 2012 - 03:19 PM.


#45 Adm Awesome

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Posted 08 July 2012 - 03:23 PM

I dunno anything about how the MWO mech lab works... so does a MW4 build count? lol

I know it's a lot more elaborate in MWO with heat sinks and personal ammo placement and such, but I guess for a general sense it works.

I don't know what stock armor is but mine has 90 armor with two LRM20's both with the artemis targeting system, 1 large ER laser and 2 medium ER lasers. I forfeited the jump packs which weight a ton for that heavy mech and instead got the BAP and LAM systems, and gave my LRM's 2x ammo. I can really do damage with it. with two sets of missile launchers and double ammo, you can dish lots of damage from far away for quite a while, and with a large and 2 medium ER lasers, if you used your LRMs right, you should be able to down them with 3 or 4 shots from your lasers, maybe even less.

The only issue is I see jump jets being a lot more important in MWO since there are plenty more hills and un-even terrain that you need to traverse. If you think you can survive without them though, the extra ammo goes a long way.

#46 Xandre Blackheart

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Posted 08 July 2012 - 04:04 PM

View PostDer Zivilist, on 08 July 2012 - 03:07 PM, said:

I dunno. I've been basing all my designs on 1:1 hardpoint assumptions, and I had some pretty good results. At least, tabletop BV wise. The rebalancing of weapons in MWO, and the fact that I'll first need to figure out my own preferred playstyle, will probably mean I'll need to reconsider my priorities once I can actually play.


I just don't get why I should consider the Catapult a Missile platform anymore if it has more Energy hardpoints than Missile hardpoints. It just feels like I'm better off mounting 4 Large Lasers and dumping the rest of the weight saved into heatsinks.

It is not an aesthetically pleasing solution for what is a premiere heavy missile platform.

#47 Jakob Knight

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Posted 08 July 2012 - 06:52 PM

View PostXandre Blackheart, on 08 July 2012 - 04:04 PM, said:


I just don't get why I should consider the Catapult a Missile platform anymore if it has more Energy hardpoints than Missile hardpoints. It just feels like I'm better off mounting 4 Large Lasers and dumping the rest of the weight saved into heatsinks.

It is not an aesthetically pleasing solution for what is a premiere heavy missile platform.


Well, the Catapult is a missile platform in its C1 configuration, and a PPC platform in its K2 configuration, so it depends on what you mount on it. It was considered a missile platform because that was the base configuration. Had the K2 been the mass-produced model, then it would have been known as a PPC platform. The Founders mech will be limited to Missile and Beam weaponry, and while you can mount those LLs, you will have trouble fitting the heat sinks you will need to fire them.

This is because every heatsink past (engine rating/250 round down I think) must be allocated critical space in the mech. In the Catapult, every heat sink past the 10 that come as part of the engine have to be allocated. So, firing 4 LLs would generate (TT stats here ) 32 heat. That means 22 tons going to heat sinks if using standard, and 22 critical slots. If going with double heat sinks, it would be 6 tons and 6 3-group critical blocks (each DHS requires 3 criticals, which can't be broken up between locations). This even assumes you have enough hardpoints in the side torsos, which would require two per, as the C1 Catapult only has one ML in each torso, and you can't fit two LLs in the center.

On top of all of this, it seems the heat generated by firing weapons is -not- directly vented by an equal number of HS on the mech like in the TT game. In the videos, we can see mechs firing medium lasers that shouldn't have overtaxed the number of HS on that mech, yet there is still quite a bit of heat buildup shown. So likely, firing 4 LLs would spike your heat very quickly past what even 32 heatsinks could get rid of...and the Catapult simply doesn't have the room for many more.

I won't say it isn't possible, just that it would take much more careful use than if it were carrying lower-heat missiles.

Edited by Jakob Knight, 08 July 2012 - 06:56 PM.


#48 Jakob Knight

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Posted 08 July 2012 - 07:10 PM

View PostAdm Awesome, on 08 July 2012 - 03:23 PM, said:

I dunno anything about how the MWO mech lab works... so does a MW4 build count? lol

I know it's a lot more elaborate in MWO with heat sinks and personal ammo placement and such, but I guess for a general sense it works.

I don't know what stock armor is but mine has 90 armor with two LRM20's both with the artemis targeting system, 1 large ER laser and 2 medium ER lasers. I forfeited the jump packs which weight a ton for that heavy mech and instead got the BAP and LAM systems, and gave my LRM's 2x ammo. I can really do damage with it. with two sets of missile launchers and double ammo, you can dish lots of damage from far away for quite a while, and with a large and 2 medium ER lasers, if you used your LRMs right, you should be able to down them with 3 or 4 shots from your lasers, maybe even less.

The only issue is I see jump jets being a lot more important in MWO since there are plenty more hills and un-even terrain that you need to traverse. If you think you can survive without them though, the extra ammo goes a long way.


The standard CPLT-C1 has 160 armor. 90 armor is an amount of armor protection usually seen on Light battlemechs (and the Jagermech).

While the LRM20s with Artemis will probably be doable, there will almost certainly be no ER Medium Lasers at launch. They were Clan weapons that the Inner Sphere had to reverse-engineer after facing them in combat. At start, the only ER laser will likely be the ER Large Laser. Same with the Laser AMS, though that takes even longer to develop.

You can mount the BAP, but I don't see why you would want this. With only 90 armor, you do -not- want to have an enemy close enough to use the BAP, as even a light mech can probably kill you with one or two shots. Don't know how the design is on heat sinks, but you'll be probably be pushing the redline if you don't improve that too.

My two cents.

Edited by Jakob Knight, 08 July 2012 - 07:11 PM.


#49 Calisrue

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Posted 08 July 2012 - 07:29 PM

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

My mech needs duct tape. gauranteed to improve survivability

#50 Vashts1985

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Posted 08 July 2012 - 07:30 PM

heres my amazing catapult build

2x LRM-15's in the arms

4x Medium lasers in the side torsos

jump jets.

#51 Adm Awesome

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Posted 08 July 2012 - 07:37 PM

View PostJakob Knight, on 08 July 2012 - 07:10 PM, said:


The standard CPLT-C1 has 160 armor. 90 armor is an amount of armor protection usually seen on Light battlemechs (and the Jagermech).

While the LRM20s with Artemis will probably be doable, there will almost certainly be no ER Medium Lasers at launch. They were Clan weapons that the Inner Sphere had to reverse-engineer after facing them in combat. At start, the only ER laser will likely be the ER Large Laser. Same with the Laser AMS, though that takes even longer to develop.

You can mount the BAP, but I don't see why you would want this. With only 90 armor, you do -not- want to have an enemy close enough to use the BAP, as even a light mech can probably kill you with one or two shots. Don't know how the design is on heat sinks, but you'll be probably be pushing the redline if you don't improve that too.

My two cents.
I think the Armor scaling in MW4 is different then... whatever you're basing it off of. In MW4 the max is 100 for all stats, so ingame, my catapult has as much armor as an Atlas. I'm not really sure how to read all these fancy bars yet, Here I just took a screenshot of my guy in the Mech Lab

Posted Image

Edited by Adm Awesome, 08 July 2012 - 07:38 PM.


#52 Xandre Blackheart

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Posted 08 July 2012 - 07:51 PM

View PostJakob Knight, on 08 July 2012 - 06:52 PM, said:


Well, the Catapult is a missile platform in its C1 configuration, and a PPC platform in its K2 configuration, so it depends on what you mount on it. It was considered a missile platform because that was the base configuration. Had the K2 been the mass-produced model, then it would have been known as a PPC platform. The Founders mech will be limited to Missile and Beam weaponry, and while you can mount those LLs, you will have trouble fitting the heat sinks you will need to fire them.

This is because every heatsink past (engine rating/250 round down I think) must be allocated critical space in the mech. In the Catapult, every heat sink past the 10 that come as part of the engine have to be allocated. So, firing 4 LLs would generate (TT stats here ) 32 heat. That means 22 tons going to heat sinks if using standard, and 22 critical slots. If going with double heat sinks, it would be 6 tons and 6 3-group critical blocks (each DHS requires 3 criticals, which can't be broken up between locations). This even assumes you have enough hardpoints in the side torsos, which would require two per, as the C1 Catapult only has one ML in each torso, and you can't fit two LLs in the center.

On top of all of this, it seems the heat generated by firing weapons is -not- directly vented by an equal number of HS on the mech like in the TT game. In the videos, we can see mechs firing medium lasers that shouldn't have overtaxed the number of HS on that mech, yet there is still quite a bit of heat buildup shown. So likely, firing 4 LLs would spike your heat very quickly past what even 32 heatsinks could get rid of...and the Catapult simply doesn't have the room for many more.

I won't say it isn't possible, just that it would take much more careful use than if it were carrying lower-heat missiles.


That really wasn't the point of my complaint. So let me be more specific. Why would you consider the C1 a missile configuration if it has more energy hardpoints them missile hardpoints?

Or to be even more blunt, why wouldn't you have more missile hardpoints in the arms of a mech with arms obviously designed solely for missiles?

As for heat considerations, I could just stick the heatsinks in the empty arms.... The point of having multiple large lasers is choice - to be able to ripple fire them to create constant damage or to fire a salvo or two and back off.

Lets get down to brass tacks.

Pulling off the 2x 15 LRMs and the 4 medium lasers gets you 20 tons (including the pitiful 8 shots of ammo for each LRM 15). That's your 4 large lasers right there. they each take 2 crits, that 4 used in left and right torso.

It has 5 single heat sinks built in. Going to double heat sinks bumps you up to 30 heat dissipation (because you can't mix single and double so you have to have your engine heat sinks retrofitted), for the cost of losing an additional 15 critical slots.

5 3-bank critical slots with two empty arms and only 4 slots taken in each torso isn't a problem.

And all of that is without changing the engine, or armor or removing jump jets.

As for whether you feel comfortable running a mech with a 32 heat salvo with only 30 heat dissipation, well that's a matter of pilot preference. But that's beside the point.

The point I'm trying to make is that it's difficult to find a missile oriented build that will be more efficient than any of the energy designs you could come up with, specifically because it doesn't have enough damned missile hardpoints to allow for flexibility in missile loadouts.

That means if you want to do anything other than downgrade other aspects of the mech (like armor or speed or jumpjets or secondary weapons) or the missile loadout itself, you will be stuck with extremely limited ammo and limited usefulness at range. (Note I'm saying downgrading to SRM 6 is a downgrade. but specifically due to range considerations - it's probably the best of all available missile based modifications, but it's not really a support mech at that point)

In reality I probably won't go with 4 LL because I don't find it aesthetically pleasing to run a catapult in that configuration. But it is an extremely viable build, don't think that it isn't. People will be using it.I will probably wind up testing it just for giggles.

I will however eventually go with 2 SRM6 and 2 large lasers - that's 4 tons per srm with 15 shots each and 5 tons per large laser giving me 18 tons out of 20 and a heat generation of (4x2 + 8x2) 24 out of 15 stock heat. Make it 17 without even going double heatsink. I feel comfortable with piloting that. Toss in the added expense of double heatsinks and I can get to 21 heat dissipation and still have 6 more tons left to tweak with for three criticals (From what I understand in order to have double heatsinks you have to mount at least ONE actual double heat sink)

But it's still not an LRM support mech. It's a laser support mech, I've just reversed the short range weapons with missiles and gained a lot more sustainability at long range while getting an increase in my short range damage (4ML = 20 damage vs 2 LL + 2 SRM6 = 28 - remember LRM's have a minimum range). Not what I want but I'll take it. But what I'd rather have is more flexibility for missile loads.

Edited by Xandre Blackheart, 08 July 2012 - 07:58 PM.


#53 Der Zivilist

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Posted 08 July 2012 - 09:58 PM

I agree by the way that it's a pity there are so few missile hardpoints on the C1. You can work with dual LRM20's on the long range, but for short range work there are only the relatively tiny SRM6 launchers. You'd need more than two of those.

#54 xxx WreckinBallRaj xxx

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Posted 08 July 2012 - 10:11 PM

2 LRM 20s and whatever Lasers there is room left for; probably 2 Medium Lasers.

#55 Aeryk Corsaer

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Posted 09 July 2012 - 07:50 PM

The founder Catapult I plan to field is similar to the standard config but beefed up a bit in most areas. Assumptions on my part to some technology being available. Both endosteel internal structure to gain some tonnage plus ferro fibrous armor are used in my model. Replace single heat sinks with double heat sinks but remove the five extra heat sinks. Increase armor to 12 tons which with ferro gives an armor factor of 211 (4 points are lost since that is max armor) making my legs survivable in death from above attacks. LRM-15 are kept but enhanced with Artemis FCS fo better accuracy and 2 tons of ammo supply each launcher, total 4 tons. CASE was added for protection and with a standard engine should keep me functional for a while. an additional medium laser is added to the head but there may be no hardpoint for energy there for it. Maybe install TAG or something - cannot add another heatsink since crit table is full. Take a gamble and add another ammo bin in the head? If I can tell where I draw ammo from first, that might be a viable but risky option - it would take only four salvos total to empty that bin! Anyway, that is my build.

Edited by Aeryk Corsaer, 09 July 2012 - 07:52 PM.


#56 Agent KI7KO

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Posted 09 July 2012 - 10:17 PM

Who's to say there's only 2 variants?

I'm pretty sure an A1 and C4 might be better specialists, provided they're in of course.




This is baseless conjecture and I have totally not been visiting anonymous imageboards.

Edited by Afoxi, 09 July 2012 - 10:20 PM.


#57 Freshnbaked

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Posted 16 August 2013 - 09:42 AM

CPLT-A1

321 Armor

x2 LRM 20
x1 LRM 15

11 double Heat sinks

and 3 LRM ammos.

I can burst down any thing and as long as im careful, 250+ damage on a bad round with at least one kill.

Any light crossing a field is the best....pure ****.

Edited by Freshnbaked, 16 August 2013 - 09:43 AM.


#58 Conjure

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Posted 25 August 2013 - 10:21 PM

Double heat sinks
Ferro armor
300 XL
4 MPL
2 AC 5 Ultra
Full armor minus a few in each leg
2 tons of ammo

Edited by Conjure, 25 August 2013 - 10:24 PM.






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