Hi RunCib
The dual LRM 15's are actually pretty darn good.
The problem is lack of experience with the mech. Give it time, get it to expert, and then mastered. the Catapult is not a bad mech, just not a great starter mech.
Until you are better, go out with a couple Large Lasers, a couple Medium Lasers, and a couple SRM4's. Learn to use those Jump Jets to spread the damage. LRM's are really situational, and are tough to leverage early on because you tend to stay to far back, and the enemy lights find those mechs. They look for the rear line of streaming lrms.. just saying.
Get more in their face. Stay right on the tail of a 90-100 mech and shoot at what it does, you have the range profile with the above loadout mentioned.
And just relax, learn where to be, and where not to be. That's one of the most important things you can learn in this game.
Enjoi
1
Catapulted
Started by Maineiacal Maineiac, Feb 07 2016 08:44 PM
25 replies to this topic
#21
Posted 11 February 2016 - 05:37 PM
#22
Posted 15 February 2016 - 04:51 PM
I stand corrected on the Artemis. Last time I played was nearly a year and the tool tips weren't as good. I don't know if it was a change to Artemis or just a clarification on the the tool tip.
(I was also wondering how long it would take for someone to use their Tier as an appeal to their authority. Glad to see the rest of the replyers actually resort to reason than that nonsense.)
(I was also wondering how long it would take for someone to use their Tier as an appeal to their authority. Glad to see the rest of the replyers actually resort to reason than that nonsense.)
#23
Posted 15 February 2016 - 06:25 PM
I didn't notice if anyone said this.. But my Catapult i run very similar to yours.. 2X LRM15's, 3X MPL's, And add a TAG. You really need a tag for LRM mechs.. Though some with out energy Hard points or limited, you must add a BAP instead.
to me, one or the other is needed. the only mech i don't use it on, is my LRM15, 4ML raven. It is a fun mech, but can be hard to play.. though honestly i have not played it since the ECM reduction.. might be time to break it out again, seeing its rare to see a whole team under ECM cover these days outside of CW
to me, one or the other is needed. the only mech i don't use it on, is my LRM15, 4ML raven. It is a fun mech, but can be hard to play.. though honestly i have not played it since the ECM reduction.. might be time to break it out again, seeing its rare to see a whole team under ECM cover these days outside of CW
#24
Posted 16 February 2016 - 12:14 AM
Romeo Deluxe, on 15 February 2016 - 04:51 PM, said:
I stand corrected on the Artemis. Last time I played was nearly a year and the tool tips weren't as good. I don't know if it was a change to Artemis or just a clarification on the the tool tip.
(I was also wondering how long it would take for someone to use their Tier as an appeal to their authority. Glad to see the rest of the replyers actually resort to reason than that nonsense.)
(I was also wondering how long it would take for someone to use their Tier as an appeal to their authority. Glad to see the rest of the replyers actually resort to reason than that nonsense.)
Tier in LRM discussions is only useful in one regard: It shows that people are playing a different game. In lower tiers LRMs can dominate, because lower tiers are mostly new players, bad ones, or those that can't cope. So LRMs can seem even overpowered there. The upper tiers are usually people that can use cover reliably, pack ECM, and AMS. Meaning LRMs are either ineffective, or absolutely useless in a majority of matches.
However, tiers out side of that one particular scenario don't really lend much authority to an argument. If the argument is good, it will stand on it's own. If it's bad, then it's bad, even if made by a tier -20150 player.
#25
Posted 16 February 2016 - 12:26 AM
mailin, on 10 February 2016 - 08:10 PM, said:
I agree that firing lrms in the 200-300 m range is good because you will usually have LOS, but there is a problem with that range. The trajectory of the lrms is nearly flat. Meaning that any friendly mech between you and the enemy might get pounded in the back. Instead, I like to go about 500 m out. There the trajectory is much more an arc and it is much easier to to lrm an enemy without hitting intervening friendlies.
No matter what though you do not want to stand in one spot and keep firing lrms while your frienlies move away from you. That is probably one of the most common mistakes I see.
No matter what though you do not want to stand in one spot and keep firing lrms while your frienlies move away from you. That is probably one of the most common mistakes I see.
Well, you could try to take your finger off the trigger if you see a blue boxed mech about to move between you and your target? It is also a useful skill for other weapons as well to be honest. At 200-300 (Id personally say 200-maximum 500 meters) the travel time even for LRMS is not seriously longer than for ballistics in terms of potential for team damage.
#26
Posted 16 February 2016 - 04:09 AM
Yep here's my Catapult C1 (my first mech):
http://mwo.smurfy-ne...1f14985975c0dc9
I had often high dmg games, but with LRMs you don't do many kills, you assist.
Usually I try to stay slightly back (around 300m behind attack force) and spam LRMs,
4 ML help to deal DMG to leftovers, or to fight of harrassers.
With that built make sure you are never alone. Try to help using LRMs without getting enemy attention first.
When everything was right, your team + your LRMs weakened the enemy. With 4ML and a lot of HP left you can join the endfight head to head.
However while advancing thru tiers that build seems to get less effecive.
http://mwo.smurfy-ne...1f14985975c0dc9
I had often high dmg games, but with LRMs you don't do many kills, you assist.
Usually I try to stay slightly back (around 300m behind attack force) and spam LRMs,
4 ML help to deal DMG to leftovers, or to fight of harrassers.
With that built make sure you are never alone. Try to help using LRMs without getting enemy attention first.
When everything was right, your team + your LRMs weakened the enemy. With 4ML and a lot of HP left you can join the endfight head to head.
However while advancing thru tiers that build seems to get less effecive.
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