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Theorycrafting: Catapult, The Support Role
#21
Posted 15 July 2012 - 03:50 PM
However normally it is not allowed to mix ammo and / or to cross-feed ammo between differently sized launchers.
But perhaps the finial version of the game will just count "total missiles", not "missiles per launcher", who knows.
#22
Posted 15 July 2012 - 04:39 PM
Ubertron X, on 15 July 2012 - 03:50 PM, said:
However normally it is not allowed to mix ammo and / or to cross-feed ammo between differently sized launchers.
But perhaps the finial version of the game will just count "total missiles", not "missiles per launcher", who knows.
According to the original TT rules it wasn't. From things I've read I've come to the conclusion that in MWO LRM's will pull from a common pool of ammo.
Even if it doesn't that's still 12 salvos for the LRM 20 and 16 for the LRM 15. Still seems like a significant improvement over 8 salvos from each LRM 15 in the original model.
#23
Posted 16 July 2012 - 12:39 AM
#25
Posted 16 July 2012 - 01:33 AM
I For my part thing the XL engine is viable on the Pult since you should not take most of the heat anyway.
Personaly i would strip down 2 of the lasers and get more amonition for the LRM, Since they are why you are on the field anyway.
Jumpjets.. o no i like them, they stay. And even if its for a sudicial attemp of Death from Above when im out of Lrms
#26
Posted 16 July 2012 - 02:03 AM
Playing fire support in an organised company allows you to make changes based on knowing you will have scout support and protection. Playing in a PUG would require a different build as you couldn't guarantee having a bodyguard.
#27
Posted 16 July 2012 - 05:52 AM
I must agree with others though and advise you leave the LRM-15’s installed you get 2 more salvoes per shot/ton of ammo (LRM-20 6/ton vs LRM-15 8/ton), 2 points less heat per salvo (it’s not much but it will add up), and gives you back 3 ton allowing you to mount two Artemis system helping you're LRM DPS far more than a signal (or even double LRM-20’s).
If staying power and damage on target is what you’re looking for it’s a better build IMO depending on how Artemis/ECM is implemented in game.
Edited by Kerzin, 16 July 2012 - 05:53 AM.
#28
Posted 16 July 2012 - 07:12 AM
#29
Posted 16 July 2012 - 07:36 AM
#30
Posted 16 July 2012 - 08:02 AM
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#31
Posted 16 July 2012 - 08:26 AM
Xandre Blackheart, on 15 July 2012 - 02:45 PM, said:
Well that certainly makes the support role sound important. The application of firepower from a distant point allows the individual directing the fire to shape the battle. But how?
Well if you can hit your enemy, and he can't strike back at you, you have just forced your enemy to make a decision. He has to either retreat, advance to a range he can retaliate from, or sit there and take it. Congratulations, you have just shaped the battle. Of course, picking the right target will be critical, and the right location to fire from also.
The long-range indirect fire nature of artillery/missile support adds the ability for highly mobile fire-power. You don't waste time gaining LOS on each battle you want to involve your support mech in, you just change targets and get a teammate to spot for you. If multiple battles are raging at the same time you can place your mech in range of all of them and switch your support targets back & forth as opportunity & expediency dictate. A well-oiled scout/support combo can be a major problem for a much larger force, especially if the supports have a few heavy/assault defenders.
Xandre Blackheart, on 15 July 2012 - 02:45 PM, said:
This could be problematic depending upon the map. As I imply above, placing your support mechs can be vital and they might need to move to odd locations to be able to fire on multiple battlefields in the scenario where they're supporting all of them at once.
Xandre Blackheart, on 15 July 2012 - 02:45 PM, said:
This is an excellent idea which, as a scout, I hope few support mechs think of.
<edit: grammar for clarity>
Edited by Hax DB Header, 16 July 2012 - 08:27 AM.
#32
Posted 16 July 2012 - 08:38 AM
#33
Posted 16 July 2012 - 12:07 PM
Heimdall Kerensky, on 16 July 2012 - 12:39 AM, said:
Actually I was fairly clear in pointing out that I was not in beta, as I was bored and there is a founder's catapult just sitting in my garage. I was even more specific in the earlier theorycrafting post on the Atlas.
Beta must be like crack, I can picture you shaking and jerking outside the crackhouse pounding on the door...
Xune, on 16 July 2012 - 01:33 AM, said:
I For my part thing the XL engine is viable on the Pult since you should not take most of the heat anyway.
Personaly i would strip down 2 of the lasers and get more amonition for the LRM, Since they are why you are on the field anyway.
Jumpjets.. o no i like them, they stay. And even if its for a sudicial attemp of Death from Above when im out of Lrms
You might look at just dropping the Large Laser to a Medium Laser That would give you back the 4 tons you need for Jump jets.
Edited by Xandre Blackheart, 16 July 2012 - 12:15 PM.
#34
Posted 16 July 2012 - 12:13 PM
Kerzin, on 16 July 2012 - 05:52 AM, said:
I must agree with others though and advise you leave the LRM-15’s installed you get 2 more salvoes per shot/ton of ammo (LRM-20 6/ton vs LRM-15 8/ton), 2 points less heat per salvo (it’s not much but it will add up), and gives you back 3 ton allowing you to mount two Artemis system helping you're LRM DPS far more than a signal (or even double LRM-20’s).
If staying power and damage on target is what you’re looking for it’s a better build IMO depending on how Artemis/ECM is implemented in game.
I dislike depending on Atremis, particularly because you need LOS (allegedly). One of the reasons I opted for the marginal gain of the LRM 20 was to increase the shock value of getting hit to some degree. The effect of taking fire when you have no idea where it is coming from is a very demorializing feeling, and the heavier it is, the more a target is likely to panic and make a poor decision.
frostfly, on 16 July 2012 - 07:12 AM, said:
You can turn it into a brawler sure. But there are even better brawlers in the weight class, and only a few support platforms that are as effective.
#35
Posted 16 July 2012 - 12:16 PM
#36
Posted 16 July 2012 - 12:21 PM
frostfly, on 16 July 2012 - 07:12 AM, said:
The default build is a mixture between lasers and missiles, that is true, but you can edit its loadout to be full missile firepower if you want. There's no one stopping you from adding more ammo or bigger LRMs. Mine will personally have LRM 20s+lots of ammo. His hard and numerous barrages over terrain will be quite the problem for enemy teams.
#37
Posted 16 July 2012 - 12:48 PM
#38
Posted 16 July 2012 - 03:03 PM
In the mean time, check out Solaris Skunk Werks for all your mech design needs.
#39
Posted 16 July 2012 - 03:22 PM
Given that fact, you might opt for only two mediums and stack more ammo.
I wonder if you could really set the catapult up as heavy fire support and replace the four MLs with a PPC?
I so can't wait to have access to a real mechlab!
#40
Posted 16 July 2012 - 04:01 PM
replace LRM 15's with LRM 10's - 4 tons of ammo - 24 salvos
strip out jump jets, add three tons armor and 1 HS (for a total of 16 HS)
replace 2 CT lasers with Medium Pulse Lasers.
This will allow me to support for longer and the extra armor will help surviveability. the only andvanced tech used is the pulse lasers, if these are not available or cause too much heat, then use medium lasers.
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