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Theorycrafting: Catapult, The Support Role
#61
Posted 18 July 2012 - 01:51 PM
#62
Posted 18 July 2012 - 02:09 PM
#63
Posted 18 July 2012 - 02:18 PM
Brenden, on 18 July 2012 - 01:47 PM, said:
Find an elevated hide with good cover and shut down. Let your team make contact and have them lead a few mechs into valley beneath you. Then power up, alpha strike one and DFA the other.
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And then die, because now you're in a C1 in the middle of a fight. It would be a glorious death though.
Is DFA possible in the game? I haven't read anything to that effect.
#64
Posted 18 July 2012 - 05:17 PM
Soviet Alex, on 18 July 2012 - 01:51 PM, said:
Yes, the 1:1 hardpoint assumption is wrong (at least for large and medium sized weapons).
See here: http://mwomercs.com/...-mechlab-video/
#65
Posted 18 July 2012 - 06:18 PM
#66
Posted 18 July 2012 - 06:50 PM
Quote
Trebuchet has no jump jets. Also has a lot less armor than the catapult, and is 15 tons lighter, meaning that it is harder to upgrade its LRM capabilities.
#67
Posted 18 July 2012 - 06:58 PM
*assuming, of course, at least two missile hardpoints per arm.
#68
Posted 18 July 2012 - 07:05 PM
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Yeah but the Trebuchet is much faster and has a smaller profile so its far less likely to get hit. Also the lack of jumpjets isnt really a big deal when you can fire indirectly with LRMs anyway. The Catapult seems a little disappointing to me as a missile boat.
#69
Posted 18 July 2012 - 07:11 PM
48-ish kph is all a fire support unit really needs as your LRMs can go out around 1 KM and fire indirectly.
Swap both Lrm 15's for 20's, drop the jump jets and keep the same armor load.
TO go even further, drop the 4 med lasers to 2.
After that it's a matter of loading yourself up with a combo of heat sinks and ammunition with your remaining weight.
If you talk to any Beta players they will all tell you to pack lots of ammo. NO Ammo = no fire support
Now if you want to go direct fire support, that is lots of fun. The catapult c-1 is the only jump jet mech currently that can mount at least 2 ppcs. Would make it better than even the venerable K2, sans the lack of aiming mobility due to using torso mounts instead of arms.
Edited by Baoman, 18 July 2012 - 07:13 PM.
#70
Posted 18 July 2012 - 07:17 PM
Quote
48-ish kph is all a fire support unit really needs as your LRMs can go out around 1 KM and fire indirectly.
Swap both Lrm 15's for 20's, drop the jump jets and keep the same armor load.
Yeah that makes a lot more sense... the stock variant of the catapult is basically just a worse trebuchet. I like your variant much better,
#71
Posted 18 July 2012 - 08:15 PM
Khobai, on 18 July 2012 - 06:18 PM, said:
Well each to his own I suppose, but I'd prefer the catapult: an extra 15 tons means I'm going to fit more armour and weaponry than a trebuchet can.
#72
Posted 18 July 2012 - 08:42 PM
Catapult can change to double heat sinks and save five tons (by dropping the extra 5, allowing for five more tons of ammo/weapon upgrades). Trebuchet wouldn't gain any tonnage from doubles. Trebuchet is also only one speed increment faster than the Catapult, and most people will tell you that a mech with jump jets is more maneuverable than a slightly faster one without them. I mean, who can get past a steep hill faster: the guy who can run around it a bit quicker, or the guy who can just jump over it?
I understand if you still prefer the Trebuchet. But there may be things you didn't consider.
#73
Posted 18 July 2012 - 09:20 PM
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Well im still not entirely sure how hardpoints work either. Theres some confusion as to whether you get 3 hardpoints per weapon or if hardpoints are 1:1. If theyre 1:1 then that really punishes heavy and assault mechs and prevents them from using their tonnage optimally. If that's the case I do think the Trebuchet will end up being better.
Edited by Khobai, 18 July 2012 - 09:24 PM.
#74
Posted 18 July 2012 - 09:26 PM
Khobai, on 18 July 2012 - 09:20 PM, said:
Given the three pieces of evidence against 1:1 (including a dev post) and the apparent complete and total lack of evidence suggesting 1:1, I think the safest guess at the moment is multiple hardpoints per official weapon.
http://mwomercs.com/...-mechlab-video/
#75
Posted 18 July 2012 - 09:29 PM
#76
Posted 18 July 2012 - 09:31 PM
#77
Posted 18 July 2012 - 09:33 PM
#78
Posted 18 July 2012 - 10:58 PM
Khobai, on 18 July 2012 - 09:33 PM, said:
Hello NO ! Thats exactly what they try to prevent for a good reason.
Cant you remember the 4 LRM20 Longbows in earlyer games ? 1 Shot, shutdown, boot up, second shot, watch enemy die.
Or worse the hated 8 ER-Laser snipers.
Split weapon hardpoints are there for a reason
#79
Posted 18 July 2012 - 11:16 PM
But if it doesn't i will just settle with 2.
Edited by methebest, 18 July 2012 - 11:16 PM.
#80
Posted 19 July 2012 - 12:16 AM
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I understand why hardpoints exist. i wasnt saying we shouldnt have hardpoints. I was saying hardpoints shouldnt be 1:1.
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