

#1
Posted 01 March 2020 - 08:51 AM
Cptl-C2 the ugly baby of the K2 and C4. I'll start with the ok things about it. It tanks like the rest of the missile catapults. It has a great view from the cockpit unlike mech like the lct-1vp. It can be very xl friendly made even more so when you put 16-18 points into survival for more armor. It has a nice variety of weapon options and combos.
The bad. Weight problems mostly. The 2s have a nice rate of fire but I rather have more damage from an ac. In order to go bigger gun you usually have to down grade the lrms to smaller launchers. I vary between 5s or a single 10. No energy hard point. Which means no tag. More weight lost to mount the standard lrm kit of bap/tcmk1/uavs or if you really want to use up the weight narc and 2t ammo which is about 5t lost.
Ghost heat. Yep fire more than one mrm and get haunted. Can't dual ac20s unless you chain fire. This mech can't decide that it wants to do well. It can go big lrm/mrms or acs. The quirk it has currently is a range,velocity and cool down of 10%.
The C2 is an ok mech over all. I've got variants that do what it tries to mix up better. At range it can work pretty well but the stock 2s really don't give it much defense for all the weight used. Ssrm/ssrm seems to be the better close up option. I've seen others use it with the 2s and lrms so the mech is seeing some use. It's also one of the few mechs I've used some gxp to skill out instead of playing it a lot.
The mech just doesn't work for me yet. I've got 3 other cats already set up and skilled for lrms. The K2 bearing the name battlecat for all my ac needs.BB for the mrms. C2 will have to find a niche out of the others once I play it longer than a month. I still have 15 nodes to grind out the mech xp for even though I've got way more gxp I could master it in under five minutes.
#2
Posted 01 March 2020 - 09:04 AM
edit-- I think RLs are okay on the thing, but committing serious weight to missiles means baby ballistics. If you want to do missiles, there are other Cats that do them better.
Edited by Kubernetes, 01 March 2020 - 10:17 AM.
#3
Posted 01 March 2020 - 09:21 AM

The default model sports a fairly standard combination of LRMs and ER Mediums. However, you have a pair of advanced electronic devices that let you shut down enemy 'Mechs just for fun.
The other model would be pretty useful in MWO. Its armor is specially designed against flamers, while you carry two Plasma Rifles that combine Autocannons and big Flamers. Your big MML racks let you switch between LRMs for ranged combat and SRMs for added short range barrage.
#5
Posted 01 March 2020 - 12:12 PM
2xLBX10s with JJ's was also kind of fun. Trouble with LBX10s is that the Legend Killer can do it so much better, with backup weapons too. I tend to love Catapults though (7k matches in the Jester, retired) so was trying to make it work. JJ's make it kind of unique with LBX10s, but the ears make you easy to spot whilst jumping. Drop the JJ's and add 4xRocket 20s for a *you're totally screwed now* one-time punch to one unlucky mech. Just remember to open the missile doors first, otherwise the Rocket 20s are really likely to miss with the fire delay.
#6
Posted 01 March 2020 - 12:50 PM
#7
Posted 01 March 2020 - 01:00 PM
FupDup, on 01 March 2020 - 12:50 PM, said:
I was saying this for years,
https://mwomercs.com...-loyalty-mechs/
#8
Posted 01 March 2020 - 07:12 PM
I've tried the JJ 2x UAC10 on it as well and that thing is nice. Just strip the arms completely.
#9
Posted 02 March 2020 - 02:14 PM
JJ, Ammo.
Good for 1200dmg+ matches no drama. Done it plenty
#10
Posted 03 March 2020 - 12:59 AM
Both the 2LB10X+4srm2 and LB20+3srm6 (I preferred 4 srm4) mentioned above were OK builds, but this is still a pretty meh variant - even for a Catapult. For some reason I am off in aiming the SRMs and tend to shoot over the heads of the targets.
#11
Posted 03 March 2020 - 01:39 AM
You either open them or allow for it - or a mixture of both.
#12
Posted 03 March 2020 - 07:39 AM
justcallme A S H, on 03 March 2020 - 01:39 AM, said:
You either open them or allow for it - or a mixture of both.
I don’t understand - you say that there is a delay even when the doors are already open?
I always open the doors 1st thing after I drop and keep them open.
#13
Posted 03 March 2020 - 11:17 PM
Most likely you're just aiming too high. You have to account for the weapon convergence when leading shots with your high-mounted ears.
Edited by Aidan Crenshaw, 03 March 2020 - 11:19 PM.
#14
Posted 04 March 2020 - 08:59 AM
ShiverMeRivets, on 03 March 2020 - 07:39 AM, said:
I always open the doors 1st thing after I drop and keep them open.
Weapon convergence can be wonky when your hardpoints are far apart. I have experienced it most badly with the Grasshopper, sometimes my ppc shots fly well over the point I am aiming at. I think it may also be an issue of the reticule being not placed quite over the enemy, so the game aims at geometry around your target instead which completely screws convergence.
#15
Posted 04 March 2020 - 10:37 AM
Aidan Crenshaw, on 03 March 2020 - 11:17 PM, said:
Most likely you're just aiming too high. You have to account for the weapon convergence when leading shots with your high-mounted ears.
I think there is a natural tendency to shoot high when your weapons are above the cockpit. I've noticed this in the past with Jagermechs and Bloodasps and have had to force myself to shoot low when driving those mechs.
#16
Posted 04 March 2020 - 11:53 AM
Kubernetes, on 04 March 2020 - 10:37 AM, said:
When leading with projectiles it's normally down to convergence.
Your weapons converge at your aim point when firing, when you lead this is typically at terrain which is further away than your intended target:
High mounted projectiles descend to towards the aim point, low mounted projectiles ascend.
Basically, if you aim at a point twice as far away as your target and fire, your projectiles have only covered half the vertical height at intercept. With high mounts you hit high, with low mounts you hit low (unless you compensate)
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