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Cplt-C1 Archer-Pult


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#1 trycksh0t

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Posted 10 November 2012 - 08:46 PM

Finally able to scrape the c-bills together for the upgrade my CPLT-C1F deserves, I've been having so much fun with it I decided to share.

The idea behind my -C1 was, since I will never have an Archer, I wanted to get as close as possible to piloting one. It isn't a direct 1-1 interpretation, but the Archer-Pult functions close enough that I am thoroughly happy with it. Without further adieu:

Catapult CPLT-C1
Standard Internals
11 tons of Standard Armor (352 points)
18 head, 59CT, 25CTR, 40LT/RT, 20LTR/RTR, 35LA/RA, 30LL/RL
300 Rated XL Engine
4x Medium Lasers (If it aint broke)
2x Artemis LRM20s w/ 4 tons of ammunition (720 missiles, or 18 full volleys)
12 Double Heat Sinks (All in the Engine)

First things first, the Archer-Pult is a support build. Support does not mean "Sit back as far as possible and blindly throw missiles at every red box that appears on your screen", support does mean "Move with the rest of your team, hanging back far enough to lob missiles at every red box that appears on your screen that YOU KNOW YOU CAN HIT." Following concept number 1 means you will probably live longer, but you will most likely underperform and put more missiles into the countryside than the enemy and you will probably have negligible support when the inevitable fast-mover shows up and toasts your 'Mech. Following concept number 2, you will put out more damage because you're actually hitting your targets consistently, and you'll have hard-hitting support available to swat those pesky flies buzzing around, allowing you to get back to work.

To that effect, I like to hang back 300-400 meters behind the main force, this gives ample time for your buddies to help you out if things get hot and will offer plenty of target opportunities. Once the enemy team has been found, use the 74.8 kph top speed to KEEP MOVING, dropping explosive death on anyone stupid enough to get into your line of fire. Lobbing missiles at 1000 meters may seem like a good idea, but your target has several seconds to either break the target lock or get behind hard cover, rendering your volley useless. At 400 and 500 meters, most 'Mechs simply don't have the time to react and will take the full force of your assault (This is a very good thing). With "only" 720 LRMs, you will eventually run out of ammo, but if you did your job right and followed the guideline of only shooting what you could hit, several enemy 'Mechs will either be dead or wounded. Remeber those 4 medium lasers? Use 'em. They're not only good for punishing harassers, they are quite capable of putting down damaged 'Mechs. Do NOT, under any circumstances, get ahead of your team's main force, you will die. Eleven tons of armor is plenty of protection against faster targets, but you are not equipped to handle front-line duty. Continue moving behind your main force, popping out from behind cover or a conveniently placed Atlas to lance green death-beams into your target, then get back to cover.

Is this the cheapest 'Mech to run? No. Artemis LRMs are expensive, and if you get shot out the XL Engine and DHS will up your repair costs, which is why it doesn't have FF or Endo, keeps the cost down to manageable levels. Played properly, you should be near the top of the board for damage (I'm pulling 400+ consistently), should have assists coming out of your ***, and possibly rack up a few kills along the way.

Is it the perfect 'Mech? Not by a long shot (That title, IMO, goes to the Shadow Cat).

Is it for everyone? Again, no, but if you like playing a very active supporting role, it is great fun.

Will this 'Mech boost your K/D? Probably not, but if you're concerned about your K/D you're in the wrong game.

Edited by trycksh0t, 11 November 2012 - 12:50 AM.


#2 Hayashi

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Posted 10 November 2012 - 10:50 PM

Piloting Support Mechs may end up boosting your K/D, since if you're running with a good team, the support Mechs usually don't face frontline combat much. To die from 400m away, you'll need to stand perfectly still and let a Gausscat shoot your cockpit.

PUGs are a different story though, of course. Since there doesn't seem to be a battle line as often as there seems to be a generalised area of chaos, and competent light pilots will go for the LRM boats first.

#3 Grizley

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Posted 11 November 2012 - 11:37 PM

I'm not entirely sure I agree with 11 tons of armor being "plenty" against faster moving targets. A decent Jenner will put 60 damage on your rear CT inside 5 seconds. If you're launching LRMs every quick mover around knows where you are and will take any opportunity they can to take you out.

For a laugh in an LRM boat put 80% of your armor on the BACK of your mech. If a light gets behind you, just ignore it and keep firing. You won't kill it, and maybe a friend will come save you before it can chew through 50+ points of armor.

#4 Mithos

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Posted 12 November 2012 - 03:41 AM

View Posttrycksh0t, on 10 November 2012 - 08:46 PM, said:

Is this the cheapest 'Mech to run? No. Artemis LRMs are expensive, and if you get shot out the XL Engine and DHS will up your repair costs, which is why it doesn't have FF or Endo, keeps the cost down to manageable levels.

Endo doesn't change your repair bills that much, especially when you already paying for artemis ammo and xl. Try it! Extra tons of armor/ammo never hurts.

#5 trycksh0t

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Posted 12 November 2012 - 01:40 PM

View PostGrizley, on 11 November 2012 - 11:37 PM, said:

I'm not entirely sure I agree with 11 tons of armor being "plenty" against faster moving targets. A decent Jenner will put 60 damage on your rear CT inside 5 seconds. If you're launching LRMs every quick mover around knows where you are and will take any opportunity they can to take you out.

For a laugh in an LRM boat put 80% of your armor on the BACK of your mech. If a light gets behind you, just ignore it and keep firing. You won't kill it, and maybe a friend will come save you before it can chew through 50+ points of armor.


I've never allowed a Jenner behind me long enough to put two alphas into my rear armor, let alone stood still or moved predictably enough to let that much damage hit the same area. With a 300XL, Cats are surprisingly nimble for how big they are. Granted, not enough to outmaneuver a Jenner or Commando completely, but more than maneuverable enough to keep them out of your rear arc. Maybe I've just spent too much time with Cats, but I haven't found Jenners to be as terrifying as everyone makes them out (I've also been blessed that several of the pugs I've been running in have taken to paying attention at killing lights harassing me when I yell for help...which is rather nice).

View PostMithos, on 12 November 2012 - 03:41 AM, said:

Endo doesn't change your repair bills that much, especially when you already paying for artemis ammo and xl. Try it! Extra tons of armor/ammo never hurts.


Probably not, but every little bit helps (Honestly, I'm a cheapskate when it comes to games...I can't explain why). I hadn't mentioned it in my OP, because it doesn't really matter, but I'm also not adding Endo to 'Mechs that don't carry it standard due to personal reasons..namely I think it's absolutely ridiculous to rebuild an entire 'Mech's support from the ground up. I wouldn't add any extra ammo anyway, I know I can get 720 missiles in the air before I take enough damage to bypass my armor or overheat, but more than that and things could get ugly - more ammo = greater chance of it going boom.

#6 Buckminster

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Posted 13 November 2012 - 09:31 AM

I put ES on my C1, and it was the best thing I did. I used the weight savings primarily for armor (pugging is rough sometimes), and it's not like I really needed the crit spaces. I haven't noticed any real costs to repair it either, especially when compared to the 60K it costs to rearm my artemis LRMs.

#7 Regina Redshift

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Posted 13 November 2012 - 09:49 AM

View PostBuckminster, on 13 November 2012 - 09:31 AM, said:

I put ES on my C1, and it was the best thing I did.
This man speaks the truth. The C1 is not burdened with a mess of extra hardpoints, so Endo makes good sense as an upgrade.

#8 Hayashi

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Posted 13 November 2012 - 09:57 AM

I put ES on my K2 and C4, but not the C1. 4 medium pulse build = need a lot of space for double heat sinks. =P

#9 Buckminster

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Posted 13 November 2012 - 10:03 AM

After I grab a K2, 4 MPL is the next upgrade I want to do to my C1. I figure that by switching to an XL engine I can free up the weight to upgrade the lasers to pulse, and maybe throw some extra DHS in there as well.

#10 Hayashi

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Posted 13 November 2012 - 12:06 PM

Problem with LRM20 artemis is the ridiculous rearm costs, it's about 120k a match. I'd recommend dropping the Artemis entirely, or you might make a loss even if you keep winning.

#11 Golden Sentinel

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Posted 13 November 2012 - 02:00 PM

View PostHayashi, on 13 November 2012 - 12:06 PM, said:

Problem with LRM20 artemis is the ridiculous rearm costs, it's about 120k a match. I'd recommend dropping the Artemis entirely, or you might make a loss even if you keep winning.


Well, technically if he lives off of the charity reload, he'll always start a match with a full 3 tons of ammo for free since he has 4 on the Cat. It always re-arms you back to 75% minimum after a match. It's optional to buy the remaining 25%. From what I've read, most boats pay extra tonnage for ammo so they can live off of the 75% each match. I do that as well.

#12 Buckminster

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Posted 13 November 2012 - 02:11 PM

I'm also in the "free ammo only" camp for my Artemis LRMs. At 60k to top off that 4th ton, it just isn't worth it.

I get that Artemis ammo should be more expensive, but it's stupidly expensive now.

#13 WarRats

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Posted 13 November 2012 - 02:32 PM

I like it.





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