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.