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Power Gaming and the Catapult


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#21 Kanatta Jing

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Posted 06 May 2012 - 04:22 AM

Well if they are serious about not letting in Mechs that are interchangeable in both directions...

Well the H2, is PPC in one arm and Missle racks in the other. Like a half C1 and half K2. It's packed with highly exploitable Rockets, but you could trade them out for an LRM 20 and 2 tons of ammo and hope no one notices.

Or... the A1 as an extra module variant, without any energy or gun mounts. Meaning you could make an A1 minus an extra module from a C1 but you couldn't make a C1 out of an A1.

If it is 3 variants at release and they have to sufficiently different, then those could be candidates.

#22 Cruxshadow

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Posted 06 May 2012 - 05:03 AM

View PostGun Bear, on 06 May 2012 - 04:17 AM, said:

*Le sigh*

We aren't talking about the Timberwolf, we are talking about the Catapult.


Sorry, my bad.

I like the C5 Cat, I prefer long range sniping/fire support. I also like the C5A for when you need to drop a large pattern on target.

P.s. It will always be the Mad Cat to me.

Edited by Cruxshadow, 06 May 2012 - 06:34 AM.


#23 frostfly

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Posted 06 May 2012 - 05:22 AM

The Base catapult, (c1) is a darn near perfect mech. It's got good reach, empties it's ammo bins with out letting the bad guys get to close then you have a jumping, 4 ML kicking monster. the idea that people will use the A1 is pretty silly in my eyes. Ammo on mechs is dangerous, and filling a mech with a bunch of ammo then giving it zero close in weapons is a good way to get run down by a couple fast scout mech.

#24 Nick Makiaveli

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Posted 06 May 2012 - 05:24 AM

View PostEvex, on 06 May 2012 - 02:26 AM, said:

I never got the point of piloting multiple variants for a bonus to the mechs abilities. Lets assume that the abilities tie across the mechs. Well lets do a theoretical situation where, if these bonuses do go across the mech, and you have to unlock the first six again over x number of variations. Then the mech could be close to a super mech in theory. Another thing to consider is that a pilots abilities are directly connected to unlocking the ability points used by pilots. Is there a limit on how many points a pilot can get and use for abilities, if not whats stopping a player who has a pilot that can do everything? One last thing to consider is with some mechs having multiple variants, which most are not available from the start, if a new variant is added would a mech lose its elite bonus?


First you said "assume". So that means there's no need to panic just yet. We don't know EXACTLY how the skills will work. Also, I believe the devs have said the bonuses will be relatively small, and that player skill will be the most important factor.

View PostEvex, on 06 May 2012 - 02:26 AM, said:

The thing is the catapult only has two missile hard points, which means it can only mount two missile based weapons. So the C1 catapult would only be able to mount 2x srm-6, or 2x MIas. It not capable of mounting eight types of missiles at the same time. If we were talking critical spaces with out the hard point system in place. Then yes it would be able to do so, if the critical space was available. The A1 also lacks the beam hard points of the C1 in exchange for more ammo, and armor. Granted you can make an A1 out of a C1, but the thing is you would need to know the technical specifications, of how much more armor the A1 has over the C1.


It's been said that the number of hard points is based on the chassis, and the type of weapon that comes stock. So there could be more than one hard point where those LRM-15's are. Also, we don't know that the variant loses those hard points. Depends on how the mech was designed. If they just never installed the lasers at the factory to save weight, then it would stand to reason that the basic structure was still there. IE it would make sense from the lore that a good tech could use the existing parts to rig something up.

#25 Zakatak

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Posted 06 May 2012 - 09:13 AM

Perhaps we will get the Catapult-K3 aswell? It was prototyped with Star League tech during 3039. It would probaby cost twice as much as the other variants (DHS and ER-PPC's aren't easy to come by in 3049) but it may be worth the grind to some.

Edited by Zakatak, 06 May 2012 - 09:15 AM.


#26 EDMW CSN

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Posted 06 May 2012 - 09:43 AM

View PostZakatak, on 06 May 2012 - 09:13 AM, said:

Perhaps we will get the Catapult-K3 aswell? It was prototyped with Star League tech during 3039. It would probaby cost twice as much as the other variants (DHS and ER-PPC's aren't easy to come by in 3049) but it may be worth the grind to some.


You can probably hammer those together from the K2 variant, just need to find the same engine with DHS built in and cram your remaining crits with DHS. And remember to drop off half a ton of MG ammo for CASE.

Edited by [EDMW]CSN, 06 May 2012 - 09:44 AM.


#27 Aelos03

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Posted 06 May 2012 - 10:00 AM

Mechs will get better but not much as you can see in dev blog

#28 Zakatak

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Posted 06 May 2012 - 10:00 AM

Let's assume I grinded through every single variant 100% (which I plan on doing until Bushwacker comes out), and chose all of the middle options on Tier 1-4. Do all of these stack up to the Catapult as a whole, or just for each variant? If they do stack up, what kind of bonuses should I expect to have on my Catapult? Will my CPLT-C1 be able to torso twist 30% faster and jump jet 30% longer?

Edited by Zakatak, 06 May 2012 - 10:01 AM.


#29 Sassori

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Posted 06 May 2012 - 10:41 AM

Remeber: Just because we /know/ there is 1 missile hard point in each 'arm' doesn't mean there isn't /another/ missile hardpoint there as well.

The Devs have told us that there will be hard points on each chassis beyond what they're built with. So for example: There could already be two missile hard points in each arm, or a missle and a ballistics hard point, or whatever, we just don't see it yet because the stock C1 comes with the LRM-15's.

So it's possible that the Butterbee might be able to be made with the stock variant to begin with.

While it's safe to assume that yes the C1 has missile hard points there, since it carries LRM's, it's not safe to assume that is /all/ there is there.

#30 Kanatta Jing

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Posted 06 May 2012 - 01:33 PM

View PostZakatak, on 06 May 2012 - 10:00 AM, said:

Let's assume I grinded through every single variant 100% (which I plan on doing until Bushwacker comes out), and chose all of the middle options on Tier 1-4. Do all of these stack up to the Catapult as a whole, or just for each variant? If they do stack up, what kind of bonuses should I expect to have on my Catapult? Will my CPLT-C1 be able to torso twist 30% faster and jump jet 30% longer?


I think only the Elite stacks, but you might be able to go back and fill in the missing ones in your fav Varient. But I think we're just talking about a bonus of 4%.

2.5% base bonus + 0.5% Elite bonus X 3 variants = 4% total improvement.

Edited by Kanatta Jing, 06 May 2012 - 01:34 PM.






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