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My Catapult Builds


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#1 theta123

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Posted 13 November 2012 - 11:58 AM

The catapult is the first model family i went after. I got all 4 of them, and i love them all

I had a pretty straight forward mind in what for builds i went. And these are the final results

Model= Catapult CPLT K2
Name= Juggernaut ()

Equipment=

Standard engine 210 giving a top speed of 52 KM/H
standard armor
Endo steel equipped
Double heatsinks installed,12 to be exact. Heat effeciency 1.04
Armor 336/422

Firepower=
2 x AC/10 with 6 tonnes of ammo, giving 90 shots. or 45 volleys
4 x Medium lasers (Chainfire! VERY IMPORTANT)

This was my first bought mech and i have had so many battles with it. The AC10's where my goal from the beginning. The secondary laser armament was a long debate. I first had 2 extra tonnes of ammo and 2 medium lazers, but i felt this as insufficient. The firepower of the Dual AC/10 is powerfull, yet not extreme. Its ROF is faster then a super common easy boat gausspult but i still have to be on my toes fighting them. The 4xmedium lazers give good secondary firepower, but i have to be very carefull with long continues fire


Model= Catapult CPLT C1
Name= Uragan (Based on russian BM 27 uragan)

Equipment=
Standard engine 260
standard armor
Endo steel
DHS with 18 Heatsinks. Heat effeciency 1.19
Armor 368/422
Jumpjets removed

Firepower=
2x Large lazers
2x Medium pulse lazers
2x LRM 5 with 2 tonnes of ammo
1x AMS with 2 tonnes of ammo

I made this mech with the goal of making of a very all-around yet efficient fighting machine. The frontal lazer firepower is effective as i can keep firing the large lasers. And on short range, the medium pulse lasers kick nicely aswel with it. The 2 LRM5's are primarly there to provide suppresive fire. The AMS with 2 tonnes is VERY important to me on this build, as i primarly stick to friendly mechs.


Model Catapult CPLT C4
Name=Grad (BM 21 grad :) )

Equipment=
Standard engine 260
Standard armor
Endo steel
DHS with 15 heatsinks. Heat efficiente of 1.25
Armor 352/422
Jumpjets installed

Firepower=
2x Medium lasers
4x SRM 6 + ARTEMIS with 4 tonnes of ammo

I basicly made this build because i was sick......sick SICK of seeing the super common Streakcat. So i made this little beast to thin out the population! The medium lazers are more of backup weapons. Its the SRM's that count. I try to get in as close as possible for a full broadside of 24 SRM rockets. So far, it has worked rather effective against streak cats!


Model= Catapult CPLT A1
Name=Katyusha!

I only got this mech like...5 minutes ago..So i dont know what to do with it. I think i am going pretty simple with this one. I will probaly install endo steel, lighten the engine to the 230 model, and add 2 SRM 6's and ARTEMIS. Currentlly my C-Bills say 25 000 so...this will take a bit longer to equip

I could actually use some further advise with the A1. everything is allowed EXEPT A STREAK CAT ADVISE!

#2 DivineEvil

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Posted 13 November 2012 - 09:40 PM

Well, if you want Katyusha as it is, try 6x LRM5 + 10 tons of ammo + Artemis. I cannot be sure about how strong engine you might stick into it, but you can as well get the XL engine temporary from another mech you're rarely play or already maxed their efficiency. Anyway, make them chain-fire and throw those volleys into advancing enemies from afar. 6xLRM5 weights more, than 2xLRM15, but they give constant barrages, that makes fighting in melee a mere nightmare as long as they keep getting wobbled by missile explosions. Downside is, if some light spot you, they gonna screw you hard, unless you have Light-hunter covering you.

The All-round typical build for A1 is 2xLRM10, 2xSRM4 and 2xSSRM2, that gives you all-round missile stock. I haven't used that design myself, thus you'll have to figure out the Engine/Armor/Ammo balanse by yourself.

#3 theta123

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Posted 14 November 2012 - 02:07 PM

Well i got my A1 equipped with 4 LRM 5's and 2 SRM 6's. 5 tonnes for LRM and 2 ton for SRM. Chainfire and LRM5 becomes an continuos barrage of death and destruction :)

#4 Caillin

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Posted 14 November 2012 - 02:17 PM

Don't be too quick to condemn the streakcat pilots, quite a few of us are battling 300ms ping times and lasers (let alone balistics) are a crapshoot.

I've had really good success with my A1 build that carries 2 x LRM10 and 4 x SSRM2. This build makes a great fire support platform for the lance at range, and if you get a light on you, the 4 x SSRMs mean you don't have to just roll over and die.

This combination has been very successful for me over the last week or so running it.

#5 WhiteDragon32

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Posted 16 November 2012 - 10:15 PM

View Posttheta123, on 14 November 2012 - 02:07 PM, said:

Well i got my A1 equipped with 4 LRM 5's and 2 SRM 6's. 5 tonnes for LRM and 2 ton for SRM. Chainfire and LRM5 becomes an continuos barrage of death and destruction :(


So, I tried running this same build here (my first mech build in MWO) and none of the LRM 5's do any dmg. I have tried Chainfire and All-fire (all at once). Are LRM's broken right now? I ask bc I have seen other posts complaining about LRM being bugged.

Edited by WhiteDragon32, 16 November 2012 - 10:15 PM.


#6 spuge

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Posted 27 November 2012 - 05:03 AM

i have wery different type build in my c1/ founder catapult.

or more like it is wery close for standard build only upgraded in every way.

300XL whit pilot skill givin top speed on 80mph nice for heavy mech.
17 double heat sinks, whit right management good heet efficiency
4x medium pulse lasers. your mine and only weapon in close combat. you can win every mech in your class and smaller in 1v1 close combat. atlas and awsome.. thats why you can run 80mph.
2x LRM15+artemis whit 5t of missiles. catapult is after all long range support mech. after recent nerfs LRM rarely kills anyone but still it make tons of damage before real brawling starts and you know ho will win if enemy atlas have made love whit 200+lrm missile before close combat. and decent but not wery effective vs scouts.

this build can shoot missiles 24/7 or use lasers whit right management, but never use alfa strike.. ok only as desperate move it still make 75damage shutdown is caranteed but if enemy dies you have time for that if not time to pray.

normaly i go around 500-700damage / game whit this build.

and what make this build effective. its wery simple game is normaly 5-10min and for that time you use 95% shooting someting.

ps. never ever chainfair lrm. ams shoot down around 5 rocets in every wolley. that means 4x LRM5 chainfaired get 0 hits. 4x LRM5 wolley fire get 15 hits.

Edited by spuge, 27 November 2012 - 05:09 AM.


#7 Buckminster

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Posted 27 November 2012 - 01:57 PM

View PostWhiteDragon32, on 16 November 2012 - 10:15 PM, said:

So, I tried running this same build here (my first mech build in MWO) and none of the LRM 5's do any dmg. I have tried Chainfire and All-fire (all at once). Are LRM's broken right now? I ask bc I have seen other posts complaining about LRM being bugged.


LRM5s are very easy to negate with an AMS, especially when chain firing. A single AMS can easily take out 5 incoming missiles, so 6 chainfired batches of 5 does nothing but use up their AMS ammo.

The other thing to be careful of is terrain. I like to zoom in and make sure that I have direct line of sight before I shoot on most maps, I'd rather not waste my missiles on hills and buildings.

Also, keep your range in mind - they are absolute on an LRM. Past 1000m they do nothing, below 180m they do nothing. I don't know how many times I've seen people firing a couple salvos of LRMs at targets that are 1400m away.

#8 Dirus Nigh

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Posted 27 November 2012 - 09:20 PM

I am currently grinding out the catapult. Using the C1[f], K2, and C4.

C1

This very close to a stock build with some tweaking.
Endo steel
260 Engine
15 HS
2 small lasers CT
2 med lasers RT/LT
2 LRM15s RA/LA
4 tons of ammo
CASE RT/LT
4 jump jets
maxed out torso armor

This has done well as a support mech. After the LRMs are used up you can move in and help clean up. I'm thinking of dropping 4 heat sinks and upgrading to doubles so I can put in either a BAP, AMS or a slightly faster engine.

C4

Endo steel
300 XL Engine
2 DHS ( held in engine)
2 med pulse lasers CT
2 SSRM2s RA/LA
2 tons of ammo
2 LRM15s RA/LA
4 tons of ammo
BAP
4 jump jets
Maxed out all armor except the legs.

This mech has done very well, or it can die spectacularly. As a support mech I can do just as well as the C1. The streaks let me fend off light and medium mechs. They are also a great supplement to the pulse lasers which are good for close in accuracy. The speed of the 300 XL makes this a very agile mech. I can quickly get out of danger or move in to wear I am needed. However it can be very expensive to rearm and repair. The 12 double heat sinks can keep up with the heat out put of my weapons.

K2

Endo steel
300 XL Engine
16 heat sinks
2 medium lasers RT/LT
2 AC2s RT/LT
2 tons of ammo
2 large lasers RA/LA

This is a very good direct fire mech. It can also hold fend off a mech in a brawl for a short time. The large lasers give good accuracy medium to long range while the AC2 can put out a high rate of fire. Good for harrasing snipers and LRM boats. The med lasers are for close in fighting and keeping the heat down. Again the 300 XL gives agility for escaping and moving quickly to help teammates. I am considering changing the single heat sinks to doubles. If I do I can change the large to ERs for greater range, remove 3 and add in AMS and BAP, or remove 2 and switch the mediums for pulses. I'm still thinking of scrapping it once I get master on my founder C1.

I have also used a K2 with four large lasers. It can really dish out some accurate damage but runs very hot. With double heat sinks it would have done better. However I wanted to use the full potential of the hard points on the mech.





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