Cataphract Ctf-4X With 4 Ac Build And Gameplay
#21
Posted 21 March 2013 - 10:12 AM
I tried the 2x AC/5 and 2x UAC/5 thing...I didnt care too much for it...the UACs just jammed too much for sustained fire.
So I decided to go with a quad AC/5 build. I managed to squeeze in 4tons of ammo, 2 ML, and an SRM4 with 1ton of ammo. All with an XL250 engine and endo. This build works ok for me. I dont rack up the kills unless they stand still..BUT it does scare people off enough for my team to flank and win.
In the end, not a bad build, but not my fav
#22
Posted 30 May 2013 - 11:09 PM
I DO, however, love runing 4x AC2. Just cram it so full of ammo I can chain fire 'till the cows come home. It freaks so many people out.
#23
Posted 10 July 2013 - 09:39 PM
#24
Posted 30 July 2013 - 06:47 PM
4 ac/5
2 ml
9 tons of ac5 ammo (270)
xl255 (59kmph without tweak)
no additional hs
armor 352/434
endo steel
DHS
im glad i started using the xl engine as its only 1 out of 20 times i get killed by a side torso shot.
frequently above 500 dmg and once had 1278 dmg.
key is to support your team in the beginning and dont walk up front. when people start dieing you can kill everything thats left by hitting the softer armor spots. if necessary you can practicly 1 vs 1 any mech and win. only real threat are lights. i rather face an atlas than a jenner.
#25
Posted 31 July 2013 - 02:49 AM
#26
Posted 12 August 2013 - 08:39 AM
Was 120 rounds for two AC5s low? Sometimes, depends on how active I got to be. Keeping up with the advance party was impossible, and even staying with the main body was difficult. That being said, I had to do everything I could to keep from being caught away from support. Any time I was getting too far away from the main battle group was when I got destroyed.
Was it slow? Yes. Did it have a technically low direct damage? Yes...ish. If you are getting a 4X into the 200m or less range, then I feel that you are doing it wrong, no matter your build. I found that staying at about the 300m-400m range was the sweet spot of that build, keeping moving and just using everything you have until you get to about 80% heat, then just chain fire the AC5s.
If you have played speed demon mechs, and you should really just avoid this chassis in general, but avoid the 4X most of all. If you are good with lumbering about, this can be a mech for you but only if you like ACs.
For the Dual Gauss build: Doable? Sure, but do not expect to carry much else at that point, and I would suggest picking up an XL engine. This way you can stay at range and have all of your free space dedicated to ammo. Even with that... you are likely going to run out of ammo anyways.
#27
Posted 22 September 2013 - 08:27 PM
I am playing around with a CTF-4x right now (I overlooked the fact that it can only have a 255 engine when I bought the chassis ...). After mastering the cicada this is really a slow beast, but I think I like the quad AC2 setup. Currently I still got the stock engine in, but this is what I think I might want to go for as the final loadout:
http://mwo.smurfy-ne...6565993e15adcd1
The Quad AC2 gives you 14 seconds with more than 15DPS before overheating - and at a pretty high range as well, Thats enough punch to kill almost anything. 6 tons of amo should get you through a lot of fights as well. And you got the two MPLs which you can fire non stop if not using the ACs (or if they are out of ammo). The speed is good enough to not totally lag behind the main Assault force as well. Thats at least my take on it.
Thoughts?
#28
Posted 24 September 2013 - 12:01 AM
#29
Posted 24 September 2013 - 01:02 AM
P.S. Just be sure to use those arms ammo before going in for a brawl.
Edited by LuInRei, 24 September 2013 - 01:05 AM.
#30
Posted 24 September 2013 - 01:11 AM
#31
Posted 26 September 2013 - 12:26 PM
#32
Posted 31 October 2013 - 12:41 PM
XL 255, AC5x2 (3T ammo), UAC5x2 (5T ammo), 384 armor.
With the recent UAC5 buffs (and nerf) this build is alot more viable. Especially now that the ammo per ton is the same as the regular old AC5. Tears stuff up. Big boost over the quad AC5 build in that you get that extra shot while the AC5s are on cool down. I'm an ardent supporter of the AC2x2 and UAC5x2 build, but this one has a lot more punch. I think this will be my new 4x build until the King Crab comes along (please?).
#33
Posted 04 November 2013 - 07:19 PM
I run it with an XL255, quad ac5 and 7 tonnes of ammo. If I survive the match, im usually out of ammo. A decent match will net you between 600 and 1000 damage if played well.
The most effetive way to KILL enemies with this mech I find, is to group the ac's into 2 groups of 2, and group fire them. i.e. I bind mouse 1 to group 1 (2x ac5 in the left arm) and mouse 2 to group 2 (2x ac5 in the right arm). This means you can shoot from behind cover with the arm that is poking out.
You neednt run any heatsinks and the efficiency is up over 1.8, so you can pretty much fire constantly until you have been killed or the enemy is dead.
I have tried 3xac5 and more ammo but its pointless, you will never live long enough to shell out 12-14 tonnes of ammo with 25% less dps.
I found I could net higher match damage with chain fire, but it doesnt get the kills. Better to group them in pairs and be effective.
Ac2 builds are just too hot to get kills. You have to spend all your time hiding behind your friends and playing suppression - I would much rather front up and take chunks out of the enemy.
Edited by gldgti, 04 November 2013 - 07:21 PM.
#35
Posted 10 December 2013 - 03:52 AM
This is the key to a successfull match with quad autocannons. I go for 4 AC5 and 7 tons of ammo, when i got enough c-bills i will also go for an xl-engine and a higher speed, which is the worse part of the 4x for me. You cannot hide behind something without getting tons of damage from other mechs.
The Ammo is enough, if not, the match is already over or i did so much damage, that i can lean back
So stay in a save position and then just shoot on everything you see! Let your team do the rest! It might sound boring cause its a bit like camping, but this is a more tactical game than many other shooters, and its the only effective way how to play the 4X.
I think a dual Gauss-Rifle building is to weak against medium or light mechs, but if i got few more c-bills left, i think i'll give it a try.
Edited by Archie4Strings, 10 December 2013 - 03:54 AM.
#36
Posted 20 December 2013 - 08:49 AM
Edited by Viscount Hood, 20 December 2013 - 08:52 AM.
#37
Posted 20 December 2013 - 12:13 PM
#38
Posted 17 January 2014 - 01:54 AM
The 4X is a Supporter. Stick with the Main, after contact search a better position an dish out with your ballistics. And have fun
#39
Posted 02 February 2014 - 07:51 AM
#40
Posted 02 February 2014 - 08:08 AM
Aastarius, on 31 July 2013 - 02:49 AM, said:
You can run that on a Cataphract 3D better (with jets). You should try 3x UAC/5 on the Muromets (3 UAC/5 3 Smalls + Standard is what I'm running but 3 UAC/5+3 ML is a pugging slaughterhouse) to get the most out of it's unique capabilities.
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