

Catapult A1 Build After Ecm?!
#41
Posted 06 December 2012 - 04:56 AM
#43
Posted 06 December 2012 - 06:07 AM
Really though, I have to wonder what "uber" build they will nerf next. I would like them to drop the pretty changes for a while and focus on balance before they add anymore complexity.
I did not think Streakcats were OP, but then again, I know that the H,N, and V keys work, and that the pIp is actually worth something.
Edited by Kylere, 06 December 2012 - 06:08 AM.
#44
Posted 06 December 2012 - 11:28 AM
Lumicko, on 05 December 2012 - 03:08 PM, said:

Not with Artemis. Just plain 6 SRM4s. I'm personally running non-Artemis 4xSRM4 2xSRM6. Max speed of about 80.4kph, Almost full armor and Jump Jets. Just get on their face. 2 Salvos to the back usually kills any mech except atlases. They need about 3 to the back.
#45
Posted 06 December 2012 - 11:32 AM
locilocisu, on 06 December 2012 - 11:28 AM, said:
Not with Artemis. Just plain 6 SRM4s. I'm personally running non-Artemis 4xSRM4 2xSRM6. Max speed of about 80.4kph, Almost full armor and Jump Jets. Just get on their face. 2 Salvos to the back usually kills any mech except atlases. They need about 3 to the back.
And why isnt good 6x srm6s ? So you say that probably the best is 4x srm4 2x srm6 ? And what exactly build you use engine etc?...
Edited by Lumicko, 06 December 2012 - 11:32 AM.
#47
Posted 07 December 2012 - 05:07 AM
Lumicko, on 06 December 2012 - 11:32 AM, said:
4's goes tighter, cd's faster, and weight less. Well, 2's even tighter, faster and less then 4's - but too low punch for un-guided weapon. 4's most balanced and versatile, and you can easily fit top engine with enough ammo.
#48
Posted 07 December 2012 - 06:25 AM

Edited by Regrets, 07 December 2012 - 06:26 AM.
#49
Posted 07 December 2012 - 06:26 AM
#50
Posted 07 December 2012 - 06:37 AM
BulletChief, on 04 December 2012 - 12:43 PM, said:
it's pointless - 60 dmg nice and fine but the spread is so ridiculous that you can't even scratch the paint.
i'm done with the A1. they just removed a mech from the game (basically most rocket heavy mechs)...
As 1 of the pioneers of the alpha cat i can tell you its 1 of the best right now and if u cant aim whit it its not for you, my A1 is cruising at 84kph + maximum armor , heat efficency on my build is 1.24 or 1.54 but less dps, the way i run my alpha cat i never miss a volly, ussaly rounds in pugs end so fast whit me killing 5 of the enmy team., Secret is to learn how to manuver this big cat, once u learned that its just basical an oversized jenner but blasting 90 dps volly in your face, even atlases ar scare of me, whene you learn to properly aim this cat u will be 1 vollying lights and mediums, 2 or 3 vollys to heavy 3 to 4 vollys on atlas. and yes this build is nasty even for little fast ******* cose if they attake me i dont realy bother chasing them or turning around like most people do, i use my jet pack to out turn them then boom 1 volly they go from 100% to scrap metal, i have benn complimented in game by some veteran light mech for doing this as they never expected somthing this deadly, even more than a streak cat.
#51
Posted 07 December 2012 - 06:49 AM
Plavis, on 07 December 2012 - 06:37 AM, said:
As 1 of the pioneers of the alpha cat i can tell you its 1 of the best right now and if u cant aim whit it its not for you, my A1 is cruising at 84kph + maximum armor , heat efficency on my build is 1.24 or 1.54 but less dps, the way i run my alpha cat i never miss a volly, ussaly rounds in pugs end so fast whit me killing 5 of the enmy team., Secret is to learn how to manuver this big cat, once u learned that its just basical an oversized jenner but blasting 90 dps volly in your face, even atlases ar scare of me, whene you learn to properly aim this cat u will be 1 vollying lights and mediums, 2 or 3 vollys to heavy 3 to 4 vollys on atlas. and yes this build is nasty even for little fast ******* cose if they attake me i dont realy bother chasing them or turning around like most people do, i use my jet pack to out turn them then boom 1 volly they go from 100% to scrap metal, i have benn complimented in game by some veteran light mech for doing this as they never expected somthing this deadly, even more than a streak cat.
Can u write there the complete ur setup? And where u put the items ? And you use artemis? By max. armor you mean all max./max. ? Cuz i cant put more armor like i have 40/60 and cant put more idk why. Thx much
Edited by Lumicko, 07 December 2012 - 07:59 AM.
#52
Posted 07 December 2012 - 07:48 AM
Plavis, on 07 December 2012 - 06:37 AM, said:
As 1 of the pioneers of the alpha cat i can tell you its 1 of the best right now and if u cant aim whit it its not for you, my A1 is cruising at 84kph + maximum armor , heat efficency on my build is 1.24 or 1.54 but less dps, the way i run my alpha cat i never miss a volly, ussaly rounds in pugs end so fast whit me killing 5 of the enmy team., Secret is to learn how to manuver this big cat, once u learned that its just basical an oversized jenner but blasting 90 dps volly in your face, even atlases ar scare of me, whene you learn to properly aim this cat u will be 1 vollying lights and mediums, 2 or 3 vollys to heavy 3 to 4 vollys on atlas. and yes this build is nasty even for little fast ******* cose if they attake me i dont realy bother chasing them or turning around like most people do, i use my jet pack to out turn them then boom 1 volly they go from 100% to scrap metal, i have benn complimented in game by some veteran light mech for doing this as they never expected somthing this deadly, even more than a streak cat.
So, you have engine bigger than 300 and maximum armor. You have 6x SRM6 with 1.24 heat efficiency. No Artemis and from the looks of it, not that much ammo either. It's nice if you enjoy your mech but let me tell you, that sounds like setting sail for fail right there. Still, whatever floats your boat.
Catapult is nowhere near 'oversized Jenner'. As it stands, Jenners can actually maneuver among multiple hostiles that aim at that same Jenner. Catapult is fast enough to maneuver around, striking at opportune moments, but if you're claiming you can actually go in there and shoot at them while being outnumbered (with them actually targeting you), Id say that's a load of bs. Obviously, this all depends on just how good the opposition are, most enemies cant hit just about anything thankfully.
Now, I agree that with good hits, it takes very few volleys to actually kill stuff. The bigger they are, the more they can usually take, but Atlases do go down with 3-5 volleys quite reliably. Then there are those good Atlases that actually twist their torso and try to take hits with arms etc. and it suddenly becomes much harder.
Veteran light mechs going 'boom' with 1 volley? No. A bad commando going 80kmh on a straight line in front of you 50 meters away sounds more like it. If you actually face good lights, especially Jenners, you'll be getting relatively 'good' volleys off about every 2-4 attempts. Just have to hope that at that point the hitbox is where it is supposed to be and often one of those volleys is still nowhere near enough anyway. Thankfully anything bigger and slower than high speed lights (and sometimes Cicada) is very easy to hit.
You seem to somewhat know what you are talking about and you can probably kill random players quite reliably without a doubt. But there are a lot of holes in your story unfortunately.
As for a build that I personally find much better, sorry but I will not completely reveal it. Ill just give some pointers: #1: Do not skimp out on ammo. If you do not have enough to fire atleast around 25 volleys, it is not enough. "Aiming better" is not the solution, you are supposed to fire just about all of those volleys accurately, and it will still be not enough if you lack ammo. Unlike with many other weapons, SRMs unfortunately spread the damage around multiple armors and hence generally need quite a bit more damage done to kill a mech than some other 'precision' weapons. #2: Speed is the key. While you can easily keep up with other hard hitters, you need that extra bit to pop out of cover, perhaps melt your target and/or retreat. Being unable to ditch angry Atlases and such is a fatal mistake. This, however, does not mean you need to get the max engine. I find 300 to be the perfect one. #3: I find Artemis to be worth it. I havent done much testing on just how much more accurate it is, but I found a setup that does not really suffer from the extra weight and slots Artemis takes (In the sense that with heavier weaponry you would get too much heat and would simply waste too many missiles. In general I somewhat dislike SRM6 nowadays). I actually kinda preferred SRM4 even before spread-nerf, even moreso now that SRM6 just goes all over the place. Wasting 1-2 missiles per every launcher... Not good. This of course only stands when you are shooting further than around 100-150 meters, give or take. SRM6s do have their uses too though, I just find them lacking. This leads to #4: bigger SRM launcher is nowhere near always better.
Then of course general tips on using (mostly launcher)catapults: Learn to torso twist to perhaps take some hits even with your back armor, or maybe to get them to shoot the other ear to avoid having one destroyed completely. Do not shutdown except in very few cases UNLESS you are 95% certain that the last volley, which overheats you, will also destroy the only opponent you are facing. Otherwise you can kiss your launchers or cockpit goodbye. Skimping on leg armor is also quite big no-no, as ballistics are quite frequently used now and the projectile drop can often land them at your feet. Good players can also check whether they could actually destroy your legs much faster than your torso. If you do accidentally lose a leg in your SRM catapult, you're just about as screwed as a light would be. Finally, while Catapult is a heavy and a quite big mech, it actually cannot take too much beating. You're hard-hitting, big and relatively soft target. That puts a huge neon arrow sign on top of you telling everyone to shoot at you. This still doesnt mean you cannot go help a friendly by perhaps acting as a distraction or even as a shield for your teammate.
#53
Posted 07 December 2012 - 08:56 AM
DemusSpark, on 07 December 2012 - 07:48 AM, said:
Catapult is nowhere near 'oversized Jenner'. As it stands, Jenners can actually maneuver among multiple hostiles that aim at that same Jenner. Catapult is fast enough to maneuver around, striking at opportune moments, but if you're claiming you can actually go in there and shoot at them while being outnumbered (with them actually targeting you), Id say that's a load of bs. Obviously, this all depends on just how good the opposition are, most enemies cant hit just about anything thankfully.
Now, I agree that with good hits, it takes very few volleys to actually kill stuff. The bigger they are, the more they can usually take, but Atlases do go down with 3-5 volleys quite reliably. Then there are those good Atlases that actually twist their torso and try to take hits with arms etc. and it suddenly becomes much harder.
Veteran light mechs going 'boom' with 1 volley? No. A bad commando going 80kmh on a straight line in front of you 50 meters away sounds more like it. If you actually face good lights, especially Jenners, you'll be getting relatively 'good' volleys off about every 2-4 attempts. Just have to hope that at that point the hitbox is where it is supposed to be and often one of those volleys is still nowhere near enough anyway. Thankfully anything bigger and slower than high speed lights (and sometimes Cicada) is very easy to hit.
You seem to somewhat know what you are talking about and you can probably kill random players quite reliably without a doubt. But there are a lot of holes in your story unfortunately.
As for a build that I personally find much better, sorry but I will not completely reveal it. Ill just give some pointers: #1: Do not skimp out on ammo. If you do not have enough to fire atleast around 25 volleys, it is not enough. "Aiming better" is not the solution, you are supposed to fire just about all of those volleys accurately, and it will still be not enough if you lack ammo. Unlike with many other weapons, SRMs unfortunately spread the damage around multiple armors and hence generally need quite a bit more damage done to kill a mech than some other 'precision' weapons. #2: Speed is the key. While you can easily keep up with other hard hitters, you need that extra bit to pop out of cover, perhaps melt your target and/or retreat. Being unable to ditch angry Atlases and such is a fatal mistake. This, however, does not mean you need to get the max engine. I find 300 to be the perfect one. #3: I find Artemis to be worth it. I havent done much testing on just how much more accurate it is, but I found a setup that does not really suffer from the extra weight and slots Artemis takes (In the sense that with heavier weaponry you would get too much heat and would simply waste too many missiles. In general I somewhat dislike SRM6 nowadays). I actually kinda preferred SRM4 even before spread-nerf, even moreso now that SRM6 just goes all over the place. Wasting 1-2 missiles per every launcher... Not good. This of course only stands when you are shooting further than around 100-150 meters, give or take. SRM6s do have their uses too though, I just find them lacking. This leads to #4: bigger SRM launcher is nowhere near always better.
Then of course general tips on using (mostly launcher)catapults: Learn to torso twist to perhaps take some hits even with your back armor, or maybe to get them to shoot the other ear to avoid having one destroyed completely. Do not shutdown except in very few cases UNLESS you are 95% certain that the last volley, which overheats you, will also destroy the only opponent you are facing. Otherwise you can kiss your launchers or cockpit goodbye. Skimping on leg armor is also quite big no-no, as ballistics are quite frequently used now and the projectile drop can often land them at your feet. Good players can also check whether they could actually destroy your legs much faster than your torso. If you do accidentally lose a leg in your SRM catapult, you're just about as screwed as a light would be. Finally, while Catapult is a heavy and a quite big mech, it actually cannot take too much beating. You're hard-hitting, big and relatively soft target. That puts a huge neon arrow sign on top of you telling everyone to shoot at you. This still doesnt mean you cannot go help a friendly by perhaps acting as a distraction or even as a shield for your teammate.
i tried 3 games recording but thers no way it works as soon as i turn on fraps my fps drops to 10 so i might not be able to show u a video of me playing yet till this game actualy runs smoother but i can show u some screenshots
http://smg.beta.phot...cci/library/MWO
Edited by Plavis, 07 December 2012 - 08:57 AM.
#54
Posted 07 December 2012 - 11:33 AM
While i was recording my frames went down to 10 25 fps and i had a lot of ruberbanding and delay on my shoots so what u see here is not how i ussaly play but at least is shows you how i sated that good manuravbility is important and the way i use my cat i consider it an oversized jenner, in this fight i was 3 vs me alone and bad framrate and ruberban and delays.
http://youtu.be/SCqca3LRlsw
#55
Posted 07 December 2012 - 11:53 AM
http://youtu.be/KoNTsjM8a8Q
#56
Posted 08 December 2012 - 02:28 AM
Plavis, on 07 December 2012 - 11:53 AM, said:
http://youtu.be/KoNTsjM8a8Q
Can you write your build please? Engine ( i guess xl 300 ) armors , ammo , weapons etc... Thx... btw i saw u dont use Artemis why? Whats wrong on artemis
#58
Posted 08 December 2012 - 05:33 AM
#59
Posted 09 December 2012 - 10:29 AM
#60
Posted 09 December 2012 - 10:42 AM
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