The Cplt-A1, Why Does It Seem Like It's A Pos
#1
Posted 14 December 2012 - 02:14 AM
Now before any of you say that i'm a bad pilot, no i'm not a bad pilot, i enjoyed using it, i was using it effectively, but the R&R is forcing me to go back to my HBK-4P that i'm kinda getting a little tired of using all the damn time.
so has anyone had any better luck with the A1, or is ASRMs really that bloody expensive with little to no rewards?
tl;dr i spent alot of c-bills just to find out that the A1 sucks, and the ASRMs are too bloody expensive. and i want some advice on which heavy mech i should try to level.
#2
Posted 14 December 2012 - 02:28 AM
#3
Posted 14 December 2012 - 02:29 AM
#4
Posted 14 December 2012 - 02:43 AM
#5
Posted 14 December 2012 - 02:50 AM
The tighter spread and better heat is nice.
Also the smaller crit footprint means you can fill the arms perfectly with 3x SRM4 and double sinks, and use up all the crits.
#6
Posted 14 December 2012 - 03:01 AM
x4 SRM6 + Artemis
x2 SRM4 + Artemis
8 Tons of SRM ammo
x1 Jump Jets
x14 Double Heat Sinks
352 Points of armor (everything but the legs are maxed out)
ust remember to keep the missile doors open to avoid the firing delay (IE, the '/' key). Also turn off auto-rearm and don't bother rearming the thing.
Edited by nungunz, 14 December 2012 - 03:02 AM.
#7
Posted 14 December 2012 - 03:13 AM
Some builds using high end equipment are less than economicaly to drive until you are sure to win.
Why is this so ?
Because you should have to pay for using high level equip.
Using AC2 and standart reactor will give you low rep rates if you run out of ammo and get destroyed 75% of your mech.
But it will also give you a mech with less than optimal tactical abilitys.
So try to find a way between economical and tactical requirements that suits you.
This is a Mercs game.
Win money for reasonable risk.
#8
Posted 14 December 2012 - 06:18 AM
#9
Posted 14 December 2012 - 07:43 AM
Also, not to be a shill for PIR or anything, but I found I was able to run more expensive builds after buying a little premium time. That 50% cash bonus is the only reason I am able to run my AWE-8R with 4xASRM6. If you have the money and feel like it may be a value to you, it may be something to consider - but I understand that is a personal choice.
#10
Posted 14 December 2012 - 07:53 AM
#11
Posted 14 December 2012 - 08:12 AM
The issue with Artemis repair and reload costs has been well-known, and shows no sign of change. What makes it hurt twice as much is that Artemis is rendered inoperable by any enemy ECM effects, so you end up paying a great sum for a system that the game no longer supports, but are stuck with it because no one told you the devs were going to make it a lemon almost as soon as it was introduced.
As others have said, the only real solution is to not auto-reload, and hope that the people who want the 75 percent free reload remove don't get their way the way the people who couldn't understand how to deal with LRMs got theirs. The other option is to simply avoid combat with anything near your own capabilities...only attack Mediums, and only if you can ambush them at close range. That way, you -might- make up the cost of actually firing on them without having a huge repair bill as well.
#12
Posted 14 December 2012 - 08:59 AM
Jakob Knight, on 14 December 2012 - 08:12 AM, said:
I think you mean from PUG play. ECM simply forces you to be more selective with your streaks; direct firing LRMS, hunting for that one slow mech or greedy scout that is outside ECM range. Does it end the era of "sit back, get a lock, hit fire, get kills"? Yes. But that's a good thing. All ECM has really done is make direct fire weapons good again.
To the OP:
An effective way to play the A1 is either to boat SRMS, or split your hardpoints between, say, 2 LRM10s and 4 SRM 6s. I'd personally leave off Artemis if you're trying to make money, and you can use the weight for armor and engine.
#13
Posted 14 December 2012 - 09:32 AM
Hammerfinn, on 14 December 2012 - 08:59 AM, said:
I think you mean from PUG play. ECM simply forces you to be more selective with your streaks; direct firing LRMS, hunting for that one slow mech or greedy scout that is outside ECM range. Does it end the era of "sit back, get a lock, hit fire, get kills"? Yes. But that's a good thing. All ECM has really done is make direct fire weapons good again.
The Catapult was designed as an indirect-fire support unit. ECM has removed this facet from the game, so I do think my statements are correct. That you cite using LRMs in ways that are both combat ineffective and against the point of the weapons is fairly conclusive proof that you know this to be true.
Your summation that this is a good thing is only personal bais, and not valid, especially when the proof of logic indicates otherwise. LRMs were designed to be used in the manner they were used, and saying it'd a good thing they aren't performing as intended now is just willful blindness to one's own personal preferences, and not an objective point in fact.
The point is that Catapults are now forced to use only one of the three types of weapons systems they were designed to operate with, and one that wasn't even supposed to be their primary. Thus, it is not surprising players will find the mech lacking, since it isn't able to function as it was intended.
#14
Posted 14 December 2012 - 10:43 AM
Jakob Knight, on 14 December 2012 - 09:32 AM, said:
Your summation that this is a good thing is only personal bais, and not valid, especially when the proof of logic indicates otherwise. LRMs were designed to be used in the manner they were used, and saying it'd a good thing they aren't performing as intended now is just willful blindness to one's own personal preferences, and not an objective point in fact.
I have still used LRMs and SSRMs effectively, and seen them used effectively by others. Are they much more difficult to use now? Yes. Does this make them less attractive options than before? Yes. Are they completely ineffective and unusable? No!
ECM has drastically shifted the balance, perhaps even too far. But with patience, good teamwork (hard in PUGs, I know) and a little bit of luck you can still use the locking missile systems well.
As far as "how they were designed," given that the same design team chose to implement ECM in the way that they have, as an objective fact, it points to ECM limitations as intended to reduce the use of SSRMs and LRMs. You can still indirect fire support (TAG laser, waiting for your teammates to counter ECM) but it is harder. Maybe too hard, but that's a balance issue; the weapons are still viable, though now there may be better choices for most situations.
#15
Posted 14 December 2012 - 03:23 PM
#16
Posted 17 December 2012 - 09:57 AM
Get a friend with an ECM atlas and rack up 6 SSRM2. It's a very fun PUG build. ECM-Lighties who think they are cool by circling around you have a stupid look on their face when they get slammed by 12 rockets. It's not difficult to get the lock on them with a Beagle Active Probe and they have a hard time hiding behind territory when you have jump jets equipped.
#17
Posted 17 December 2012 - 11:36 AM
I personally forego artemis just to fit more ammo, heatsinks, speed, and armor - but I know some who swear by the extended reach it can give the SRM6.
Edited by MourningZero, 17 December 2012 - 11:38 AM.
#18
Posted 17 December 2012 - 01:05 PM
2 srm4
300xl. max armor. heat sinks. ammo.
don't go solo hunting. Hang with the pack, sit behind a building, bide your time. When things begin to get close, charge someone while chain firing your srms, or alpha someone if you've got a good shot lined up.
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