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Catapult Artillery Build


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#1 Basilicum

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Posted 09 January 2013 - 08:00 AM

Hello I just buoght myself a Catapult CPLT-C4 and i have played around with making it an Missile Artillery Machine but i wanted to ask here ( Because i couldnt figure out a good build) If someone could Tell me what I can do for a Build ( Btw If you wonder why I want Missiles well i hate lasers I am not good at Aiming at all and I am used from Other games to have a Missile Machine with me )
P.s. Sorry for my probably bad english I come from germany
Thanks in Advance,
-Basilicum

#2 JudgeDeathCZ

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Posted 09 January 2013 - 08:48 AM

std 260 LRM15+LRM5 on each arm and 2 MLas on torso.AMS+1ton AMS ammo.
9 tons of LRM ammo
FF,ES,DHS.10 internal DHS is enough if you will not alpha strike too often(i mean including lasers) and can run a little hot on caustic -_-
Full armor except legs(55 points there)

EDIT:here is mechlab file ;)

Chassis Name: Catapult
Model Name: CPLT-C4
Variant Name: lrmcarrier
Engine Cost: 1 040 000 C-Bills
Heat Sink Cost: 0 C-Bills
Armor Cost: 234 360 C-Bills
Weapons Cost: 980 000 C-Bills
Equipment Cost: 56 000 C-Bills
Ammo Cost: 272 540 C-Bills
Engine: 260 Standard Engine
Internal Type: Endo Steel Internals
Armor Type: Ferro Fibrous Armor
Heat Sinks: 10 (10) Double Heat Sinks
Tonnage: 65,00
Speed: 64,8 kph
Armor Total: 412
Alpha Strike Damage: 82,00
Alpha Strike Heat: 44,00%
Firepower: 20,74 dps
Heat Efficiency: 35,82%
Effective Range of Loadout: 630m
Head: 18/18
Right Torso: 45/60
Right Rear Torso: 15/60
Center Torso: 63/84
Center Rear Torso: 21/84
Left Torso: 45/60
Left Rear Torso: 15/60
Right Arm: 40/40
Left Arm: 40/40
Right Leg: 55/60
Left Leg: 55/60
Weapons Locations
Right Arm:
LRM5
LRM15
Left Arm:
LRM15
LRM5
Center Torso:
(2) Medium Laser
Heat Sink Locations
Jump Jet Locations
Equipment Locations
Right Torso:
AMS

Ammo Locations
Right Arm:
(5) LRM Ammo
AMS Ammo
Right Leg:
(2) LRM Ammo
Left Leg:
(2) LRM Ammo
File created using MWO Mechbay

Edited by JudgeDeathCZ, 09 January 2013 - 08:49 AM.


#3 Basilicum

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Posted 09 January 2013 - 09:00 AM

Thanks I will Test it out ;)

#4 Basilicum

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Posted 09 January 2013 - 09:31 AM

I find to have a Problem .-. I can Max do this on him :
2 LRM 15 2 LRM 5 2 Medium lasers and 4 Tons of LRM Ammo 2 Ton of AMS Ammo and Armor is not full yet .-. btw what does FF ES and DHS mean ?

#5 Fut

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Posted 09 January 2013 - 09:34 AM

View PostBasilicum, on 09 January 2013 - 09:31 AM, said:

I find to have a Problem .-. I can Max do this on him :
2 LRM 15 2 LRM 5 2 Medium lasers and 4 Tons of LRM Ammo 2 Ton of AMS Ammo and Armor is not full yet .-. btw what does FF ES and DHS mean ?


FF = Ferro Fibrous armor
ES = Endo Steel skeleton
DHS = Double Heat Sinks

You'll find these in the "Upgrades" tab in the Mechlab.

{Edit: Added Links}

Edited by Fut, 09 January 2013 - 09:36 AM.


#6 Buckminster

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Posted 09 January 2013 - 09:36 AM

You'll probably have to play for a bit to save up for the good upgrades. I know that my Catapults ended up costing 2-3 times the original mech price once I was done upgrading.

Endo Steel is probably the first "must have", followed by Double Heat Sinks. DHS are actually more useful, but they are significantly more expensive, and the 3 tons you can free up with Endo Steel can make a big difference.

#7 Cstriker

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Posted 09 January 2013 - 01:53 PM

I love my C4...when it works. Catapults have been so punked by ECM that it makes my missile boats NOT fun. I wish they would just get rid of ECM as there isn't a true balanced way to put them in. Anyways, I was running 265XL 2x ALRM15 2x ASRM6 2x ML

#8 Ascendent

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Posted 09 January 2013 - 09:15 PM

You will need a TAG.

#9 Frostblade

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Posted 09 January 2013 - 09:24 PM

I wouldn't recommend lrms at this time because ecm will negate your mech's damage output but you will definitely need to save an energy slot for TAG.

#10 Capt Jester

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Posted 09 January 2013 - 10:14 PM

View PostFrostblade, on 09 January 2013 - 09:24 PM, said:

I wouldn't recommend lrms at this time because ecm will negate your mech's damage output but you will definitely need to save an energy slot for TAG.


BAP (Beagle Active Probe) doesn't hurt either (1 slot, 1 ton, about 400k CBills). Just remember you need to keep the TAG laser on the target 'Mech for your missiles to benefit from it, so you'll need to aim a little bit if they're really moving.

And if you want to fiddle but don't have the money, Smurfy's MechLab is a great place to do that. The UI is almost the same as in the game.

#11 Ragnaphael

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Posted 10 January 2013 - 01:16 AM

View PostCstriker, on 09 January 2013 - 01:53 PM, said:

I love my C4...when it works. Catapults have been so punked by ECM that it makes my missile boats NOT fun. I wish they would just get rid of ECM as there isn't a true balanced way to put them in. Anyways, I was running 265XL 2x ALRM15 2x ASRM6 2x ML


This build, but with a standard smaller engine (maybe make the ALRM15's -> ALRM20's)

#12 Bad Brad Keselowski

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Posted 10 January 2013 - 08:54 AM

Artemis on a Catapult is required, because of the large amount of missile tubes. I tried a C4 with 4xLRM 15 without Artemis. This were just 60 missiles derping in the air doing very low damage, even with no ECM around.

#13 Buckminster

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Posted 10 January 2013 - 09:23 AM

I'll second that. My C1 has Artemis, and the difference was incredible.

#14 Vincent Lynch

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Posted 10 January 2013 - 09:32 AM

Catapult C4.
Endosteel, 10 DHS.
2 LRM20, 2 ML, 2 SSRM2.
Requires XL Engine, choose your own (245XL minimum though, anything smaller will make you unable to use all 65 tons without a crit-slots issue.) Fill all the rest with LRM ammo (I have 7 tons), armor max except legs, only 1 ton of SSRM2 ammo.
(I have AMS too, but with only 1 ton of ammo.)
Result: never overheats, up to 3 kills per game, 600+ damage easily achieved if surviving until win, and this with ECM in play and without Artemis. (If you'd like to trade ammo or amor for Artemis, go for it, I didn't bother.)
If you hate Lasers, replace 1 of them with TAG.





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