Catapult Missile Build?
#1
Posted 21 January 2013 - 02:29 AM
http://mwo.smurfy-ne...276a6f5113f9c42
Br
Laxbrax
#2
Posted 21 January 2013 - 02:44 AM
#3
Posted 21 January 2013 - 02:50 AM
#4
Posted 21 January 2013 - 02:50 AM
Lose the jump jets and replace them with more SRM ammo, and you're all set. Your speed will be good enough even without JJ's.
#5
Posted 21 January 2013 - 03:07 AM
#6
Posted 21 January 2013 - 03:27 AM
Merging SRM4 with SRM6 is not a best idea due to 0.25s difference in cooldown.Besides,A1 has 15 tubes per arm only,so your 2xSRM6+1xSRM4 salvo has to be fired in 2 volleys.
#7
Posted 21 January 2013 - 03:35 AM
#8
Posted 21 January 2013 - 04:46 AM
Lyrik, on 21 January 2013 - 03:35 AM, said:
The problem is an ammo crit(Side torso and CT explosion) means a dead engine, you need to destroy the side torso otherwise.
Edited by Stingz, 21 January 2013 - 04:46 AM.
#9
Posted 21 January 2013 - 05:23 AM
MasterBLB, on 21 January 2013 - 03:27 AM, said:
I disagree. 4x SRM6 gives the same weight of fire and saves tonnage if using Arti and saves 2 Heat per volley at a loss of .25 seconds in cycle time. This build drops a little ammo, but adds 2x SSRM2. 33 volleys and 50 volleys for the streaks, or you could swap a ton of ammo and have 37/25.
OP: I wouldn't worry about the 2 volley issue, as they fire close enough together to not be much issue versus the mechs you really need that damage against. What I would recommend, personally, is drop the Arti. I just don't think it's really viable in 32 or 36 SRM builds.
#11
Posted 21 January 2013 - 06:19 AM
MasterBLB, on 21 January 2013 - 03:27 AM, said:
Merging SRM4 with SRM6 is not a best idea due to 0.25s difference in cooldown.Besides,A1 has 15 tubes per arm only,so your 2xSRM6+1xSRM4 salvo has to be fired in 2 volleys.
This is incorrect.
The amount of volleys affects only each independant launcher, not every launcher added together.
IE: SRM6 x 6 (in A1 Cat) is 36 Missiles, A1 has 30 total tubes, but will launch all of them in a single burst (Missile launchers will all use the same 6 tubes in each arm) since each launcher shares the 15 available tubes.
To clarify: Yes, You can launch multiple missiles out of each individual tube at the same exact time.
Lyrik, on 21 January 2013 - 03:35 AM, said:
I wholeheartedly disagree.
Put your ammo in the legs first, then the head, then the arms.
Legs are much more heavily armored, so they will be protected for a while as long as you don't skimp on Leg armor.
Armor in the head does have a chance at getting crited and killing you, but unless they get a lucky shot and hit you with an AC20 in the head, it'll be a shot they need to pull off multiple times.
Ammo in the arms is largely debatable, however, if they are targeting your arms, odds are that your weapons will be gone long before you ammo.
In all of these cases, these are preferable to putting ammo in any of the torsos.
Ammo in the center will kill you, ammo in the side torso's won't kill you (as long as you aren't running an XL), but they will blow up your arms, and can destroy your engine anyway, depending on the health of the CT.
#12
Posted 21 January 2013 - 07:03 AM
Syllogy, on 21 January 2013 - 06:19 AM, said:
This is incorrect.
The amount of volleys affects only each independant launcher, not every launcher added together.
IE: SRM6 x 6 (in A1 Cat) is 36 Missiles, A1 has 30 total tubes, but will launch all of them in a single burst (Missile launchers will all use the same 6 tubes in each arm) since each launcher shares the 15 available tubes.
To clarify: Yes, You can launch multiple missiles out of each individual tube at the same exact time.
I wholeheartedly disagree.
Put your ammo in the legs first, then the head, then the arms.
Legs are much more heavily armored, so they will be protected for a while as long as you don't skimp on Leg armor.
Armor in the head does have a chance at getting crited and killing you, but unless they get a lucky shot and hit you with an AC20 in the head, it'll be a shot they need to pull off multiple times.
Ammo in the arms is largely debatable, however, if they are targeting your arms, odds are that your weapons will be gone long before you ammo.
In all of these cases, these are preferable to putting ammo in any of the torsos.
Ammo in the center will kill you, ammo in the side torso's won't kill you (as long as you aren't running an XL), but they will blow up your arms, and can destroy your engine anyway, depending on the health of the CT.
With CASE you won't die if you don't have an XL Reactor. Legs have more armor and are seldom targeted. But you can't put Case in them. If your MG ammo in the legs exploded before you can use them, you are dead.
#13
Posted 21 January 2013 - 02:03 PM
Lyrik, on 21 January 2013 - 05:57 AM, said:
If you a engine crit, you are also dead ;-)
3 of them, Inner Sphere engines have 3 each side-torso (An ammo explosion is sure to kill/redline the component).
Clan XLs only has 2 each and can survive side-torso loss, you need to kill both sides. (Info for March)
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