CPLT-C1 "Mad Dog Alt.Config. H" (2x LRM15, 1x LLas, 2x MLas, 2x JJ, TAG, BAP, XL280)

Thread in 'CPLT-C1' started by Blagg Zear, Aug 28, 2013.

  1. Blagg Zear

    Blagg Zear Star Lord

    5,001
    578
    199
    [​IMG]

    My specific Variant of Grimm's excellent Version




    Alternate "Artemis" Version by dropping BAP & Armor




    Alternate "Super-Ammo" Version




    Alternate "Speed" Version



    [size=14pt]Guide Table of Contents

    - Introduction
    - Pros & Cons
    - Weaponloadout
    - Gameplay
    - Synopsis
    - Records


    [hr]

    [img width=700 height=104]http://i44.tinypic.com/14lraee.jpg[/img]

    Hello fearsome Mechwarrior

    Welcome to my Special Edition of Grimm's Variant for the versatile CPLT-C1 as Laser / Missile Support. The CPLT-C1 was originally designed as Missile Supporter with some Backuplasers for Selfdefense. When i played this original concept i somehow missed more Direct + Range Firepower, so i experimented with some alterations of the Weaponloadout to push the Scores. This is what came out and it is my personal favorite now. Have fun reading+testing this and enjoy causing havoc on your enemies.

    [hr]

    [img width=700 height=104]http://i40.tinypic.com/necmmw.jpg[/img]

    Pros:
    [list type=decimal]
    [*]Strong Mix of Direct + Indirect Firepower
    [*]Decent Cooling
    [*]Little Risk by using XL Engine due to small Sidetorsos
    [*]High Agility via XL280 + Jumpjets
    [*]Keeping the Firepower if all Missiles are fired away or when losing Arms
    [*]Extra Stuff: TAG & BAP
    [*]Sexy Disco Light with Flashing Missiles
    [/list]

    Cons:
    [list type=decimal]
    [*]could have more Missiles for sustained Battles
    [*]could have more Cooling on hotter Maps
    [/list]

    [hr]


    [img width=700 height=104]http://i44.tinypic.com/n6aqub.jpg[/img]

    If you like the Grimm Variant of the CPLT-C1, then maybe you have fun with this Variant of mine as well. One of the MLas is replaced by an LLas for extended Range and Firepower by keeping the stats at similar values. The extra Firepower is especially important if your Missiles are all fired away or the Missile Pods get destroyed, but also to support your Missiles at Long-Mid Range Engagements (direct visual contact), which MLas cannot reach. This is a big Plus at Teamfights, where you can add extra Firepower from safe(r) distance.

    The Tradeoff is fair - dropping Artemis IV having a little bit lower Movement Speed and stripping some Armor here and there, what should be fine, if you can manage to avoid Counterfire. The loss of Artemis IV will force you to hit distant Enemies more often with Missiles before you can actually kill them, but this is compensated by your extra Laserpower! What is also a plus: You will probably have higher Damage Scores in the end, because you dont kill enemies as fast as with Artemis IV! :cool:

    If you are used to have Artemis with LRMs, you can go for the alternate version with Artemis but dropping BAP and 0.5 ton of Armor suggested by Aylek.

    [hr]

    [img width=700 height=104]http://i41.tinypic.com/nq35f4.jpg[/img]

    [size=14pt]Drop Prep

    In this section i tell you some general things about playing the Laser / Missile Support, because there is nothing difficult about this build, instead it's really simple and enjoyable to play it. So if you are familiar with playing this role, simply skip this section. All other dudes, who are playing this role for first time or having problem to play properly should take a look at least.

    Weapon Grouping
    1. LLas (Long-Mid Range)
    2. LRMs (combined)
    3. MLas (Backup)
    4. LLas + MLas (combined)

    Playstyle in general: Stick to your Lance and attack from behind, where your Allies can cover you or distract the Enemy. Recommended are ECM.Partners!

    [size=14pt]Your Role: Long-Mid Range Firesupport

    In the Early Game Phase you should tell your mates, that you play LRM.Boat and they should support you with Tags/Locks. The first enemies you will encounter are scouting Lights. Some of them will try to TAG your Team for their own LRM.Boats. If you see them, DON'T fire your Missiles at them, not yet! They are fast enough to get back to cover and usually you lose the Lock on them very quickly. I don't have to tell you, that you should NOT hunt the Lights, whenever they try to provoke you in close encounters in the Early Game Phase. Just scare them away with your Lasers but stay with your Group. Primarly spot the more dangerous & slow Heavy/Assault Enemies, but also be patient enough to get the opportunity for a Hard-Lock. In most cases this will be when your mates are encountering the enemies in Brawls and having visual contact - this is your chance to start your Support!

    In the Mid Game Phase when both Mobs are clashing against each other, you still aim for the Heavies/Assaults to take them out, before they can deal too much damage to your mates. While you are attacking with your Missiles, you should not let your own's guard down - with the visible stream of missiles you will attract some foes, who are aiming for killing off LRM.Boats. Always stay near environmental objects to quickly get behind cover, whenever you get counterfire. Torsotwisting for spreading incoming damage is a must to keep the damage at your big CT as low as possible. Use your Agility (Speed + JJs) to always reposition yourself. Whenever you see wounded Enemies, especially "opened" Bodyparts, you can try finishing them off with focusfire of your deadly Lasermix. If everything goes properly in teamfights, you should be able to take out several fools or at least could deal enough damage so that your mates could kill most of the enemies.

    In the End Game Phase usually the Lights are the only left survivors. With your Agility and powerful Laser-Mix you should have little problem to deal with them. Enjoy the Hunt!

    [img width=700 height=437]http://i39.tinypic.com/x28htj.jpg[/img]

    [hr]

    [img width=700 height=104]http://i42.tinypic.com/jt59i9.jpg[/img]

    [hr]
    Your Role:
    • Long-Mid Range Firesupport
    Gameplay:
    • Safe Attacks from second line, waiting for opportunities for sustained Missile Rains supported by your Lasers
    • Finishing off wounded Enemies with combined Laserbeams
    • avoid incoming fire by using the environment for quick covering
    Other Matters:
    • communicate with your mates for LOCK-Support
    • stick to your mates to have yourself protected against Attackers
    [hr]

    • You can replace the TAG by another MLas, but that would increase your Heatproduction, so you might have trouble on hotter maps. On the other hand you might also have problems to target ECM.Mechs.
    • You can replace the LLas by an ERLLas for extended Range.
    • You can replace BAP + both MLas and 2tons of Ammo by another LLas for more Range Direct Firepower.
    • If you like to have AMS, you can drop 1ton of Missiles and 1 DHS for that, but in my opinion unnecessary due to your high agility to get in cover quickly

    Ok, now get your CPLT-C1 ready and slaughter some foes. For any questions or feedback simply post me here. :rolleyes:


    Credits to Michael for his excellent Version

    [hr]

    [img width=700 height=104]http://i43.tinypic.com/ohiyx1.jpg[/img]

    some scores with this build

    As you can see the average damage is round about impressive 600-800 each match. You just have to attack with both types of weapons as much as possible.

    [img width=700 height=437]http://i44.tinypic.com/2hq3sp4.jpg[/img]

    [img width=700 height=437]http://i43.tinypic.com/fpbe2t.jpg[/img]

    [img width=700 height=437]http://i43.tinypic.com/14j5ac2.jpg[/img]

    [img width=700 height=437]http://i40.tinypic.com/o59u6s.jpg[/img]

    [img width=700 height=437]http://i44.tinypic.com/24mzsqr.jpg[/img]

    [img width=700 height=437]http://i42.tinypic.com/208i3a1.jpg[/img]

    [img width=700 height=437]http://i39.tinypic.com/2yuj81g.jpg[/img]

    [img width=700 height=437]http://i42.tinypic.com/zjjyut.jpg[/img]

    [img width=700 height=437]http://i39.tinypic.com/a41vkj.jpg[/img]

    Blagg
     
    Last edited by a moderator: Oct 4, 2014
  2. Aylek

    Aylek Administrator Staff Member

    2,761
    528
    197
    Nice one. I run my C1 with an XL280 anyway, so I will give this twist a try for sure.

    You forgot one important variant in you list: you could also get rid of the AMS & ammo, lose another half a ton / 16 points of armor and keep the Artemis IV.

     
    Last edited by a moderator: Oct 4, 2014
  3. Blagg Zear

    Blagg Zear Star Lord

    5,001
    578
    199
    You are right, i updated the OP with your Alternate and changed the AMS by BAP. Now i am really content with these two versions. Thx mate! :rolleyes:
     
    Last edited by a moderator: Oct 4, 2014
  4. Aylek

    Aylek Administrator Staff Member

    2,761
    528
    197
    Suddenly I like my C1 again.
     
  5. Blagg Zear

    Blagg Zear Star Lord

    5,001
    578
    199
    Huh? o_O Why "again"? You disliked the C1???
     
  6. Aylek

    Aylek Administrator Staff Member

    2,761
    528
    197
    Yup. Even sold it a while ago thinking it was out-classed by other heavy mechs. It re-bought it some weeks ago for having a good heavy LRM boat in my bays because I found the JM6-A rather underwhelming in this departure. Sh*t happens.
     
  7. Blagg Zear

    Blagg Zear Star Lord

    5,001
    578
    199
    Good choice, imo the C1 is the best Variant for its versatile hardpoints - keep some strong firepower even after losing the arms :cool:

    btw, edited the op
     
top-fast
top-fast
top-fast
top-fast