CPLT-A1 Multi-Role Catapult (4x SSRM2, 2x LRM15, BAP, AMS, XL300)

Thread in 'CPLT-A1' started by Kotori87, Oct 17, 2012.

  1. Kotori87

    Kotori87 New Member

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    This is my Multi-Role Catapult CPLT-A1. I tried various long-range LRM support Cat variants of the CPLT-C1F Founder's Edition, but found most of them to be very specialized machines lacking the ability to defend themselves at close range. I then tried the 6xSSRM Cat, and was impressed, but again it was a very specialized mech that was not useful at all ranges. Then I got the idea, why not combine the two. By upgrading the engine I freed up enough tonnage for 4x SSRM 2's and enough ammunition to last through a fight. The LRM 15's give it that nice, long-range firepower that Cats are famous for. The SSRM's give it a very effective close-in punch, and the combination of weapons has a nice overlap range between 180m and 270m where you can unload lots of hurt in a very short time. The ammunition loadout may seem a little light at first, but I have never run out of ammunition in a match. On rare occasions when playing LRM support I can run out of LRMs, but that's always near the end of the match when closing to SSRM range is a good idea anyway.

    Advantages:
    • effective long-range firepower from twin LRM 15's
    • effective close-range firepower from quad SSRM 2's
    • plenty of ammunition for most games
    • can act as long range support, close in mix-it-up alongside your team's brawlers, or escort against light mechs
    • minimal heat problems (only an issue in the sweet spot between 180m and 270m)
    • quad SSRM 2's make an excellent deterrent for light mechs trying to attack your dedicated LRM boats
    • has BAP so those pesky ECM mechs can still eat your SSRMs
    Disadvantages:
    • expensive to build, expensive to maintain
    • requires team coordination for best effect
    [size=0.7em]ADMIN NOTE: I upgraded this from the original design and gave it a bigger engine, AMS with 2 tons of ammo and BAP.
     
    Last edited by a moderator: Oct 4, 2014
  2. Vactus

    Vactus Junior Member

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    I've been seeing this type of build pop up a lot lately. Usually it's LRM5 or 10s and not 15s, but still very good in a fight. Have you tried LRM5s so you can have a faster engine? Would help for when you need the SSRMs but also in case you need to advance quickly to get in range if the fighting is too far back ie Caustic Valley.
     
  3. Michael

    Michael Grand Poobah

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    Maybe balance it out a tad with LRM 10s so you can keep the long range punch and then increase the engine a bit? Get that speed up a tad so you can close for the SSRMs?
     
  4. Kotori87

    Kotori87 New Member

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    I guess it depends on preference as to which role to emphasize over the other. LRM 10's and a faster engine encourages close-range fighting, while the LRM 15's and slower engine are a better support role.
     
  5. Vactus

    Vactus Junior Member

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    The upside to that train of thought is that most fights usually end up in brawling space anyways. So I can see your style now. LRM the crap out of people while maintaining those streaks for if someone harasses you and once battles get near the end you can keep up the fire. Gotcha. :) Not bad man.
     
  6. Barantor

    Barantor New Member

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    This is a fine build until jump jets are fixed, then you will either have to drop some sinks, tone down the lrms or just drop JJs altogether.
     
  7. Wookiee

    Wookiee New Member

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    This is basically my build - I don't have the C-Bills for the XL engine, so I have a bit modified, but the LRM-15x2, Streak SRM x4 setup has worked out really well for me - it's my most successful mech by far. I usually stay by the other missle boats (well, in theory - in practice most missle boats go running off like crazy people and get in brawls with an Atlas) firing the LRMs, and getting assists and component damage. Then when the Jenners come by to either pick us off, or to try to steal the base, they get really surprised by the Streaks. The other upside is that, if you're not great at keeping lasers on target (and I'm not), this is great with the lock-on.
     
  8. Wookiee

    Wookiee New Member

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    Amusingly, Jenners get really surprised when you turn, look at them, and then send 4 SSRM's right in their face. It's kinda hilarious.
     
  9. Shiara

    Shiara New Member

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    Weapons-wise I have the opposite; 4 x LRM 5 and 2 x SSRM 2. I'm more of a support sort and the streaks are for close in defense more than anything else.

    Shiara
     
  10. Praslek2

    Praslek2 Dispossessed

    This was the only build that I could get to work on my A1. Just a stock engine, not XL, but basically identical (2xLRM15, 4xSSRM2, 1 jump jet). I've found that ECM can be a major problem if you're alone because all that he needs to do is stay close enough and you can't return fire.
     
  11. Felhad

    Felhad New Member

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    ECM has been a real killer lately, so I currently run no jumps, 2 LRM15s, 2 SRM6s, and 2SRM4s. I also use an XL230, but a 235 is the same weight.
     
  12. burgundy

    burgundy New Member

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    I ran the original build and it worked really well...until a rather determined Light running ECM took me down. Couldn't fire back. Switched out 2 of the SSRMs for 2 SRM 4's. Ran into a similar situation...ran the guy off.
     
  13. Borealous

    Borealous New Member

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    I like it. if you think of it as a close range mech that can throw out a few lrms, you shouldn't run out. I wouldn't just sit back with this one. comes in handy. Nice job
     
  14. skribs

    skribs Min-Max Maniac

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    With the BAP changes coming up, I'm thinking about doing something like this when I get to the A1.
     
  15. Mythweaver

    Mythweaver Advanced Member

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    If you do, I would go with LRM 10's and a bigger engine...just sayin'.

    Myth.
     
  16. Michael

    Michael Grand Poobah

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    This was an old old build so I just upgraded this and got a much bigger engine than was originally done by the OP.

    - Upgraded the engine to a 300 (much faster)
    - Gave it AMS and 2 tons of ammo (this will get rained on while getting in to position)
    - Increased the armor a little more than the OP had
    - Added DHS for much better heat efficiency
    - Added Endo to get the extra weight for the engine
    - Added BAP to negate solo ECMers when BAP comes out

    Overall I increased it's expense BUT made it much much more sexy sexy.
     
  17. Zharkov

    Zharkov New Member

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    Why does this build have no cockpit armor?!

    Redesign I'd like to try, as my A1 is a SplatCat that I'd like to change up.
     
    Last edited by a moderator: Oct 4, 2014
  18. 80Bit

    80Bit New Member

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    I love this build. My variant uses an XL280 and only 2 tons of SSRM ammo and 1 ton of AMS ammo. This lets me run Artemis on my LRMS. I don't often get a chance to fire my SSRMs more than 20 times so 2 tons of ammo is plenty.


    Hang out around 400 meters from the front line and rain the devastation. If someone mistakes you for an LRM boat and tries to rush you they typically take two full vollys of LRM30+SSRM8 to the face, which is something few mechs can handle.


    This is one of those mechs that is so effective and easy to play I tend to get bored with it quick. Fantastic build.
     
  19. Roosterfish

    Roosterfish Well-Known Member

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    I used to run this build in my A1 but since the spray and pray targeting has been put into the game it's just kinda fell flat for me at least.

    Arming this once great machine of war with four sling shots instead of the ssrm's would be an improvement in my opinion.
     
  20. Blagg Zear

    Blagg Zear Star Lord

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    My version:



    or

     
    Last edited by a moderator: Oct 4, 2014
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