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

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

  1. Roosterfish

    Roosterfish Well-Known Member

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    Since the boost to SSRM damage I've been running this one again. I took the slingshots out of my 4 hardpoints to give it a whirl.

    It's not the same as it once was but it's doing decently for me again.
     
  2. Roosterfish

    Roosterfish Well-Known Member

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    I just had a 904 damage game with this build. Being I'm a idiot I screwed up my screenie. It was a lost but it was excellent for me. Still had LRM ammo left but only like 8 left.

    This build appears to be back.

    The A1 is gonna get a special paint job for this.
     
  3. Blagg Zear

    Blagg Zear Star Lord

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    Testing this build again.. but i dare to say, that now after SSRM.Buff, this is one of the most balanced A1.Builds!
     
  4. Roosterfish

    Roosterfish Well-Known Member

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    Blagg, how does that version of yours do without the Artemis on the LRM's?

    I just had I match I ran dry on Streak ammo and could've killed a Raven and Locust. I spent my 200 trying to hog kills before I ran into the light squad. The match was one with 4 kills and 754 damage but I'd have liked to got the Raven and Locust just cuz.

    I'm also thinking of going with just one LRM15+A or LRM20+A, converting the saved tonnage from launcher and ammo into a larger engine, 5 SSRM2's with the ammo to support them.

    I run with AMS+1ton right now because in the ELO I'm in LRM's are common so I don't want to lose it.
     
  5. Blagg Zear

    Blagg Zear Star Lord

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    Well, i am doing fine with it. Artemis is nice to kill your enemies faster, but at cost of tonnage, which you could spend on more Ammo for sustained battles. 3tons Ammo for QuadStreaks is minimum imo. You could switch one ton of LRM.Ammo for even more streaks if you feel like having too little for close range encounters. I did fine with 3tons so far.

    I'm not sure if you do higher scores with 5 Streak.pods, because the concept is mainly be an LRM Supporter and having the Streaks as Defense, not the other way around. For using Streaks you have to look at the target to keep your lock, could be dangerous, if the target is a Heavy/Assault with high direct Firepower. You play this build like the C1, only having Streaks instead MLas. Don't brawl, but support from safe range and when most of the enemy team is dead you can engage more aggressively.
     
  6. Sir t

    Sir t New Member

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    The Champion variant of the Catapult is essentially a variant of this mech, with no Jump jets (though it can use them if you install them), no Artemis, a BAP and a 280 standard engine. I bought itile back a little wh and I haven't changed a thing. Its just such a solid loadout that it works. I may drop the engine down to get JJs at some point

    Having no Artemis really hasn't hindered me at all.
     
  7. Sir t

    Sir t New Member

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    Ok after playing with this I have discovered a slight flaw in the design. When locking onto a target it seems to take the longest time of any installed missiles, in this case the LRMs, not the fast locking streaks. This makes it very difficult to lock onto lights that are around you, and if you cant lock onto a light with this build you cant shoot it. I'm still doing very well with this build, but its important to be aware that you need to be near someone to tie up a light hunting you, so you can back up and lock onto the little git.

    On the other positive side this mech is utterly devastating in the 270 to 180 range bracket where you can unload everything.

    *edit* Actually, Playing around on the mech builder I find you can put an SRM 4 and SRM 2 in each arm and you would not need to have lock ons to fire. Interesting idea if you are accurate with them.
     
  8. Sir Tiddles

    Sir Tiddles Active Member

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    I really like this build, but my only suggestion is to drop that second ton of AMS ammo and actually put armor in the head and up the leg armor a tad. One (un)lucky shot to the head will take you out otherwise. I have also noticed a definite trend of people legging mechs known for being ammo-heavy, as everyone stores ammo in the legs.
     
  9. Sir Tiddles

    Sir Tiddles Active Member

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    After the LRM + Narc buffs, then nerfs, I thought I'd dust off the old Catapults. This is the build I've been running with lately. Really just minor changes, but I find them to be really helpful. Artemis especially is needed for me on any LRM boat.

    - 2 heatsinks
    - 1 AMS ammo

    + Artemis
    + 1 LRM ammo

    ~ Moved some armor out of the legs into the head so a lucky shot doesn't kill you
    ~ Move ammo around to make it less dangerous. AMS ammo usually sticks around the longest so put that in the head. Put most LRM ammo into the side torso, and streak SRM ammo in the legs. The theory being that I generally stay in long range supporting with LRMs until ammo bins run dry, before entering the melee where I will get killed. It's better to have your torso ammo used up before that happens. And if you do get a torso ammo explosion and you happen to survive, your BAP and AMS will not be destroyed.

    http://mwo.smurfy-net.de/mechlab#i=91&l=e5e00d988253650a75665a4877c96b3dc53e2e38
     
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