CPLT-A1 Mythweaver's Catapult (6x SRM6, XL300, AMS, 4xJJ) +Alt

Thread in 'CPLT-A1' started by Mythweaver, Feb 11, 2013.

  1. Mythweaver

    Mythweaver Advanced Member

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    I was never a fan of the Streak Cat, so when I needed to level up a third Catapult I chose to use this loadout. I don't run it very often because it takes very little skill to kill anything you encounter with it; but if I'm having a bad day this 'Mech can be alot of fun!
     
    Last edited by a moderator: Oct 5, 2014
  2. Tsume Eiranis

    Tsume Eiranis Well-Known Member

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    Would you still keep this build the way it is, Myth, or would you try to make room for Artemis?
     
  3. Michael

    Michael Grand Poobah

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    Yet another reminder of builds that need to be updated befoer the Great Purge of the Great Project.
     
  4. Mythweaver

    Mythweaver Advanced Member

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    Thought I already did this one...ooops! I'll get at it later tonight, Thanks.
     
  5. Vorus

    Vorus Active Member

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    Here you go:

     
    Last edited by a moderator: Oct 5, 2014
  6. skribs

    skribs Min-Max Maniac

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    No wonder this build is overpowered. Even post-nerf, the alpha strike is equal and the DPS (both sustained and max) is about 1 higher than a 6xLL stalker with 23 DHS.
     
  7. Michael

    Michael Grand Poobah

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    Cheers Vorus!
     
  8. Mythweaver

    Mythweaver Advanced Member

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    Thank you Vorus and Michael for sorting that out for me. I appreciate it.

    Mythweaver:smile:
     
  9. Mythweaver

    Mythweaver Advanced Member

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    To be honest, I no longer own that particular chassy; I only piloted it in order to level my Catapult skill tree. I am not a fan of Splatcats or other SPAM builds. (Although I can't blame those who are.)
    If I was inclined to buy one again or for someone who is interested in this build, I would have to say "No" I would leave it as is. At the ranges this 'mech will be fighting at, the "shotgun" effect is what makes it so deadly. It is easier to hit lights or other fast movers and you can often cause serious damage to more than one 'mech at a time in close quarters.
    If you are able to stay on the outer limit of SRM range and have good support, Artemis would be fantastic but I'm not sure where you would get the Tonnage for it.

    Mythweaver
     
  10. Blagg Zear

    Blagg Zear Star Lord

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    Hi there, 4 of 5 Stars for this build [updated]. Personally i wouldnt go Brawling with Catapults, but i find this idea interesting.

    Maybe Id drop some Ammo and two JJs for Artemis:



    Blagg Zear
     
    Last edited: Apr 10, 2015
  11. The Verge

    The Verge Moderator Staff Member

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    oh splat cat. it's been too long. Why did your SRMS not register for so long? Why are they adding damage to
     
  12. Blagg Zear

    Blagg Zear Star Lord

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    72 Alpha Damage in a 65tonner? THIS IS INSANE!!!
     
  13. Zookk

    Zookk New Member

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    Yeah, Splatcat is back :D
     
  14. Zookk

    Zookk New Member

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    I lied, with the new hit detection implementation, all missile based weapons are completely useless. Nothing is being read correctly when dealing damage. Back to sniping with the K2.
     
  15. Blagg Zear

    Blagg Zear Star Lord

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    After the latest patch with the Heat Penalty Rule, this Build is not viable anymore. I really liked it very much. :-/

    But still very terrible to clean up the battlefield as last line of Offense.
     
  16. Cthulu Jr.

    Cthulu Jr. Well-Known Member

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    They said it couldn't be done. They said SRM moneyshots are too hot to work. :angry:

    CHALLENGE ACCEPTED!



    I run this with 2 groups; group one is all six SRMs alpha, the other is all six SRMs chain-fired for that sweet, sweet cockpit shake. :p

    (This post has been brought to you by the AIURI-Association for the International Use of Relentless Innuendo.)
     
    Last edited by a moderator: Oct 4, 2014
  17. Regina Redshift

    Regina Redshift Sass Elemental

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    First and foremost, I'd move the CT SRM ammo somewhere else. Sure, it'll be depleted in 6 salvos, but that can feel like a long time in the thick of combat. The next thing I'd do is move more armor to the front torsos. The Cat is very good at soaking damage with its front.

    I'd probably trade a DHS for a JJ, but I like the flexibility of being able to jump over things.

    The wasted tonnage makes me cringe, but there's not much I can do about that. Maybe strip a few points off and put in BAP instead of a JJ?
     
  18. enileph

    enileph Star Lord

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    A crit is a crit is a crit. Putting the ammo in CT is fine. If the crit is not randomized to an ammo then it would most likely be on your engine, which means death. If not then anything else in CT is vital too, so once again Death. We don't have to repair engines anyways, so just jam it in the CT.
     
  19. Cthulu Jr.

    Cthulu Jr. Well-Known Member

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    1) Enileph already addressed the ammo location stuff.

    2) DHS vs JJ is purely a matter of personal preference here, so pick what works for you.

    3) You do realize I have zero slots left right?

    4) The reason I placed the armor the way I did is because the Splatcat is a pure knife-range brawler; because you have to get to point-blank ranges, and because of the high cooldown time on the SRM6, it's very easy for you to be outflanked and overwhelmed if your team isn't paying attention. Thus, I think it's more important to be able to absorb a high-damage game-ending hit in the back and still manage to run away/keep fighting than to add a couple more points to an already heavily guarded area.
     
  20. Cthulu Jr.

    Cthulu Jr. Well-Known Member

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    Here's an alternate build with Artemis on the SRM6s;

     
    Last edited by a moderator: Oct 4, 2014
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