![]() ![]() 4 DHS let the D variant maintain this barrage for a decent amount of time before overheating, while 4 free tons also allow it to carry extra reloads for each SRM6 launcher. Improved Jumpjets gives it some much needed mobility. Paired with 2 MPLs, the Catapult D can brawl with the best of them, forcibly throwing off enemy aim and shredding armor while keeping up stable laser fire. This muscle is in the form of 4 SRM6 and 2 SRM2 launchers, which deal very high damage while simultaneously inflicting severe cockpit shake. The Catapult D, much like its brother the Catapult B, trades long-range standoff firepower for short range brawling muscle. The C's jump jets are mostly just for maneuvering and acquiring better vantage points to rain down ArrowIVs on one's enemies. Other mechs are capable of jump sniping, the Cringe definitely isn't, due to the heat and the ArrowIV's long lock on time. Mechwarriors should consider chain-firing the Arrow launchers to better manage their massive heat spikes. The Cringe also suffers heat management problems, as the ArrowIV launchers and JJs can generate quite a lot of excess heat that its 3 DHS have a tough time keeping up with. This makes the Cringe a poor choice in many Terrain Control matches where capturing posts and staying close to allies is important. ![]() Sporting only 2 SLs and 2 MGuns as backup weapons, the tradeoff for this incredibly long-ranged, devastating loadout is a lack of any appreciable close to mid-range self-defense. When coupled with a friendly NARC or TAG equipped unit, the Cringe can decimate targets up to 4km (4300m) away. This limited loadout allows the Catapult C to deal immense long-range damage. Often referred to as the "Arrowpult" by many pilots, Cringe mounts 2 massive ArrowIV launchers with 2 free tons for ammo. This variant does not mount LAMS or an Active Radar Probe, but keeps the Improved Jumpjets, making it somewhat less adaptable than the other Catapult variants. 6 Single Heat Sinks can somewhat manage the heat generated by the MRM30s, and while the B variant has 2 free tons, ammo can still become a serious concern. 4 ERSLs make effective weapons for dealing with lighter enemy assets, and when coupled with the MRMs make the Catapult B very effective against enemy Battle Armor. While the MRM30s can hit up to 650m away, their effectiveness tends to drop off dramatically as range increases. The Catapult B mounts 2 MRM30s as its primary arsenal, giving it impressive close- to mid-range firepower that can shred through nearly any target in just a few salvos. The net result closely mimics an overgrown Raven C with Improved Jump Jets. Because the Catapult A has no large, obvious missile racks, it has a much smaller profile, as its weapons are all clustered around the Center Torso. A single LAMS helps the Catapult A mitigate some missile damage. 2 ERPPCs provide the primary punch, hitting hard and disorienting enemy pilots, while 4 LBX2s allow the A variant to continue pouring fire into targets while waiting for the PPCs to recharge. The extra tons of space normally used as ammo for Missile racks are replaced by 6 Double Heat Sinks, giving the Catapult A greatly increased heat management capability, Beagle Active Probe for improved sensor range and extra ton of armor. ![]() The A variant departs from the standard long-range, missile-heavy configuration that the other variants employ, and instead mounts an array of 2 ERPPCs and quad LBX2s, giving it impressive capabilities as a extreme- to long-range direct fire-support Mech. One who is after an missile boat shouldn't skip past this one. 6 DHS means pilots will be able to keep up their bombardment for some time with less concern on heat. An additional armament of 2 ERSLs & 2 MLs allows the Catapult Prime to defend against Light Mechs or Vehicles that sneak up on it, as well as giving it anti Battle Armor capabilities thanks to its B-Pod. Carrying 4 LRM10s with 12 tons armor, and equipped with GECM, EOptics and Improved Jumpjets, the Prime variant can bombard enemy units non-stop, 100 meters out to over an kilometer, forcing them to take cover or risk suffering debilitating damage. The Catapult Prime is a classic Missile Boat.
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