Mad Cat Mk Ii, The Big Cat (Or Big Alpha Wolf?). `mech Discussion
#21
Posted 15 February 2016 - 03:24 AM
As for iconic... Ehhh...that's a stretch, but definitely popular enough after MW4.
#22
Posted 15 February 2016 - 03:34 AM
#23
Posted 15 February 2016 - 04:43 AM
#24
Posted 15 February 2016 - 05:12 AM
Precentor Martial Jarcaddy, on 15 February 2016 - 04:43 AM, said:
More than one topic is the norm in these forums, it is iconic even if you don't want it to be.
Anyway back on topic!
BRING FOUTH THE MAD CAT MK II
#25
Posted 15 February 2016 - 08:44 AM
As for the mentioned varriants? None are out of tech, plus maybe a non laser boat Clan mech would be a nice change from the Meta, given it would be more ballistical driven I would enjoy it, with out needing to boat a single weapon type.
#26
Posted 15 February 2016 - 08:51 AM
CK16, on 15 February 2016 - 08:44 AM, said:
As for the mentioned varriants? None are out of tech, plus maybe a non laser boat Clan mech would be a nice change from the Meta, given it would be more ballistical driven I would enjoy it, with out needing to boat a single weapon type.
I took the time to bold and underline all of the tech on everything but the base MK II and the MK II-2 that we currently do not have in game, these are all hurdles to getting the unit in game.
- Mad Cat Mk. II-Enhanced Produced on the Manufacturing Plant DSF-IT1 on Itabaiana. This version uses several Advanced Technology systems to increase its effectiveness on the battlefield. Each arm carries an ER Large Pulse Laser and an ER Medium Pulse Laser, while a pair of LRM-10's provide long range firepower. Four jump jets allow the Mad Cat Mk. II Enhanced to cover 120 meters at a time. The top speed of the 'Mech was reduced to 54 km/h, however, due to the use of twenty-five tons of Hardened Armor. This protection, outweighing some 'Mechs, ensures that the Mad Cat Mk. II-Enhanced can continue to fight long after most of its foes have been destroyed. BV (2.0) = 2,732[12][13]
- Mad Cat Mk. II 2 This version of the Mad Cat Mk. II keeps a single Gauss Rifle, found in the right arm, and two ER Medium Lasers of the standard configuration. The torso LRM systems have been replaced by a quartet of Streak SRM-4s. The left arm houses a massive LB 20-X autocannon. Armor and movement profile remain the same, but to make room for the weapons this variant had to drop one heat sink, leaving it with thirteen. BV(2.0)=2,822[14]
- Mad Cat Mk. II 3 This variant removes the Gauss Rifles, jump jets, and one heat sink of the original and replaces them with a HAG/30 in each arm. The side torsos each mount an LRM-10 and a pair of ER Medium Lasers. A Light Active Probe is mounted in the head, and the remaining tonnage is given over to more armor protection. BV(2.0)=3,168[15]
- Mad Cat Mk. II 4 This variant of the Mad Cat carries two ER Large Lasers in each arm and a pair of LRM-15 launchers. A Light Active Probe identifies hidden units. It retains the 120 meter jump radius of the base model. BV (2.0) = 2,962[16]
- Mad Cat Mk. II 5 This variant carries a Gauss Rifle in the right arm, supported by an Improved Heavy Large Laser and Improved Heavy Medium Laser in the left arm. Six Improved Jump Jets allow it to cover 180 meters at a time. BV (2.0) = 2,491[17]
- Mad Cat Mk. II 6 This version carries an ER PPC in each arm, backed up by a pair of ER Medium Lasers in each side torso. Each arm, leg, and torso location is equipped with a Harjel III repair system. BV (2.0) = 2,663[18]
#27
Posted 15 February 2016 - 09:05 AM
Hit the Deck, on 15 February 2016 - 02:39 AM, said:
More and better hardpoints, Omni hardpoint modularity without any hardlocked weaknesses (i.e. Ideal Omni Construction), potentially better geometry/hitboxes, higher-mounted Gauss Rifles, ECM capability. The two 'Mechs' Prime configurations are very similar, though the Asp has an extra pair of lasers over a couple of semi-pointless LRM launchers. Much easier to max-armor the Asp.
Sure, the Mk. II would work. Lots of things work. But...well, like Wintersdark said. Imperius has been pushing for this thing with such brutal, unseemly fervor that some folks want to see it fail just to watch him squirm. Unsporting, perhaps, but if we're going to shred the timeline and just decide "EVERYTHING'S FAIR GAME NOW!"...I'd like it to be for a better reason than for the introduction of a reasonable-at-best assault 'Mech.
#28
Posted 15 February 2016 - 09:09 AM
Metus regem, on 15 February 2016 - 08:51 AM, said:
I took the time to bold and underline all of the tech on everything but the base MK II and the MK II-2 that we currently do not have in game, these are all hurdles to getting the unit in game.
- Mad Cat Mk. II-Enhanced Produced on the Manufacturing Plant DSF-IT1 on Itabaiana. This version uses several Advanced Technology systems to increase its effectiveness on the battlefield. Each arm carries an ER Large Pulse Laser and an ER Medium Pulse Laser, while a pair of LRM-10's provide long range firepower. Four jump jets allow the Mad Cat Mk. II Enhanced to cover 120 meters at a time. The top speed of the 'Mech was reduced to 54 km/h, however, due to the use of twenty-five tons of Hardened Armor. This protection, outweighing some 'Mechs, ensures that the Mad Cat Mk. II-Enhanced can continue to fight long after most of its foes have been destroyed. BV (2.0) = 2,732[12][13]
- Mad Cat Mk. II 2 This version of the Mad Cat Mk. II keeps a single Gauss Rifle, found in the right arm, and two ER Medium Lasers of the standard configuration. The torso LRM systems have been replaced by a quartet of Streak SRM-4s. The left arm houses a massive LB 20-X autocannon. Armor and movement profile remain the same, but to make room for the weapons this variant had to drop one heat sink, leaving it with thirteen. BV(2.0)=2,822[14]
- Mad Cat Mk. II 3 This variant removes the Gauss Rifles, jump jets, and one heat sink of the original and replaces them with a HAG/30 in each arm. The side torsos each mount an LRM-10 and a pair of ER Medium Lasers. A Light Active Probe is mounted in the head, and the remaining tonnage is given over to more armor protection. BV(2.0)=3,168[15]
- Mad Cat Mk. II 4 This variant of the Mad Cat carries two ER Large Lasers in each arm and a pair of LRM-15 launchers. A Light Active Probe identifies hidden units. It retains the 120 meter jump radius of the base model. BV (2.0) = 2,962[16]
- Mad Cat Mk. II 5 This variant carries a Gauss Rifle in the right arm, supported by an Improved Heavy Large Laser and Improved Heavy Medium Laser in the left arm. Six Improved Jump Jets allow it to cover 180 meters at a time. BV (2.0) = 2,491[17]
- Mad Cat Mk. II 6 This version carries an ER PPC in each arm, backed up by a pair of ER Medium Lasers in each side torso. Each arm, leg, and torso location is equipped with a Harjel III repair system. BV (2.0) = 2,663[18]
Enhanced: I was thinking on this one, considering it's lack of firepower for an assault, traded off by better a better armor package that is not available in game, this one is kinda eh to me and since it is a design way past 3061 even. I might remove this one and keep the "Beat Stick" as a hero mech.
3: I didn't include cause the HAG's
4: Light active probe could be be just a normal probe or that chassis have better sensors to compensate. Light active probe is easier to replicate then other light systems/weapons imo.
5: Not included due to heavy lasers
6: The harjel could just be in the form of structure quirks for this specific varriant.
I means let's be honest here, there are a few Varriants PGI had to stretch and alter slightly to fit in. This wouldn't be a first time thing.
#29
Posted 15 February 2016 - 09:14 AM
CK16, on 15 February 2016 - 09:09 AM, said:
3: I didn't include cause the HAG's
4: Light active probe could be be just a normal probe or that chassis have better sensors to compensate. Light active probe is easier to replicate then other light systems/weapons imo.
5: Not included due to heavy lasers
6: The harjel could just be in the form of structure quirks for this specific varriant.
I means let's be honest here, there are a few Varriants PGI had to stretch and alter slightly to fit in. This wouldn't be a first time thing.
I looked at your "Beat Stcik" and I feel you might not want to go that build, as the Mad Cat Mk. II has 49t to work with, and 4 LB-20X are 12t each, meaning if you gutted everything you could, you would have 1t of ammo to feed four guns...
#30
Posted 15 February 2016 - 09:16 AM
1453 R, on 15 February 2016 - 09:05 AM, said:
...
Where are that ECM and JJs located? Anyone has a reference besides Solaris 7?
I'd like to point out that Blood Asp has a protruding Head which is exposed from the sides:
My general observation tells me that the Mad Cat Mk. II would have better hitboxes.
Putting Gauss on the ST risks of half of your Mech being blown off.
It does have more lasers though.
#31
Posted 15 February 2016 - 09:18 AM
Metus regem, on 15 February 2016 - 09:14 AM, said:
I looked at your "Beat Stcik" and I feel you might not want to go that build, as the Mad Cat Mk. II has 49t to work with, and 4 LB-20X are 12t each, meaning if you gutted everything you could, you would have 1t of ammo to feed four guns...
Yea kinds thought on that, if you went 4 20's you would have an issue but it is 2x20's and 2x10's. I mean is it ideal for long engament times? Not really, but would be on hell of a brawling mech for those few shots lol.
#32
Posted 15 February 2016 - 09:19 AM
Hit the Deck, on 15 February 2016 - 09:16 AM, said:
I'd like to point out that Blood Asp has a protruding Head which is exposed from the sides:
My general observation tells me that the Mad Cat Mk. II would have better hitboxes.
Putting Gauss on the ST risks of half of your Mech being blown off.
It does have more lasers though.
ECM is in the CT. JJs are in the CT and ST's. One variant even has both 1 JJ and 1 ECM in the CT at the same time.
#33
Posted 15 February 2016 - 09:23 AM
1453 R, on 15 February 2016 - 09:05 AM, said:
More and better hardpoints, Omni hardpoint modularity without any hardlocked weaknesses (i.e. Ideal Omni Construction), potentially better geometry/hitboxes, higher-mounted Gauss Rifles, ECM capability. The two 'Mechs' Prime configurations are very similar, though the Asp has an extra pair of lasers over a couple of semi-pointless LRM launchers. Much easier to max-armor the Asp.
Sure, the Mk. II would work. Lots of things work. But...well, like Wintersdark said. Imperius has been pushing for this thing with such brutal, unseemly fervor that some folks want to see it fail just to watch him squirm. Unsporting, perhaps, but if we're going to shred the timeline and just decide "EVERYTHING'S FAIR GAME NOW!"...I'd like it to be for a better reason than for the introduction of a reasonable-at-best assault 'Mech.
Yup, I've got some haters because I defended the Timeline stance Russ said on Twitter "minor consideration" then the Kodiak variant 3 was released (3068) proving I was indeed correct in "my interpretation" as people said of what his tweet meant.
Sorry but not sorry, when I'm right I'm right, and certain people did all they could to fight me in the first place for unknown reasons and agendas.
I expected a more warm welcome back to the forums than I actually recieved. I tweet more about topics that bother to post here for good reason after my experience from my recent visit back.
Usually I push topics that improve the game or the feel/atmosphere I try to avoid all balance conversations unless it's adding convoluted systems that will do more harm to good mainly (COF proposals and or Anti-Convergence threads).
Yes, for once I have a clear Agenda of getting the Mad Cat MK II in and depending on how people talk to me I can be civil or go back to being a 13yr old on Xbox Live. Voting against the Mad Cat MK II just to spite me is beyond the wrong approach. In the end you're just stopping progress of getting a Tier 1 90 ton assault added to the game.
#34
Posted 15 February 2016 - 09:27 AM
1453 R, on 15 February 2016 - 09:05 AM, said:
Sure, the Mk. II would work. Lots of things work. But...well, like Wintersdark said. Imperius has been pushing for this thing with such brutal, unseemly fervor that some folks want to see it fail just to watch him squirm. Unsporting, perhaps, but if we're going to shred the timeline and just decide "EVERYTHING'S FAIR GAME NOW!"...I'd like it to be for a better reason than for the introduction of a reasonable-at-best assault 'Mech.
Id love the blood asp, but i doubt we'll see it without heavy lasers in game.
That said, the MK II has one thing that makes it at least a viable option against the blood asp. Its a battlemech, so you can squeeze out more varied builds. Of course this all depends on hardpoints in the end, and how much PGI might inflate them.
#35
Posted 15 February 2016 - 09:27 AM
2x LB X 20 AC (12 tons each)
2x LB X 10 AC (10 tons each)
Total of 44 tons used of the 49 giving space for 5 tonsfor ammo about 2-1/2 of each caliber. Not alot since usually what is the standard of 2 tons per weapon mounted.
#40
Posted 15 February 2016 - 09:34 AM
pbiggz, on 15 February 2016 - 09:29 AM, said:
I don't like making spreadsheets for regular Battlemechs as much because their basic stats are subject to inflation, while Omnis are pretty much set-in-stone.
But maybe in a few minutes I'll try one anyways...
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