Metus regem, on 04 April 2016 - 07:08 AM, said:
My only issue with the Mad Cat Mk, II, is the amount of tech swapping or tech inventing PGI would have to do for it, everything but the first and second version of it uses something not in the game currently:
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 The torso LRM systems have been replaced by a quartet of Streak SRM-4s.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]
If PGI can figure out a decent way to deal with those problem items, especially the HARJEL III (last thing I want to see are mech health packs in MWO), then great, go nuts. I just don't want to see direct substitution of items, as it would make all the versions of it kind of like the Black Knight or Crab, same hard points and layouts, in other words boring.
When the Mad Cat MK II* comes (and I believe it will take like 2 years), I hope it will be in all of it's glory, meaning, Clan Heavy Lasers and stuff (the same for the Nova Cat). Adding it with surrogate weapons would be shameful for a game for tied with the TT until now.
Hold on guys, let's give PGI the time to do the jump and properly add the tech level 3. Until then, there are still plenty of A liners (and some B liners):
Omnimechs:
- Fire Moth (the mech I want to see more next - just make it work, PGI, even if you release it without MASC now)
- Fire Falcon
- Huntsman
- Black Lanner (energy heat quirks would make it very dangerous)
- Linebacker (Dragon-like. Needs quirks to be saved)
- Night Gyr (A liner for sure)
- King Fisher (with a small center torso, it would zombie like a boss)
- Turkina (just give it some good quirks and it would stand toe to toe against the ultimate weapon platforms)
Battlemechs:
- Piranha (too terrifying?)
- Incubus
- Locust IIC
- UrbanMech IIC (trashcan for trashborns)
- Vapor Eagle
- Conjurer
- Shadow Hawk IIC
- Griffin IIC
- Grizzly
- Black Python (great potential!)
- Rifleman IIC
- Stone Rhino
- Bane (monster!!)
- Warhammer IIC
- Marauder IIC
* why do we call it Mad Cat MK II when it is a Clan design? Dang you, MW4.