Mkii?
#1
Posted 07 April 2017 - 07:01 AM
#2
Posted 07 April 2017 - 07:04 AM
#4
Posted 07 April 2017 - 07:11 AM
Summon3r, on 07 April 2017 - 07:06 AM, said:
unfortunately cant put the xl360 in it
Cyclops with endo will give you an idea. Clan Ferro offers more weight savings than IS ferro so thats not entirely accurate, but should give you a good idea... just assume you have another ton to work in. Slots of course you can do the math yourself based on where you use 7 or 14 slots.
#5
Posted 07 April 2017 - 07:15 AM
#6
Posted 07 April 2017 - 07:28 AM
Much friendlier UI, but same TT construction limitations.
#7
Posted 07 April 2017 - 07:28 AM
I guess that's an improvement, but you can't really HoverTart as well. Its kind of funny, all these concerns about engine cap and really you end up having to drop engine on the 50PPFLD Mad Cat Mk.II loadout.
#8
Posted 07 April 2017 - 07:34 AM
Gas Guzzler, on 07 April 2017 - 07:28 AM, said:
I guess that's an improvement, but you can't really HoverTart as well. Its kind of funny, all these concerns about engine cap and really you end up having to drop engine on the 50PPFLD Mad Cat Mk.II loadout.
Well if you want maximum armour you have to drop the engine size... If you want to run the armour of an 85t mech, you can run it with the 360xl...
#9
Posted 07 April 2017 - 07:38 AM
Metus regem, on 07 April 2017 - 07:34 AM, said:
Well if you want maximum armour you have to drop the engine size... If you want to run the armour of an 85t mech, you can run it with the 360xl...
Aside from legs and head I don't tend to strip any armor, and head is only very situational. I could see stripping more off the legs and going XL345-350 maybe, we'll see. Smurfy Cyclops isn't 100% accurate because of Clan Ferro so I'm not 100% sure.
#10
Posted 07 April 2017 - 07:50 AM
Gas Guzzler, on 07 April 2017 - 07:28 AM, said:
I guess that's an improvement, but you can't really HoverTart as well. Its kind of funny, all these concerns about engine cap and really you end up having to drop engine on the 50PPFLD Mad Cat Mk.II loadout.
oh i forgot you could actually remove jj and swap the motor out since its not a penalized omni
lbx20x2 erppcx2 sounds fun but hot
#11
Posted 07 April 2017 - 07:51 AM
Gas Guzzler, on 07 April 2017 - 07:38 AM, said:
Aside from legs and head I don't tend to strip any armor, and head is only very situational. I could see stripping more off the legs and going XL345-350 maybe, we'll see. Smurfy Cyclops isn't 100% accurate because of Clan Ferro so I'm not 100% sure.
Till I get a good chance to learn the hit boxes of the MK II I'd be disinclined to strip armour from anywhere but the head... as it stands most of my mechs run around 16 points on the head... usually max everywhere else...
Still I can guess we might see a lot of Mad Cat Mk.II's kitted up like this, at least for the base version... Yes I know hard point placements will differ, but it should give you a decent enough feel for it.
Edited by Metus regem, 07 April 2017 - 07:52 AM.
#12
Posted 07 April 2017 - 08:09 AM
Metus regem, on 07 April 2017 - 07:51 AM, said:
Till I get a good chance to learn the hit boxes of the MK II I'd be disinclined to strip armour from anywhere but the head... as it stands most of my mechs run around 16 points on the head... usually max everywhere else...
Still I can guess we might see a lot of Mad Cat Mk.II's kitted up like this, at least for the base version... Yes I know hard point placements will differ, but it should give you a decent enough feel for it.
Huh, so that right there says you can drop the TC2 and a ton of ammo, and ~10 pts off each leg and take an XL350. That's pretty solid. Man, Clan Ferro sure is awesome.
Summon3r, on 07 April 2017 - 07:50 AM, said:
oh i forgot you could actually remove jj and swap the motor out since its not a penalized omni
lbx20x2 erppcx2 sounds fun but hot
The Night Gyr feels SOOOO penalized doesn't it? If only we could unlock everything to optimize it more, then it would be
Edited by Gas Guzzler, 07 April 2017 - 08:09 AM.
#13
Posted 07 April 2017 - 08:13 AM
Gas Guzzler, on 07 April 2017 - 08:09 AM, said:
Huh, so that right there says you can drop the TC2 and a ton of ammo, and ~10 pts off each leg and take an XL350. That's pretty solid. Man, Clan Ferro sure is awesome.
The Night Gyr feels SOOOO penalized doesn't it? If only we could unlock everything to optimize it more, then it would be
True, Clan Ferro is awesome...
My major concern for the Mk. II is the arms, they look they are going to be fantastic as shield arms, but they are also where the bulk of the Mk. II's fire power is going to be located... So I'm not so sure how well it is going to hold up in actual game play... on paper, it very much looks solid... but on paper the Victor is a beast as well.
#14
Posted 07 April 2017 - 08:14 AM
Gas Guzzler, on 07 April 2017 - 07:28 AM, said:
You should be able to fit a 350 if I did my math right, with max armor.
Edited by Quicksilver Kalasa, 07 April 2017 - 08:14 AM.
#15
Posted 07 April 2017 - 08:19 AM
Quicksilver Kalasa, on 07 April 2017 - 08:14 AM, said:
According to the Boiler Metes posted, dropping the TC2, and 6th ton of ammo, 10 points of each leg, 1 point off the head, gives you 3.5 tons to upgrade to the XL350. 16DHS, 5 tons of ammo, is about the standard supporting gear. I'll keep the one HoverJet because I don't like running mechs that can take JJs without ANY JJs, and it helps get over some ****.
#16
Posted 07 April 2017 - 08:21 AM
Gas Guzzler, on 07 April 2017 - 08:19 AM, said:
XL325 is 19 tons
XL350 is 22 tons
It should only require 3 tons to upgrade.
#17
Posted 07 April 2017 - 08:23 AM
Gas Guzzler, on 07 April 2017 - 08:19 AM, said:
According to the Boiler Metes posted, dropping the TC2, and 6th ton of ammo, 10 points of each leg, 1 point off the head, gives you 3.5 tons to upgrade to the XL350. 16DHS, 5 tons of ammo, is about the standard supporting gear. I'll keep the one HoverJet because I don't like running mechs that can take JJs without ANY JJs, and it helps get over some ****.
You could actually add 1 point to the head Gas... As I just pulled everything you said, with 17 points of head armour gives you 3.51t to work with, 3.54 if you leave it at 16 points on the head.
#18
Posted 07 April 2017 - 08:24 AM
The Mk.II stock load carries 39 tons of weapons and ammo. Subtract 1.5 tons for max armor gives you 37.5, but bear in mind it also has all 4 internal heat sinks which you can take or leave and 3 jump jets that weigh 2 tons each. With no internal HS and no JJs you get 47.5 tons free space with max armor.
Edited by Kiran Yagami, 07 April 2017 - 08:26 AM.
#19
Posted 07 April 2017 - 08:25 AM
Metus regem, on 07 April 2017 - 08:13 AM, said:
True, Clan Ferro is awesome...
My major concern for the Mk. II is the arms, they look they are going to be fantastic as shield arms, but they are also where the bulk of the Mk. II's fire power is going to be located... So I'm not so sure how well it is going to hold up in actual game play... on paper, it very much looks solid... but on paper the Victor is a beast as well.
If the DS had access to Clan ER PPC/Gauss it would be a solid 80 tonner. Very solid. If they ever get around to releasing the -9A, it should be able to do something like this (including a little something else in the left torso that happens to weigh 15 tons) which would be pretty solid.. dropping a JJ gets you to an XL320.
#20
Posted 07 April 2017 - 08:30 AM
Metus regem, on 07 April 2017 - 08:23 AM, said:
You could actually add 1 point to the head Gas... As I just pulled everything you said, with 17 points of head armour gives you 3.51t to work with, 3.54 if you leave it at 16 points on the head.
I meant from full armor, so yeah I'm with you
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