Ultimax, on 20 June 2017 - 11:47 AM, said:
If you re-read my post, I was very specific and identified the Madcat MK II as the best option for CBill mechs.
"... as good or better than current CBill options..."
2 reasons.
1) CBill available mechs are the only ones usable in the new competitive queue.
2) I don't like to personally endorse people buying hero mechs, especially when they have unique or semi-unique loadouts that are upper tier performance.
Now, onto the meat.
You may very well be right, but:
> Madcat MK II doesn't need to take JJs, but has the option to do so
> By the artwork, the Madcat's hardpoint locations look to be superior to the Scorch's arm mounts
> A few KPH linear speed is not really a big deal with this kind of build - and the engine gap is not going to be that big (I'm not sure what people run on their Scorch's but I would personally run a 325 most likely - a 350 on the Madcat would be easy to fit and the speeds are similar, while the MC-II still picks up like 2 tons to use elsewhere.
I did miss the part where you did specify the CBill part, that is on me.
As for where I think the 90t Mk. II will fall, is that in the base unit it only has 13t of FF armour stock, while running:
2x CGR
4x GR ammo
4x cERML
2x cLRM/10
2x LRM ammo
14x DHS
3x JJ
Now if we want to keep the same ground speed, go dual GR/PPC, best we can do is run 15 DHS and max armour with 1 JJ... 1 JJ for a 90t mech borders on worthless in MWO, so lets say we drop to 0 JJ's well now we can run 17 DHS, max armour (with nearly a half a ton of waste (.46t), so lets round that down to 14.5t of armour and take another .5t of GR ammo... that is all while keeping the base 360 series XL engine... if we were to dial that 360 down to a 350, we'd get back .5t, so we could drop that extra .5t of GR ammo for an 18th DHS.
So in short I would expect the "meta-mech" version of the Mk. II to be set up like this:
14.5t armour (FF)
350 cXL
Endo S.
18 DHS
2x GR
4x Ammo GR
2x cERPPC
Now I'm not a competitive player, but to me with out the signature JJ's of the Mk. II, it just feels a bit bland. As I said, this is really going to come down hit boxes and how those hit boxes interact with the agility of the unit.