Edited by Cat-in-Exile, 21 July 2017 - 06:56 AM.
1
Mad Cat Mk 2 Builds And Skills
Started by , Jul 20 2017 07:08 AM
10 replies to this topic
#1
Posted 20 July 2017 - 11:03 AM
Does anyone have any good MCII-4 builds that use ATMs? The heat management when combined with lasers seems really bad, but I haven't actually tried this variant out yet.
#2
Posted 21 July 2017 - 06:46 AM
MCII-4 build I've been using: http://mwo.smurfy-ne...53ddd33284bc61d
Works out well for getting in faces and flanking, runs a bit hot if you alpha all over the place. Kept the mobility of the jump jets to get over and behind mechs. The "ears" have let me show enough structure to get hit behind cover so keep that in mind. Don't fire all four mediums if under missile fire as the laser AMS heat spike can be nasty (Kaboom!)
MCII-DS build: http://mwo.smurfy-ne...49ec30e19f8b2dd
I have had good success with the UAC10s so kept those instead of stripping and going gauss, I also suck at gauss rifles so that was the main point of my keeping them. Have the mediums set so I can fire four then follow up with the other two to manage heat spikes.
Have not run the other two yet, plan on doing some gauss practice in training grounds with the one before hitting quick play.
Works out well for getting in faces and flanking, runs a bit hot if you alpha all over the place. Kept the mobility of the jump jets to get over and behind mechs. The "ears" have let me show enough structure to get hit behind cover so keep that in mind. Don't fire all four mediums if under missile fire as the laser AMS heat spike can be nasty (Kaboom!)
MCII-DS build: http://mwo.smurfy-ne...49ec30e19f8b2dd
I have had good success with the UAC10s so kept those instead of stripping and going gauss, I also suck at gauss rifles so that was the main point of my keeping them. Have the mediums set so I can fire four then follow up with the other two to manage heat spikes.
Have not run the other two yet, plan on doing some gauss practice in training grounds with the one before hitting quick play.
#3
Posted 22 July 2017 - 02:26 AM
Let's see, in order:
MCII-1: The burn time on the HLLs is a *****, but this thing does work, and it's as good as Gauss Vomit gets without the Hero variant.
MCII-2: Brawl things until they die.
MCII-B: Basic Dakka. Two tons of ammo can be dropped for a JJ depending on preference.
MCII-DS: Slightly lower alpha than the MCII-1, but without the hellacious burn times of the HLL and with a much bigger engine. Don't underestimate that extra ~10kph. An assault mech with the speed and firepower this thing totes is a terror in QM games.
Space Whale Jr.: Alternate DS, built for maximum alpha. It moves at a glacial pace and runs hotter than the surface of the sun, but one-shotting people at ~500m with the 82-point burst is good fun.
Got nothing for the MCII-4 or MCII-A. Their hardpoints just don't line up with any good builds. Skill build on everything is 32 Survival/6 Aux and the rest in Firepower and Ops depending on heat management.
MCII-1: The burn time on the HLLs is a *****, but this thing does work, and it's as good as Gauss Vomit gets without the Hero variant.
MCII-2: Brawl things until they die.
MCII-B: Basic Dakka. Two tons of ammo can be dropped for a JJ depending on preference.
MCII-DS: Slightly lower alpha than the MCII-1, but without the hellacious burn times of the HLL and with a much bigger engine. Don't underestimate that extra ~10kph. An assault mech with the speed and firepower this thing totes is a terror in QM games.
Space Whale Jr.: Alternate DS, built for maximum alpha. It moves at a glacial pace and runs hotter than the surface of the sun, but one-shotting people at ~500m with the 82-point burst is good fun.
Got nothing for the MCII-4 or MCII-A. Their hardpoints just don't line up with any good builds. Skill build on everything is 32 Survival/6 Aux and the rest in Firepower and Ops depending on heat management.
Edited by Nymh, 22 July 2017 - 02:29 AM.
#5
Posted 24 July 2017 - 07:45 PM
I use MCII-2 with 2xUAC10,4xASRM6, 2xMHL. 4.5 tons of ammo on UACs, 4 on the SRMs, 1JJ, 15 DHS, stock engine. 88 Alpha and can double tap the UACs for 108 with a total cost of about 65% heat. Can get me out of a pinch against anything that's not a fresh assault usually.
#6
Posted 25 July 2017 - 06:14 PM
Debating on getting the Deathstrike, and theory crafted this build.
One thing that seems to be common on all variants is a high alpha, with high DPS as well.
Based on what I am seeing in game and can theory craft these mechs seem quite good. Might make me spring for the collectors package now.
One thing that seems to be common on all variants is a high alpha, with high DPS as well.
Based on what I am seeing in game and can theory craft these mechs seem quite good. Might make me spring for the collectors package now.
#7
Posted 27 July 2017 - 05:29 PM
These are my Mad Cat 1, 2 and 4 builds and the Skill Tree I use on them all.
http://mwo.smurfy-ne...60585100e801282
http://mwo.smurfy-ne...74c11c561b11625
http://mwo.smurfy-ne...9e7e2221235e591
http://kitlaan.gitla...26275&s=Weapons
http://mwo.smurfy-ne...60585100e801282
http://mwo.smurfy-ne...74c11c561b11625
http://mwo.smurfy-ne...9e7e2221235e591
http://kitlaan.gitla...26275&s=Weapons
#8
Posted 29 July 2017 - 11:41 PM
"Classic" MCII-1(S)
I have yet to use it for actual gameplay, it just sits there looking pretty.
"LRMaster" MCII-2
70x LRMs with Artemis, BAP, TC1, and 2808 ammo. Averages 1200 damage in a round if teammates are grabbing targets like they should. (you'd be surprised how many go out of their way to make the team lose if you have an LRM boat, and ask for targets)
"Sniper" MCII-4
This used to run with quad-ATM3's, but when the missiles are only useful against enemies that have no AMS coverage whatsoever, it's a better idea to switch back to LRMs that actually get through. Great sniping capabilities, and vertical mobility. Currently has the best possible use of the "ASSAULT" and "Y" decals on its rear.
"Dominator-1" DEATHSTRIKE *NOT USING ANYMORE*
Quite the damage dealer, as long as the enemy stays at long range. Mostly situational, and tends to get overrun with most of the new IS tech builds.
"Dominator-2" DEATHSTRIKE
This is my favorite no-missile mech at this time. Dual UAC10's and quad ERSL make for a decent light brawl, and the 2x ERLL allow for long range trading if needed. Capable of doing well in almost any position of the battle. (except lone-brawler amidst more than 2 enemies) Has been known to eat lights that accidentally passed in front of the mech.
I have yet to use it for actual gameplay, it just sits there looking pretty.
"LRMaster" MCII-2
70x LRMs with Artemis, BAP, TC1, and 2808 ammo. Averages 1200 damage in a round if teammates are grabbing targets like they should. (you'd be surprised how many go out of their way to make the team lose if you have an LRM boat, and ask for targets)
"Sniper" MCII-4
This used to run with quad-ATM3's, but when the missiles are only useful against enemies that have no AMS coverage whatsoever, it's a better idea to switch back to LRMs that actually get through. Great sniping capabilities, and vertical mobility. Currently has the best possible use of the "ASSAULT" and "Y" decals on its rear.
"Dominator-1" DEATHSTRIKE *NOT USING ANYMORE*
Quite the damage dealer, as long as the enemy stays at long range. Mostly situational, and tends to get overrun with most of the new IS tech builds.
"Dominator-2" DEATHSTRIKE
This is my favorite no-missile mech at this time. Dual UAC10's and quad ERSL make for a decent light brawl, and the 2x ERLL allow for long range trading if needed. Capable of doing well in almost any position of the battle. (except lone-brawler amidst more than 2 enemies) Has been known to eat lights that accidentally passed in front of the mech.
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