Mad Cat Mk Ii - Builds Discussion. (2024)

#1CK16

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Posted 26 March 2017 - 05:48 PM

Simple enough, what build will you be trying out on the Mk II come July?

(Will post loadous here)

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#2Bohxim

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    Posted 26 March 2017 - 05:53 PM

    Depending on weapon spec, was hoping to get 2 heavy gauss 6 heavy medium lasers for a line pusher

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    #3El Bandito

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    Posted 26 March 2017 - 06:17 PM

    2xCERPPC + 2xGauss is no-brainer. Too bad the best mech for the job is suspiciously behind paywall. There is also 2xCUAC5 + 2xCUAC10 + lasor build for the B variant.

    Basically big weapons since MCII has limited hardpoints.

    Edited by El Bandito, 26 March 2017 - 06:18 PM.

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    #4Zergling

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      Posted 26 March 2017 - 06:34 PM

      I might experiment with quad Heavy Large Laser builds.

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      #5Mcgral18

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      Posted 26 March 2017 - 06:52 PM

      Bohxim, on 26 March 2017 - 05:53 PM, said:

      Depending on weapon spec, was hoping to get 2 heavy gauss 6 heavy medium lasers for a line pusher

      Impossible, for a variety of reasons

      A ) Why would you EVER not take a cXL?
      B ) The HGauss is Spheroid specific. Clams do not get it.

      2 Normal Gauss and 6HMLs are fine, 6 tons of ammo, 1 HoverJet™, 17 heatsinks (may be woefully inadequate)
      Or drop down to a 350, gain 1.5 tons
      I wouldn't mind trying 2 Gauss 2 HLL personally. 50 rounds, no JJ, 18 heatsinks

      Or ATM based.
      ATM36 (3*9), 6 tons of ammo (to be adjusted)
      LB20x (3 tons)
      Light TAG (270M faster locks, anti-JB)
      Light Probe (eh, why not)

      I would have tried ATM48, but that leaves no room in the STs, but no tonnage for Dakka. Unsuited to this robot.

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      #6CK16

      Posted 26 March 2017 - 07:52 PM

      Imo the 4 will be the best ATM boat (or LRM's if you are into that thing....) while the 2 will be the SRM brawler. It can do anything the Scorch can but +5tons and JJ's.

      Imo I kind of like that almost all varriants can run the standard Gauss PPC. No need to hear people complain of paywall to much (btw why is the DS best ar Gauss PPC?)

      Honestly cause this is my favorite mech...I might run my 1 stock and my 1(S) with SRM6's ovet the LRM10. Just to say I can make it work and have fun in QP or private lobbies. (I think everyone here has a stock loadout they enjoy and can make it work for them )

      But yea, I am wondering what they can do for the other 90tonners now though, this thing kind kicks thier ase

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      #7jjm1

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        Posted 26 March 2017 - 07:56 PM

        I'll try every build to keep me busy for months. Unless PGI is still going to punish that mentality with c-bill/xp sinks.

        In which case:
        gauss+ppc meta (season 6)
        gauss+meds
        gauss+ERL
        gauss+small

        I'd love to use some C-UAC-20s one day. But at the moment they are not reliable even for their one narrow niche.

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        #8Mcgral18

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        Posted 26 March 2017 - 08:37 PM

        CK16, on 26 March 2017 - 07:52 PM, said:

        Imo the 4 will be the best ATM boat (or LRM's if you are into that thing....) while the 2 will be the SRM brawler. It can do anything the Scorch can but +5tons and JJ's.

        Just a nitpick
        At their stock 69 Kph (a roughly nice value, both could shift to a 350 engine to gain and lose 1.5 tons), the Mad 2C has 46.5 tons available (Endo+Ferro) or 44 ton with Ferro removed and armor stripped to next full
        The Mk2 has 47.5 Endo+Ferro, 45 without Ferro

        It won't do everything better, especially as the HoverJets™ are twice the weight (not that they'll be much use for either)
        Mk2 has the Crit slot advantage (no LAA). The mounts will likely make it better for most roles, however...hitboxes TBD.

        But, those 5 tons gain you ~ 1 ton, with the engine different (for similar speeds), and taking a single HoverJet means you have 1 less ton than the M2C, with the ability to traverse Pebbles (which might be useful on Canyon)

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        #9RestosIII

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        Posted 26 March 2017 - 09:00 PM

        Gonna run lore builds for a little bit just as homage to my baby, but once I'm done... AC and ATM builds all the way.

        And yes, that includes wasting a chassis by running 4x AC/2's and 2 Heavy Large Lasers in the MCII-B.

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        #10Hit the Deck

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        Posted 27 March 2017 - 12:13 AM

        MCII-1, Gauss Cat

        • 2x cGauss (5t ammo), 2x cERPPC
        • Endo, Ferro, XL360 (~70kph), 15x DHS, 1x JJ (or 17x DHS and no JJ - basically the KDK-3 loadout)

        MCII-2, Brawl Cat

        • 1x cLB-20X (3t ammo), 4x cSRM6+A (5t ammo), 2x cERML
        • Endo, Standard Armor, XL375 (~73kph), 18x DHS, 1x JJ

        MCII-A, Timberwolf Mk. II - role playing build

        • 2x cLPL, 3x cERML
        • 2x cMG (1t ammo)
        • 2x cLRM15+A (5t ammo)
        • Endo, Standard Armor, XL360, 22x DHS, 1x JJ

        MCII-B, Dakka Cat

        • 2x cUAC/10 (4.5t ammo), 2x cUAC/5 (4.5t ammo)
        • 2x cERML (not to be fired unless needed)
        • Endo, Ferro, XL360, 10x DHS, 1x JJ

        Deathstrike, The Hero

        • 2x cGauss (5t ammo), 6x cERML
        • Endo, Ferro, XL360, 20x DHS, no JJ (or 18x DHS and 1x JJ)


        Theory crafting with future weapons is tempting but as I don't know exactly how they will work, I simply didn't try to include them.

        Edited by Hit the Deck, 27 March 2017 - 12:45 AM.

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        #11Widowmaker1981

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        Posted 27 March 2017 - 12:42 AM

        Mcgral18, on 26 March 2017 - 06:52 PM, said:

        Or ATM based.
        ATM36 (3*9), 6 tons of ammo (to be adjusted)
        LB20x (3 tons)
        Light TAG (270M faster locks, anti-JB)
        Light Probe (eh, why not)

        I would have tried ATM48, but that leaves no room in the STs, but no tonnage for Dakka. Unsuited to this robot.

        Gonna go out on a limb and suggest that running missiles of any kind on the MCII is going to be suicidal, given the enormous ST extensions. Id leave the Assault ATMs to the Scorch/Warhawk/Spirit Bear personally.

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        #12Zergling

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          Posted 27 March 2017 - 12:57 AM

          I do wish HAGs were being released, as the Mad Cat II would be an ideal (non-KDK3) mech to use for experiments with them.

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          #13Hit the Deck

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          Posted 27 March 2017 - 06:47 PM

          Ok, so i finally added the "4" variant for lulz since I don't know what to do with it:

          MCII-4, Future Cat

          • 4x cHML
          • 4x cATM6 (4t ammo)
          • Standard Structure, Standard Armor, XL375, 13x 23x DHS, 1x JJ
          • 1x cAP

          The quad ATM6 and HML would do 72 and 40 damage, respectively, at 270m or below. Assuming that PGI makes ATM do 3/2/1 at 270/540/810m (the range bracket of ER munition).

          Edited by Hit the Deck, 27 March 2017 - 06:59 PM.

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          #14Y E O N N E

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            Posted 27 March 2017 - 06:50 PM

            4x cHML with only 13x cDHS? You are going to get rolled, that's Light 'Mech cooling potential.

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            #15Hit the Deck

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            Posted 27 March 2017 - 06:57 PM

            Yeonne Greene, on 27 March 2017 - 06:50 PM, said:

            4x cHML with only 13x cDHS? You are going to get rolled, that's Light 'Mech cooling potential.

            Of course I meant +13 DHS for a total of 23, sorry.

            Edited by Hit the Deck, 27 March 2017 - 06:59 PM.

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            #16Gas Guzzler

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            Posted 27 March 2017 - 10:42 PM

            El Bandito, on 26 March 2017 - 06:17 PM, said:

            2xCERPPC + 2xGauss is no-brainer. Too bad the best mech for the job is suspiciously behind paywall.

            Wait... what? The standard variant can run that build just fine..

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            #17RestosIII

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            Posted 27 March 2017 - 10:46 PM

            Gas Guzzler, on 27 March 2017 - 10:42 PM, said:

            Wait... what? The standard variant can run that build just fine..

            He means a variant with lower arm actuators. And yes, that does require more than the STD pack

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            #18Gas Guzzler

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            Posted 27 March 2017 - 10:50 PM

            RestosIII, on 27 March 2017 - 10:46 PM, said:

            He means a variant with lower arm actuators. And yes, that does require more than the STD pack

            Didn't know those were such an advantage for that loadout...

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            #19RestosIII

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            Posted 27 March 2017 - 10:54 PM

            Gas Guzzler, on 27 March 2017 - 10:50 PM, said:

            Didn't know those were such an advantage for that loadout...

            Hey, being able to quickly snapshot Gauss without having to fully turn your mech and face the enemy head-on is an advantage in my book.

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            #20Vanguard319

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            Posted 27 March 2017 - 11:04 PM

            My preferred build in MW4 was 4 Light Gauss Rifles, You could literally hit targets before you could even see them. Since mixed tech is verboten in this game however, I' would probably go with 2 gauss, 2 heavy large lasers, and 2 ATM 3s

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