Which is the better MC MkII Redesign?

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CYBRN4CR
07/19/10 03:00 AM
71.236.221.45

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Hey, guys!

Just want your opinion on these two redesigns on the Mad Cat MkII I made. Which captures the spirit of the design best while attempting to improve upon the design?

This?

Code:
Mad Cat Mk II (Custom)

Mass: 90 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3062
Cost: 23,352,100 C-Bills
Battle Value: 3,089

Chassis: Unknown Endo-Steel
Power Plant: Unknown 360 Fusion XL Engine
Walking Speed: 43.0 km/h
Maximum Speed: 64.5 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Standard Armor
Armament:
2 ER PPCs
2 LRM-10s
3 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 138 points 4.50
Internal Locations: 1 HD, 2 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 360 16.50
Walking MP: 4
Running MP: 6
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 6.00
Heat Sinks: Double 27(54) 17.00
Heat Sink Locations: 3 LT, 4 RT, 3 LA, 3 RA
Gyro: Standard Gyro 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 272 17.00
CASE Locations: LT 0.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 29 45
Center Torso (rear) 10
L/R Torso 19 30
L/R Torso (rear) 8
L/R Arm 15 30
L/R Leg 19 36

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 2 6.00
ER PPC LA 15 2 6.00
ER Medium Laser RT 5 1 1.00
LRM-10 RT 4 1 2.50
LRM-10 LT 4 1 2.50
ER Medium Laser LT 5 1 1.00
ER Medium Laser CT 5 1 1.00
@LRM-10 (24) LT - 2 2.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 31
4/2j 6 6 3 0 4 0 Structure: 5
Special Abilities: CASE, SRCH, ES, SOA, LRM 1/1/1, IF 1


Or this?

Code:
Mad Cat Mk II (Custom 2)

Mass: 90 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3062
Cost: 19,808,500 C-Bills
Battle Value: 3,230

Chassis: Unknown Endo-Steel
Power Plant: Unknown 270 Fusion XL Engine
Walking Speed: 32.25 km/h
Maximum Speed: 53.75 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Standard Armor
Armament:
2 Gauss Rifles
2 LRM-15s w/ Artemis IV FCS
3 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 138 points 4.50
Internal Locations: 1 HD, 2 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 270 7.50
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 6.00
Heat Sinks: Double 13(26) 3.00
Heat Sink Locations: 1 LT, 2 RT
Gyro: Standard Gyro 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 272 17.00
CASE Locations: LT, RT, LA, RA 0.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 29 45
Center Torso (rear) 10
L/R Torso 19 30
L/R Torso (rear) 8
L/R Arm 15 30
L/R Leg 19 36

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Gauss Rifle RA 1 6 12.00
Gauss Rifle LA 1 6 12.00
LRM-15 RT 5 2 3.50
Artemis IV FCS RT - 1 1.00
ER Medium Laser RT 5 1 1.00
LRM-15 LT 5 2 3.50
Artemis IV FCS LT - 1 1.00
ER Medium Laser LT 5 1 1.00
ER Medium Laser CT 5 1 1.00
@Gauss Rifle (16) RA - 2 2.00
@Gauss Rifle (16) LA - 2 2.00
@LRM-15 (Artemis) (16) RT - 2 2.00
@Gauss Rifle (8) LT - 1 1.00
@LRM-15 (Artemis) (24) LT - 3 3.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 32
3j 7 8 6 0 4 0 Structure: 5
Special Abilities: CASE, SRCH, ES, SOA, IF 2

Karagin
07/19/10 06:59 AM
80.149.45.147

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The first one is faster, similar weapons to the standard Mad Cat, pretty much you have the same basic load out as the 75 tonner on a 90 ton chassis.

Now the second one does change weapons around but you lose the speed that first one has. Hard to say if the trade off is going to work since you do gain some upgrades like ARTIV. But over all you are not gaining lot since the Gauss and the ERPPC for the Clan have nearly the same range and damage potential.

So really the only major are of change is the speed these two can walk or run. Armor is the same, both are XL based machines, both have endo steel. One runs a little hotter but both have enough heat sinks to cover Alpha striking damn near every turn (boring) and so that removes the heat issue as possible choice in picking one over the.

So I would say that you have the same mech with the same potential of damage pretty built twice, the exception being one has energy weapons and one has ammo weapons as the primary source.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CYBRN4CR
07/19/10 07:30 AM
71.236.221.45

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Well, the original could do similar in that it could alpha and then drop 1LRM the next turn so I based the designs on trying to match or top that pattern, vs being totally heat neutral

But I got a response elsewhere that helped
Quote:

I think by making the Mad Cat Mk II good you immediately move away from the spirit of the design.  To me the MK II was built to be bad but to look good and cost a lot, much like the “ruin a mech” thread I get the impression that the MK II was designed for export, nice big expensive engine, impressive and renowned firepower (gauss rifles & LRM’s); the biggest of big names (Mad Cat) make it sound like you’ve improved on the original and bam, lots of sold stickers on machines that are under armoured, over sinked at range, the hitting power of a heavy on an assault frame with a tendency to blow itself up.  Exactly what you want foreign powers to be paying you to use in their military.




With that info, there almost seems no need to update the mech at all. But if I had to be piloting one over the other, I'd take the first one, and let everyone else pilot the second one thinking they got the better deal, when really they are just ready to explode.
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