Introduction: Greetings again, it's your friendly neighborhood Mechwarrior here and I'm here to shed some light on the build that I found rather nifty. Welcome to the new guide of Mad Cat MK-II-4 which I aptly call the "300 Machine." We will be sporting today the current loadout: Which correlates in to this: Weaponry: So few pointers to begin with. If you fire out more than 2x Clan LRMS they will generate ghost heat So you can either go with a following two styles of fire groups. 1st Group is 2xLRM15 2nd Group is 2xLRM20 OR Mix and match to have LRM15 + LRM20 followed by another batch of LRM15 + 20 There is no complex math on this build, the build itself is really straight forward. Your primary role is to work as an LRM support with a meaty firepower as a backup weapon as well. 2xmpls and 2xmlas are nothing to joke with. With the known formula we can calculate how many volleys of 70 missiles you can fire. 9 Tons of LRM ammo = 1640 missiles 1640 / 70 = 23,142857142857142857142857142857 So 23 times and a few petty missiles over. We are talking about potential damage of 1640 + the off damage you do with your secondary weapons. This itself is fine and all but I have run in to matches where all shots have been expended so if we calculate how many missiles we get with 2 points in missile racks we get the following 9 Tons of LRM ammo /. Missile racks 2 =1640 + (9x36*) = 1964//*One missile rack is 18 more Missiles per tonne, so 2 are 36 So with that we get 1964 / 70 = 28,057142857142857142857142857143 28 Full volleys of fire at the infidels. Spending 2 points in the Missiles racks give you potential damage increase of 324, so value yourself if it's worth it. Here is a match score from my first match with this mech on Viridian Bog, without any skills implemented in to the build so the damage potential of this build can be huge. Spoiler: 1200+ Damage, Unskilled MCII-4 Skills: I know skills are hwo ever people want to play their mechs, but as your role woudl eb more as a backline lrm god, I would go the same way I play my Mad Dog LRm boat which is following: Spoiler: Skilltree You can argue that taking off the laser burn time quirks is worth it and I agree, that would free up 4 more slots for you to use, which is also a valid option. Anyway I hope you enjoyed my break down of my current MCII-4 Variant. I'm glad to hear yoru thoughts and how you run it.
Played something similar for a while until settling on a combination of LRMs and ATMs. However, for the pure LRM build I'd take a smaller, but more efficient engine, get a TAG and switch to 3x cMPL for close range firepower. All in all a bit slower, but better cooling efficiency, especially in cases where you can't use either missiles or lasers, but want the full firepower on one or more targets. I am missing at least a single JJ here, as that one can make quite a difference when moving around. Maybe quad LRM15+A? Also, considering the ammo nodes in the Skill Tree, do we really need that much ammo? Just food for thinking.
You'd be surprised how many times you get to launch all your pickles at the enemy. So I personally find the ammo nodes useful, but As I said, your mileage may vary.