MCII-4 "The 300 Machine!" (2xcLRM20+A, 2xcLRM15+A, 2xcMLas, 2xcMPLas, cAP, cXL350)

Thread in 'MCII-4' started by TEITEC, Aug 20, 2017.

  1. TEITEC

    TEITEC New Member

    7
    1
    2
    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:

    [​IMG]

    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.

    [​IMG]

    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:

    [​IMG]

    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.
     
  2. Aylek

    Aylek Administrator Staff Member

    2,761
    528
    197
    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. :)
     
    Last edited: Aug 21, 2017
  3. TEITEC

    TEITEC New Member

    7
    1
    2
    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.
     
top-fast
top-fast
top-fast
top-fast