Author Topic: Talk to me about.....the Mad Cat III  (Read 13040 times)

Adam Vagus

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Talk to me about.....the Mad Cat III
« on: 16 September 2013, 13:30:43 »
I'm considering trying this mech out and was wondering if anyone could tell me a little about it and it's variants. It seems cool but I can't wrap my head around a mech armed with micro-lasers  ???

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Re: Talk to me about.....the Mad Cat III
« Reply #1 on: 16 September 2013, 13:38:59 »
I enjoy the Mad Cat III (Prototypes variant that is) but find it's biggest issue is it's steep BV tag for what you get.  Think of the micro lasers as SRM's and you are good.  Artemis V can be good and there's enough ammo for a normal engagement, not to mention 6/9 speed to maneuver around the battlefield.  2400 BV is a bit high though, at least to me.

Adam Vagus

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Re: Talk to me about.....the Mad Cat III
« Reply #2 on: 16 September 2013, 13:42:13 »
I don't use BV so that's not an issue.

Diablo48

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Re: Talk to me about.....the Mad Cat III
« Reply #3 on: 16 September 2013, 13:59:02 »
I have not used it, but it looks like a serviceable medium to me.  Just keep the range open and lean on the LRMs and you should be fine.  I would avoid the Dark Age variants because they have no ammo for their missiles, but the prototypes variant should work well enough.

That said, I would personally be inclined to skip it in favor of the original because I feel like the extra weapons and armor are better than the minor speed increase, but that is a separate discussion.


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Re: Talk to me about.....the Mad Cat III
« Reply #4 on: 16 September 2013, 14:01:32 »
Don't look at it as a weird 'mech that mounts micro lasers. Look at it as a scout that manged to carry two LRM-20s magically slaved to TarComps, and also lug around FOUR pocket large lasers. Oh, and there's a disco ball in the chin for blinding infantry or battlesuit troopers.
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Diablo48

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Re: Talk to me about.....the Mad Cat III
« Reply #5 on: 16 September 2013, 14:16:32 »
Don't look at it as a weird 'mech that mounts micro lasers. Look at it as a scout that manged to carry two LRM-20s magically slaved to TarComps, and also lug around FOUR pocket large lasers. Oh, and there's a disco ball in the chin for blinding infantry or battlesuit troopers.

I would have to disagree with that assessment.  It has been a long time since 6/9/0 was good enough to be considered a scout, and the lack of electronics clearly indicate that this is looking to fight more than anything else.  I would be far more inclined to mix it into a cavalry formation based on its mobility, although it would have to be careful in a heavy cav formation due to its relatively thin skin.


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Re: Talk to me about.....the Mad Cat III
« Reply #6 on: 16 September 2013, 15:22:50 »
It seems a lot like a Stormcrow in timber wolf's clothing to me. Never played with the "miffed kitty" but I would probably deploy it the same way.

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Kitsune413

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Re: Talk to me about.....the Mad Cat III
« Reply #7 on: 16 September 2013, 15:23:44 »
The Mad Cat III is odd because it fulfills a role the clans don't usually do and that's fire support.

A Mad Cat III down range is terrible for you. Also, I'm not even sure how they work. They are fast enough to stay in a position they want. (They're not made to brawl. they're a fire support mech) So they just smash you with missiles and if you get close they will melt you.

They are more catapult than they are Marauder. They also have enough armor to get knocked around. I'm not sure how its as good as it is.
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Re: Talk to me about.....the Mad Cat III
« Reply #8 on: 16 September 2013, 15:41:09 »
A Mad Cat III down range is terrible for you. Also, I'm not even sure how they work. They are fast enough to stay in a position they want. (They're not made to brawl. they're a fire support mech)

You have obviously never played the Mad Cat III 2. Four SRM 6 paired with Artemis V and two Medium Pulse Lasers... you are so going to brawl with that one. ;)
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Re: Talk to me about.....the Mad Cat III
« Reply #9 on: 16 September 2013, 15:46:11 »
I would have to disagree with that assessment.  It has been a long time since 6/9/0 was good enough to be considered a scout, and the lack of electronics clearly indicate that this is looking to fight more than anything else.  I would be far more inclined to mix it into a cavalry formation based on its mobility, although it would have to be careful in a heavy cav formation due to its relatively thin skin.

6/9/0 is enough to escort the scouts or at least provide them enough heavy firepower to be taken seriously.  I use the Linebacker in the same manner (a light/medium star shepherd) and have had some success.  With the long range emphasis, it's even better here applying firepower to help out the smaller guys.

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Re: Talk to me about.....the Mad Cat III
« Reply #10 on: 16 September 2013, 15:54:12 »
You have obviously never played the Mad Cat III 2. Four SRM 6 paired with Artemis V and two Medium Pulse Lasers... you are so going to brawl with that one. ;)

I haven't actually. But yes, yes I would.  :)

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Re: Talk to me about.....the Mad Cat III
« Reply #11 on: 16 September 2013, 17:07:32 »
6/9/0 is enough to escort the scouts or at least provide them enough heavy firepower to be taken seriously.  I use the Linebacker in the same manner (a light/medium star shepherd) and have had some success.  With the long range emphasis, it's even better here applying firepower to help out the smaller guys.

Not really.  You slow down your scouting formations from 10/15 or so to 6/9 which drastically reduces their ability to actually scout and forces them to either abandon their support 'Mech or stand and fight when engaged by the enemy cavalry force which will likely be deployed to prevent the scouts from getting close to the main formation.


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Re: Talk to me about.....the Mad Cat III
« Reply #12 on: 16 September 2013, 17:21:41 »
Assuming all your scout 'Mechs are actually 10/15 or better.  Assuming the enemy cavalry is perfectly suited to defeat scouts slower than 10/15.

Calling a 6/9 scout an automatic failure is ignoring the realities of war in exchange for the perfect hypothetical.  Of course 10/15+ is the best for a scout.  It's just as much not the only speed, or the only effective speed, or the speed you're going to have.
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Re: Talk to me about.....the Mad Cat III
« Reply #13 on: 16 September 2013, 17:29:17 »
I've never really looked at 55 ton mechs as scouts...

But like I said, the Mad Cat III is more of a trebuchet... though, because its LRM's don't have minimums. It does a good job of being a brawler.
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Re: Talk to me about.....the Mad Cat III
« Reply #14 on: 16 September 2013, 17:49:56 »
6/9/0 is enough to escort the scouts or at least provide them enough heavy firepower to be taken seriously.  I use the Linebacker in the same manner (a light/medium star shepherd) and have had some success.  With the long range emphasis, it's even better here applying firepower to help out the smaller guys.

And most Coyotes consider him a heretic.  Everyone knows Gargoyles are for escorting scouts.  Linebackers and Stormcrows are the scouts.
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Re: Talk to me about.....the Mad Cat III
« Reply #15 on: 16 September 2013, 17:54:17 »
And most Coyotes consider him a heretic.  Everyone knows Gargoyles are for escorting scouts.  Linebackers and Stormcrows are the scouts.

Those are all skirmishers.  ;D
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Re: Talk to me about.....the Mad Cat III
« Reply #16 on: 16 September 2013, 18:34:00 »
And most Coyotes consider him a heretic.  Everyone knows Gargoyles are for escorting scouts.  Linebackers and Stormcrows are the scouts.

 ;D

Well, yeah... I've played out my thoughts in the past and they've been successful.  If I need something faster than 9/14 I'll dial up a VTOL or ASF.  Sending out 10/15(20) 'mechs is just asking for them to get killed by any Billy Bob with a medium pulse laser or two.

And just because my Coyotes like to MOVE a little doesn't make me... wait... okay, never mind  :-\

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Re: Talk to me about.....the Mad Cat III
« Reply #17 on: 16 September 2013, 19:13:58 »
For me, the best Mad Cat III is the one in XTRO. For a slight reduction in fire power (two of the ERMLs swapped with ERSLs, and two ERMiLs removed, no big deal), you get Ferro Lamellor Armor! I hope the Sea Foxes revisit this proto and make this a variant, or the basis for an Omni version.

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Re: Talk to me about.....the Mad Cat III
« Reply #18 on: 16 September 2013, 19:15:19 »
Assuming all your scout 'Mechs are actually 10/15 or better.  Assuming the enemy cavalry is perfectly suited to defeat scouts slower than 10/15.

Calling a 6/9 scout an automatic failure is ignoring the realities of war in exchange for the perfect hypothetical.  Of course 10/15+ is the best for a scout.  It's just as much not the only speed, or the only effective speed, or the speed you're going to have.


given this 6/9/0 mech carries enough firepower to obliterate most 10/15+ scouts, i think 6/9 works just fine.

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Re: Talk to me about.....the Mad Cat III
« Reply #19 on: 16 September 2013, 19:22:47 »
For me, the best Mad Cat III is the one in XTRO. For a slight reduction in fire power (two of the ERMLs swapped with ERSLs, and two ERMiLs removed, no big deal), you get Ferro Lamellor Armor! I hope the Sea Foxes revisit this proto and make this a variant, or the basis for an Omni version.

Its a production variant. The mad cat iii x is the most common mad cat iii the foxes field in our own forces. We dont sell it much though.
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Re: Talk to me about.....the Mad Cat III
« Reply #20 on: 17 September 2013, 00:06:03 »
Its a production variant. The mad cat iii x is the most common mad cat iii the foxes field in our own forces. We dont sell it much though.
so definitely a option for a clan protectorate force?  >:D

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Re: Talk to me about.....the Mad Cat III
« Reply #21 on: 17 September 2013, 00:58:35 »
Don't look at it as a weird 'mech that mounts micro lasers. Look at it as a scout that manged to carry two LRM-20s magically slaved to TarComps, and also lug around FOUR pocket large lasers. Oh, and there's a disco ball in the chin for blinding infantry or battlesuit troopers.
If I wanted a disco ball to kill infantry I'd go for mPL's, not mL's
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Re: Talk to me about.....the Mad Cat III
« Reply #22 on: 17 September 2013, 01:48:25 »
so definitely a option for a clan protectorate force?  >:D

Hmm. All of the ones listed in the field manual come from the prototypes book. But the rat in er3145 for the sea foxes are the x variant.

Omicron cluster should have tons of the thing.
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Re: Talk to me about.....the Mad Cat III
« Reply #23 on: 17 September 2013, 01:54:42 »
The mul says faction availibility is to be announced for the dark ages. But they are fielded by sea foxes. So spirit cats having them isnt an alarming bend of canon.

Also I have to buy the dark age turning point liao because mad cat iii eve is adorable.
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Re: Talk to me about.....the Mad Cat III
« Reply #24 on: 17 September 2013, 02:31:39 »
The mul says faction availibility is to be announced for the dark ages. But they are fielded by sea foxes. So spirit cats having them isnt an alarming bend of canon.

Also I have to buy the dark age turning point liao because mad cat iii eve is adorable.

"Adorable" is not the term I'd use... But the Eve variant is particularly deadly. Using Eve Kincaid in her Cat I actually beat off the Cappies in the DATP: Liao mission where she is supposed to lose badly and even take a serious wound.
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Re: Talk to me about.....the Mad Cat III
« Reply #25 on: 17 September 2013, 04:47:17 »
Hmm. All of the ones listed in the field manual come from the prototypes book. But the rat in er3145 for the sea foxes are the x variant.

Omicron cluster should have tons of the thing.

Actually, ER 3145 also lists the Prototypes variant.
You should really read the Prototypes fluff to find out why. The X variant wasn't exactly the success the XTRO makes it look like. ;)
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Re: Talk to me about.....the Mad Cat III
« Reply #26 on: 17 September 2013, 05:40:52 »
given this 6/9/0 mech carries enough firepower to obliterate most 10/15+ scouts, i think 6/9 works just fine.

For combat?  Absolutely.

For recon?  Not at all.

Remember, scouts are not there to fight, they are there to find the enemy and run away (assuming they do not die horribly first, but either way you know where the enemy is).  Thus the most important thing for scouts is mobility, both to find the enemy and to (try to) get out after they do.  Armor is the next priority to improve their odds of survival, followed by sensors to help them find things.  Weapons are really a very minor concern because you will always be hopelessly outnumbered so fighting is not going to be an option.

I must stress that this does not mean it is a bad 'Mech because it is not, it is just that calling it a scout is analogous to calling a Dire Wolf a cavalry 'Mech.


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Re: Talk to me about.....the Mad Cat III
« Reply #27 on: 17 September 2013, 05:58:24 »
You really need to adopt a more Lyran Mindset. :D
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Re: Talk to me about.....the Mad Cat III
« Reply #28 on: 17 September 2013, 06:34:07 »
I must stress that this does not mean it is a bad 'Mech because it is not, it is just that calling it a scout is analogous to calling a Dire Wolf a cavalry 'Mech.

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Re: Talk to me about.....the Mad Cat III
« Reply #29 on: 17 September 2013, 06:59:43 »
For combat?  Absolutely.

For recon?  Not at all.

Remember, scouts are not there to fight, they are there to find the enemy and run away (assuming they do not die horribly first, but either way you know where the enemy is).  Thus the most important thing for scouts is mobility, both to find the enemy and to (try to) get out after they do.  Armor is the next priority to improve their odds of survival, followed by sensors to help them find things.  Weapons are really a very minor concern because you will always be hopelessly outnumbered so fighting is not going to be an option.

I must stress that this does not mean it is a bad 'Mech because it is not, it is just that calling it a scout is analogous to calling a Dire Wolf a cavalry 'Mech.

For me, it's a group scout. It hangs behind the faster scouts, and gives them covering fire when they run into something they can't handle, while fast enough to escape most things the overall force cannot handle.

I suppose I misworded things. A better way to describe what I'm thinking of would be 'scout leader' or 'strike' 'mech. Kinda like a slightly slower, nastier Black Lanner. Either way, it's faster than most regular combat units, and got the firepower to put some real hurt on anything in the same speed bracket.
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