Author Topic: Talk to me about.....the Mad Cat III  (Read 13149 times)

Alex Keller

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Re: Talk to me about.....the Mad Cat III
« Reply #60 on: 18 September 2013, 14:22:20 »
The Mk III in particular. Now it has the same defensive value as the more heavily armored Timber Wolf. It's lost a primary advantage.

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Re: Talk to me about.....the Mad Cat III
« Reply #61 on: 18 September 2013, 14:28:08 »
....I give up.
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Diablo48

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Re: Talk to me about.....the Mad Cat III
« Reply #62 on: 18 September 2013, 15:28:59 »
In a 2x2 or 3x3 map size game of BattleTech, I'm just fine with a 6/9/x "scout."  If we are talking a larger scope, then yeah, it's not that useful in that regard. 

(and I believe this is probably our issue at the moment, you are talking on a larger, grander, strategic scale while I'm focusing on the tactical, single engagement scale?)

There is no scouting happening on a 2x2 or 3x3 map because if you are that close to the enemy, it is far too late to react to their force deployment.  You have already committed yourself to the area, and if the enemy has you massively outnumbered then you will run right into it and loose whatever force you have because you had no idea what you were walking into.

The Mk III in particular. Now it has the same defensive value as the more heavily armored Timber Wolf. It's lost a primary advantage.

Did it move 7/11 in the Dark Age stuff or something?


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Savage Coyote

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Re: Talk to me about.....the Mad Cat III
« Reply #63 on: 18 September 2013, 15:31:54 »
never mind....

glitterboy2098

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Re: Talk to me about.....the Mad Cat III
« Reply #64 on: 18 September 2013, 20:43:34 »

I believe it originally represented the RS: DA1 Mad Cat III version, but later the thing lost its AMS, so it probably best represents the X variant now.
well, the actually differences between models is fairly slight.. swapping ML's for SL's in most cases, and the AMS mount on the mini can be explained as just aesthetic bits or a sensor mount too. all the real changes occur with armor and internal structure.. things that don't really manifest on a mini :)

Marveryn

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Re: Talk to me about.....the Mad Cat III
« Reply #65 on: 18 September 2013, 22:16:03 »
There is no scouting happening on a 2x2 or 3x3 map because if you are that close to the enemy, it is far too late to react to their force deployment.  You have already committed yourself to the area, and if the enemy has you massively outnumbered then you will run right into it and loose whatever force you have because you had no idea what you were walking into.

Did it move 7/11 in the Dark Age stuff or something?

I think you are missing the point of a scout bodyguard.  its to protect your scout not actually do any scouting in that since it just the right amount of speed.  You don't need to move extremely fast to scout.. you just have to be ahead of your main battle line and move slightly fast enough to return to your main formation when trouble happen reporting what been discover.   While the actually scout retreat the Mad Cat lay covering fire and slowly make it way back to the formation drawing heat to it to let the scout go home.   It just need to be fast enough to outrun anything bigger than it and make it difficult for anything smaller to want to follow it very far or face its gun.  Once the scouts are clear of the enemy frontline .. the bodyguard just need to break contact and return in a roundabout way back to its line.   If possible throwing off pursuers.   

Scotty

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Re: Talk to me about.....the Mad Cat III
« Reply #66 on: 18 September 2013, 23:24:31 »
That Mad Cat in particular, or every unit in the game that moves faster than 4/6?

He's saying that it's easier to get a +3 with a 6/9 than it is with a 5/8.  However, in AS, that +3 is always there, regardless of movement type, making 6/9 less relatively useful when it comes to defensive mods than it would initially appear compared to 5/8.

Pretty sure it's not anything more complicated than that.
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Diablo48

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Re: Talk to me about.....the Mad Cat III
« Reply #67 on: 19 September 2013, 00:02:44 »
I think you are missing the point of a scout bodyguard.  its to protect your scout not actually do any scouting in that since it just the right amount of speed.  You don't need to move extremely fast to scout.. you just have to be ahead of your main battle line and move slightly fast enough to return to your main formation when trouble happen reporting what been discover.   While the actually scout retreat the Mad Cat lay covering fire and slowly make it way back to the formation drawing heat to it to let the scout go home.   It just need to be fast enough to outrun anything bigger than it and make it difficult for anything smaller to want to follow it very far or face its gun.  Once the scouts are clear of the enemy frontline .. the bodyguard just need to break contact and return in a roundabout way back to its line.   If possible throwing off pursuers.

The problem is the distances involved.  In order to provide meaningful protection, your bodyguard would have to be several kilometers ahead of your main formation which means it needs to be fast enough to get itself out of trouble if enemy HK teams show up, and 6/9 is just not enough to get the job done.  I personally use my 8/12/8 Vipers in this roll, and even then I like to keep a planned escape rout into rough terrain where I can loose packs of smaller, faster units.

Where this 'Mech really wants to be is in your cavalry formations grouped with 5/8 designs like the Timber Wolf to serve as an inner screen just ahead (meaning within weapons range) of your core assault element to blunt attacks while on the march and redeploy as needed in combat.


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marauder648

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Re: Talk to me about.....the Mad Cat III
« Reply #68 on: 19 September 2013, 02:08:20 »
To me this machine in either prototype or standard variant are cavalry machines.  Their LRM's give them an evil punch at long range and because they are clan LRM's if you get close to one you risk getting basically 2 x LB20x cluster shells hit you as they fire them in your face.  The barrage of lasers just adds to the party.  Its no brawler but you could use this on flanks or to pick of hostile mediums and lights with fair ease whilst giving other heavies something to consider due to its firepower.

Pair one up with a Stormcrow A and you'll have a nasty party bus of lasers and missiles running around at high speed pelting you with missiles and a veritable jean michelle jarre show of lasers if you get too close.
« Last Edit: 19 September 2013, 02:12:27 by marauder648 »
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Kitsune413

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Re: Talk to me about.....the Mad Cat III
« Reply #69 on: 19 September 2013, 10:47:51 »
I meant to reply to this yesterday.

He's saying that it's easier to get a +3 with a 6/9 than it is with a 5/8.  However, in AS, that +3 is always there, regardless of movement type, making 6/9 less relatively useful when it comes to defensive mods than it would initially appear compared to 5/8.

This is what he was concerned about. However. A mech with a +3 movement modifier doesn't get to do the obscene amounts of damage that the Mad Cat III does. Its intentions were to be a miniature madcat and it does the same damage twenty tons lighter. (The Standard does. The X is a monster on the AlphaStrike table)

On strategic level gameplay, you are only going to be able to turn twice and have to run to get a +3 movement modifier... but as has been mentioned...

Where this 'Mech really wants to be is in your cavalry formations grouped with 5/8 designs like the Timber Wolf to serve as an inner screen just ahead (meaning within weapons range) of your core assault element to blunt attacks while on the march and redeploy as needed in combat.

This is where this medium belongs. In your heavy lances for fire support. Its got enough guns where if they run forward to get you its a bad idea and for the most part can out run anything bigger than itself that wants to get at it.

Its got two brawling variants as well. Though one is someones personal ride. Its terrifying.

There are only four fifty five ton mechs that move faster than 6/9. Its only five tons away from being a heavy mech. So in this case Medium mech doesn't = scout. Generally medium mechs try to add some kind of utility. Since your best scouts are going to be in your light category. The only difference being the low end of Medium tends to provide escorts for lighter mech formations.

But beyond that you get mechs like the trebuchet or whitworth which are just missile boats. Hunchbacks which are close assault mechs.

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