Difference between revisions of "Madcat"
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===Variant C=== | ===Variant C=== | ||
− | The only Madcat to fulfill the fire-support role, the C relies on tag or narc teamwork to bring its massive [[ | + | The only Madcat to fulfill the fire-support role, the C relies on tag or narc teamwork to bring its massive [[ArrowIV]] launcher into deadly effectiveness on the battlefield. Being able to rain down the 4 massive missiles on targets up to 3 km away can send the opposing team to scuttle from an entrenched location, breaking their firing lines up and allowing friendly assets to close on them. The Madcat C's speed allows quick repositioning under the stealthy cover of [[GECM]] while its [[TAG]] permits self-guidance of its arrows and other friendly missiles up to 1300m to the unfortunate enemy target. A quad array of [[LBX2]]s give similar ranged harassment capabilities while the pulse lasers give limited protection on enemies that close the distance. Keep the distance open at all costs! |
===Variant D=== | ===Variant D=== |
Revision as of 16:51, 28 May 2018
Madcat | ||
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Class: | Heavy Mech | |
Faction: | Clan | |
Ticket cost: | 13 upon destruction | |
Tier: | 14 | |
Tonnage: | 75 tons | |
Speed: | 86.4 km/h | |
Torso yaw: | 220° | |
Torso pitch: | -34° to +40° while standing -34° to +50° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 112 300 CBills Total armor: 68 367 Engine Size: Starfire 375 XL |
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A: Price: 108 500 CBills Total armor: 68 367 Engine Size: Starfire 375 XL |
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B: Price: 115 500 CBills Total armor: 68 367 Engine Size: Starfire 375 XL |
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C: Price: 113 500 CBills Total armor: 66 483 Engine Size: Starfire 375 XL |
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D: Price: 105 100 CBills Total armor: 68 367 Engine Size: Starfire 375 XL |
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E: Price: 119 700 CBills Total armor: 70 250 Engine Size: Starfire 375 XL |
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F: Price: 108 300 CBills Total armor: 70 250 Engine Size: Starfire 375 XL |
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G: Price: 109 300 CBills Total armor: 70 250 Engine Size: Starfire 375 XL |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3
The Madcat (Clan designation Timber Wolf) is an iconic Clan Heavy Mech, widely known and easily recognizable thanks to its fairly unique silhouette. It is also hands-down one of the most powerful Heavy Mechs, and its staggeringly high cost reflects this. It is armed to the teeth with a ludicrous array of Weapons, possesses unbelievable speed and maneuverability for a Heavy Mech, and is comparatively heavily armored. Perhaps its only weakness is a lack of jump jets. All the Madcat variants make use of powerful weapons, and while relatively lacking in the Equipment department, some variants mount an AMS system, giving them limited protection against enemy missile boats. It is important to note that the Madcat's Cockpit is relatively vulnerable, and its Center Torso can be attacked with relative ease due to its protrusion outward, as well as the fact that its arms do not provide side protection.
Contents
Roles and Gameplay Hints
Prime
The Madcat Prime is a mighty late-game Mech, capable of dispatching even Assault Mechs with relative ease. 2 CLRM20's give it the ability to soften targets at range, while an array of 2 CERLBL's, 2 CERMBL's and a CMPL allow it to pummel any target from middle- to long-range. 2 Mguns give the Prime variant limited Anti-Air capabilities, and when coupled with the multitude of Lasers and pulse lasers, make it a frightening Battle Armor hunter. Equipped with BAP, and Eoptics, the Madcat Prime can effectively engage targets at almost any range, and its speed and armor allow it to survive all but the most determined and powerful assaults. 11 Double Heat Sinks can struggle somewhat dealing with the heat generated by all its Energy Weapons, so consider re-grouping and chain-firing the heavy hitter weapons. No extra ammo can be carried for its LRMs, limiting the Prime's effective combat capabilities.
Variant A
The A variant is designed on a simple paradigm: CERPPC's are good but hot, while Ultra Autocannons are good but not very hot. The result is a frightening Heavy Mech with 2 CERPPC and 2 CUAC10. With this simple but powerful array of weaponry the Mad Cat can engage and devastate at all ranges. It only slightly suffers at long ranges, having "only" 2 CERPPC to fight with.
However, in order to be able to fit this symmetrical weaponry, concessions had to be made. In the A's case, it was heatsinks, so it runs hot. Like the Prime, consider chain-firing the ERPPCs to better control the heat spikes.
Variant B
The Madcat B does away with any sort of Missile launcher, and focuses entirely on direct-fire Weapons. The primary punch at mid- to long-range is provided by 2 CERLBL's and 4 CERMBL's; additional firepower is provided by the single CGauss. It retains the 2 Mguns and the Eoptics found on the Prime variant while additionally being protected by AMS, allowing it to adapt to any situation. 10 double heat sinks can passably manage the heat from all the Lasers, while an extra free ton for CGauss ammo gives the Madcat B respectable staying power. Use the B's speed to keep the distance open and maximize the long range onslaught.
Variant C
The only Madcat to fulfill the fire-support role, the C relies on tag or narc teamwork to bring its massive ArrowIV launcher into deadly effectiveness on the battlefield. Being able to rain down the 4 massive missiles on targets up to 3 km away can send the opposing team to scuttle from an entrenched location, breaking their firing lines up and allowing friendly assets to close on them. The Madcat C's speed allows quick repositioning under the stealthy cover of GECM while its TAG permits self-guidance of its arrows and other friendly missiles up to 1300m to the unfortunate enemy target. A quad array of LBX2s give similar ranged harassment capabilities while the pulse lasers give limited protection on enemies that close the distance. Keep the distance open at all costs!
Variant D
The Madcat D takes more of a fire support role and is surprisingly effective at it. Mounting twin heavy large lasers and two Clrm15s let the Madcat cause crippling damage to anything that isn't paying attention to it. This mech is best used with a team mate, they will have the enemy's attention while the madcat cripples it from mid range with his weapons. With 13 double heat sinks the mech can still run into issues if the lasers are not chain fired. The main weakness of this mech is that it needs to be either with in 600ms to deal its full damage so keep your distance from this mech. The Madcat D also comes with twin Mgs in its nose to help ward off BA and to poke at any planes in front of it.
Variant E
The Madcat E is a extremely potent mid to long range fighter, using CERPPCs to provide the long range punch until it can bring its twin ATM12s on the target, which can cripple most mediums and some heavies. This variant has two free tons of ammo which let it spend more time on the field, but since its damage is mostly in its ATMs its recommended you return for ammo when you run out. And with its damage being in the ATMs that's the best way to counter the mech, getting within 100m. BA would still have to be careful though as the ERPPCs do splash damage. Its also one of the rare Madcats that has GECM which can allow an initial surprise volley of 24 ATMs. With 7 DHS you should use caution when you don't chain fire your PPCs.
Variant F
This Variant's "fluff" text is missing or out of date as of version 0.9.3. Please help us fix it by logging in. |
Variant G
This Variant's "fluff" text is missing or out of date as of version 0.9.3. Please help us fix it by logging in. |
Canon
The term "Madcat" is actually an Inner Sphere code name for the Clan Timber Wolf Omnimech. Upon first seeing the Timber Wolf, the Inner Sphere noted its appearance as a combination of the Marauder (designated MAD) and the Catapult (designated CAT); thus, the resulting Madcat. When the Timber Wolf first appeared on The Rock during the Clan Invasions, Inner Sphere commanders were stunned by the speed and power of the Heavy Mech, and strove to steal its secrets with limited success.