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Mad Cat MK II(Cityfighter)
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Hunter30
Clan Nova Cat
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Posts: 46

PostPosted: 24-Apr-2004 07:38    Post subject: Mad Cat MK II(Cityfighter) Reply to topic Reply with quote

Type/Model: Mad Cat MK II(Cityfighter)
Tech: Clan / 3132
Config: Biped BattleMech
Rules: Level 3, Custom design

Mass: 90 tons
Chassis: Standard
Power Plant: 360 XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 3 Improved Jump Jets
Jump Capacity: 90 meters
Armor Type: Ferro-Fibrous
Armament:
4 Medium Pulse Lasers
2 SRM 6s
2 SRM 4s
4 Heavy Machine Guns
1 Watchdog ECM (THB)
2 Anti-Personnel Pods
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
Enhanced Imaging Display

------------------------------------------------------------------------------
==Overview:==
This version of the Mad Cat MK II was designed to fight in urban areas.

==Capabilities:==
This version replaces the Gauss Rifle with 4 Medium Pulse Lasers and replaces
the LRM-10 with two SRM-6s and two SRM-4s.It also replaces the four ER Medium
Lasers with four Heave Machine Guns.It also hace Improved Jump Jets to replace
the standard ones.

--------------------------------------------------------
Type/Model: Mad Cat MK II(Cityfighter)
Mass: 90 tons
Construction Options: Fractional Accounting

Equipment: Crits Mass
Int. Struct.: 138 pts Standard 0 9.00
Engine: 360 XL Fusion 10 16.50
Walking MP: 4
Running MP: 6
Jumping MP: 3
Heat Sinks: 16 Double [32] 4 6.00
(Heat Sink Loc: 1 LA, 1 RA)
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Enhanced Imaging Display: 0 .00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 250 pts Ferro-Fibrous 7 13.02
(Armor Crit Loc: 3 LA, 2 RA, 1 LL, 1 RL)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 29 38
Center Torso (Rear): 13
L/R Side Torso: 19 26/26
L/R Side Torso (Rear): 8/8
L/R Arm: 15 27/27
L/R Leg: 19 34/34

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 Medium Pulse Lasers RA 8 2 4.00
2 Medium Pulse Lasers LA 8 2 4.00
1 SRM 6 RT 4 30 3 3.50
(Ammo Locations: 1 LT, 1 RT)
1 SRM 4 RT 3 50 3 3.00
(Ammo Locations: 1 LT, 1 RT)
2 Heavy Machine Guns RT 0 400 6 5.00
(Ammo Locations: 2 LT, 2 RT)
1 SRM 6 LT 4 1 1.50
1 SRM 4 LT 3 1 1.00
2 Heavy Machine Guns LT 0 2 1.00
1 Watchdog ECM (THB) HD 0 1 1.00
1 Anti-Personnel Pod LL 0 1 .50
1 Anti-Personnel Pod RL 0 1 .50
3 Improved Jump Jets: 6 12.00
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 30 71 88.52
Crits & Tons Left: 7 1.48

Calculated Factors:
Total Cost: 24,307,460 C-Bills
Battle Value: 2,121
Cost per BV: 11,460.38
Weapon Value: 3,764 / 3,764 (Ratio = 1.77 / 1.77)
Damage Factors: SRDmg = 50; MRDmg = 18; LRDmg = 0
BattleForce2: MP: 4, Armor/Structure: 6/5
Damage PB/M/L: 10/6/-, Overheat: 0
Class: MA; Point Value: 21
Specials: ecm, prb
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Gangrene
Federated Suns
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Joined: 04-Feb-2002 00:00
Posts: 939
Location: United States
PostPosted: 24-Apr-2004 11:38    Post subject: RE: Mad Cat MK II(Cityfighter) Reply to topic Reply with quote

Why are you using improved jumpjets if your jump mp is less than your walking mp? That makes no sense.


[ This Message was edited by: Gangrene on 2004-04-24 11:40 ]
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Vagabond
Mercenary
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Posts: 5779
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PostPosted: 24-Apr-2004 15:47    Post subject: RE: Mad Cat MK II(Cityfighter) Reply to topic Reply with quote

Ok I have kept quiet, till now, about your designs, but this one is just rediculous. Here is a much better modification of MC2 for city fighting. It cannot possibly handle a full guns barrage. however, it does have the weapon for the job and can still manage a BMech fight too.

               BattleMech Technical Readout

Type/Model:    Mad Cat Mk II 
Tech:          Clan / 3062
Config:        Biped BattleMech
Rules:         Level 2, Modified design

Mass:          90 tons
Chassis:       Endo Steel
Power Plant:   360 XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     3 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type:    Ferro-Fibrous 
Armament:      
  2 Large Pulse Lasers
  2 Medium Pulse Lasers
  2 Heavy Medium Lasers
  4 Flamers
  1 Narc Missile Beacon
  2 ER Medium Lasers
  1 Active Probe
  4 SRM 6s
  1 ECM Suite
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

------------------------------------------------------------------------------
==Overview:==
     

--------------------------------------------------------
Type/Model:    Mad Cat Mk II 
Mass:          90 tons

Equipment:                                 Crits    Mass
Int. Struct.:  138 pts Endo Steel            7      4.50
 (Endo Steel Loc: 1 LA, 3 LT, 1 CT, 2 LL)
Engine:        360 XL Fusion                10     16.50
   Walking MP:   4
   Running MP:   6
   Jumping MP:   3
Heat Sinks:     14 Double [28]               0      4.00
Gyro:                                        4      4.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA    R: Sh+UA             12       .00
Armor Factor:  279 pts Ferro-Fibrous         7     15.00
 (Armor Crit Loc: 1 HD, 1 RA, 3 RT, 2 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             29         44      
   Center Torso (Rear):                 14      
   L/R Side Torso:           19      28/28      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  15      30/30      
   L/R Leg:                  19      38/38      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Pulse Laser      RA     10           2      6.00
1 Medium Pulse Laser     RA      4           1      2.00
1 Heavy Medium Laser     RA      7           2      1.00
2 Flamers                RA      6           2      1.00
1 Large Pulse Laser      LA     10           2      6.00
1 Medium Pulse Laser     LA      4           1      2.00
1 Heavy Medium Laser     LA      7           2      1.00
2 Flamers                LA      6           2      1.00
1 Narc Missile Beacon    LA      0    6      2      3.00
  (Ammo Locations: 1 LA)
1 ER Medium Laser        RT      5           1      1.00
1 Active Probe           RT      0           1      1.00
2 SRM 6s                 RT      8   60      6      7.00
  (Ammo Locations: 2 LT, 2 RT)
1 ER Medium Laser        LT      5           1      1.00
1 ECM Suite              LT      0           1      1.00
2 SRM 6s                 LT      8           2      3.00
3 Standard Jump Jets:                        3      6.00
 (Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS:                         80          76     90.00
Crits & Tons Left:                           2       .00

Calculated Factors:
Total Cost:        25,013,500 C-Bills
Battle Value:      2,161
Cost per BV:       11,574.97
Weapon Value:      2,948 / 2,948 (Ratio = 1.36 / 1.36)
Damage Factors:    SRDmg = 42;  MRDmg = 26;  LRDmg = 13
BattleForce2:      MP: 4,  Armor/Structure: 7/5
                   Damage PB/M/L: 5/4/1,  Overheat: 4
                   Class: MA;  Point Value: 22
                   Specials: ecm, prb



note: i cooked this up in 15min so it is not my best work.

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ralgith
Blighted Sun Battalion
1st Company
"Ralgith's Renegades"
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PostPosted: 24-Apr-2004 17:51    Post subject: RE: Mad Cat MK II(Cityfighter) Reply to topic Reply with quote

I think hunter is just obsessed with the level 3 clan tech

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Motown Scrapper
Clan Ice Hellions
Galaxy Commander
Galaxy Commander


Joined: 24-Jul-2003 00:00
Posts: 2074
Location: United States
PostPosted: 25-Apr-2004 04:57    Post subject: RE: Mad Cat MK II(Cityfighter) Reply to topic Reply with quote

Well Hunters design while flawed is not as bad as what Vagabond countered with Hunter can SAFELY put up more fire power than Vagabond .Vagabond's on a full weapon strike would immediately shut down and explode as all the ammo torched off.I cannot understand why he has all the weapons he does when he only has enough heat sinks to cover a third of them.He would be wise to swap out a lot of the high heat systems for lower heat systems. If you do not have the heat sink capacity to fire your weapons then they are nothing but dead weight.

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Gangrene
Federated Suns
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Posts: 939
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PostPosted: 25-Apr-2004 15:05    Post subject: My version - MK II Reply to topic Reply with quote

Well, since we're modifying other people's mechs here is my version. It's designed around the idea of urban warfare, but is more efficient than either design proposed so far. Its not 100% heat efficient, but I wanted to keep the SRM's there. I also gave it limited long range firepower without seriously degrading its short range performance.

Type/Model: Mad Cat MK II(Cityfighter)
Tech: Clan / 3132
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 90 tons
Chassis: Standard
Power Plant: 360 XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Blah blah blah

------------------------------------------------------------------------------
==Overview:==
This version of the Mad Cat MK II was designed to fight in urban areas.

==Capabilities:==
Its an urban defense mech.

--------------------------------------------------------
Type/Model: Mad Cat MK II(Cityfighter)
Mass: 90 tons

Equipment: Crits Mass
Int. Struct.: 138 pts Standard 0 9.00
Engine: 360 XL Fusion 10 16.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 19 Double [38] 10 9
(Heat Sink Loc: wherever they fit)
Gyro: 4 4.00
Cockpit: 5 3.00
Actuators: L: Sh+UA R: Sh+UA
Armor Factor: 250 pts Ferro-Fibrous 7 13
(Armor Crit Loc: 3 LA, 2 RA, 1 LL, 1 RL)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 29 38
Center Torso (Rear): 13
L/R Side Torso: 19 26/26
L/R Side Torso (Rear): 8/8
L/R Arm: 15 27/27
L/R Leg: 19 34/34

Weapons and Equipment Loc Heat Ammo Crits Mass (36.5 tons)
--------------------------------------------------------
3 Medium Pulse Lasers LA 12 3 6.00
1 Large Pulse Laser RA 10 2 6.00
1 ER Medium Laser RA 5 1 1
2 SRM 6 RT 8 2 3
2 SRM 6 LT 8 2 3
SRM6 ammo
(Ammo Locations: 2 LT, 3 RT) 5 5
1 Anti-Personnel Pod LL 0 1 .50
1 Anti-Personnel Pod RL 0 1 .50
4 Jump Jets: 8
(Jump Jet Loc: 2 RT, 2 LT)
machinegun RT 0 1 0.5
machinegun LT 0 1 0.5
machinegun CT 0 1 0.5
ammo(mg) 200 LT 1 1


[ This Message was edited by: Gangrene on 2004-04-25 15:18 ]
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Motown Scrapper
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PostPosted: 25-Apr-2004 21:40    Post subject: RE: My version - MK II Reply to topic Reply with quote

Now Gangrenes design is pretty good while it does run warm the special ammo types avalable such as inferno and Mag pulse if you go level 3 make them usefull one minor problem this is more of a bug than an actual design flaw...Clan MGs only weigh .25 tons ypu might find it desirable to adjust your design for that. Besides that easily the best of the three.

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Vagabond
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PostPosted: 30-Apr-2004 14:18    Post subject: RE: Mad Cat MK II(Cityfighter) Reply to topic Reply with quote

Quote:

On 2004-04-25 04:57, Motown Scrapper wrote:
Well Hunters design while flawed is not as bad as what Vagabond countered with Hunter can SAFELY put up more fire power than Vagabond .Vagabond\\\'s on a full weapon strike would immediately shut down and explode as all the ammo torched off.I cannot understand why he has all the weapons he does when he only has enough heat sinks to cover a third of them.He would be wise to swap out a lot of the high heat systems for lower heat systems. If you do not have the heat sink capacity to fire your weapons then they are nothing but dead weight.



you know what Mo? I would like to thank you. you opened my eyes to a design error that need to be fixed. so I fixed it.

               BattleMech Technical Readout

Type/Model:    Mad Cat Mk II 
Tech:          Clan / 3062
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          90 tons
Chassis:       Endo Steel
Power Plant:   360 XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     3 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type:    Ferro-Fibrous 
Armament:      
  2 Large Pulse Lasers
  2 Medium Pulse Lasers
  4 Flamers
  1 Heavy Medium Laser
  1 Narc Missile Beacon
  4 SRM 6s
  2 ER Medium Lasers
  1 Active Probe
  1 ECM Suite
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Mad Cat Mk II 
Mass:          90 tons

Equipment:                                 Crits    Mass
Int. Struct.:  138 pts Endo Steel            7      4.50
 (Endo Steel Loc: 1 LA, 3 LT, 1 CT, 2 LL)
Engine:        360 XL Fusion                10     16.50
   Walking MP:   4
   Running MP:   6
   Jumping MP:   3
Heat Sinks:     15 Double [30]               2      5.00
 (Heat Sink Loc: 1 RA)
Gyro:                                        4      4.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA    R: Sh+UA             12       .00
Armor Factor:  279 pts Ferro-Fibrous         7     15.00
 (Armor Crit Loc: 1 HD, 1 RA, 3 RT, 2 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             29         44      
   Center Torso (Rear):                 14      
   L/R Side Torso:           19      28/28      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  15      30/30      
   L/R Leg:                  19      38/38      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Pulse Laser      RA     10           2      6.00
1 Medium Pulse Laser     RA      4           1      2.00
2 Flamers                RA      6           2      1.00
1 Heavy Medium Laser     RA      7           2      1.00
1 Large Pulse Laser      LA     10           2      6.00
1 Medium Pulse Laser     LA      4           1      2.00
2 Flamers                LA      6           2      1.00
1 Narc Missile Beacon    LA      0    6      2      3.00
  (Ammo Locations: 1 LA)
2 SRM 6s                 RT      8   60      6      7.00
  (Ammo Locations: 2 LT, 2 RT)
1 ER Medium Laser        RT      5           1      1.00
1 Active Probe           RT      0           1      1.00
1 ER Medium Laser        LT      5           1      1.00
2 SRM 6s                 LT      8           2      3.00
1 ECM Suite              LT      0           1      1.00
3 Standard Jump Jets:                        3      6.00
 (Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS:                         73          76     90.00
Crits & Tons Left:                           2       .00

Calculated Factors:
Total Cost:        24,834,900 C-Bills
Battle Value:      2,198
Cost per BV:       11,298.86
Weapon Value:      3,231 / 3,231 (Ratio = 1.47 / 1.47)
Damage Factors:    SRDmg = 44;  MRDmg = 28;  LRDmg = 13
BattleForce2:      MP: 4,  Armor/Structure: 7/5
                   Damage PB/M/L: 5/4/1,  Overheat: 4
                   Class: MA;  Point Value: 22
                   Specials: ecm, prb



Now to cut off any attempts to whine about its weapons loadout and possible heat factors from
you alpha babies. i am going to be nice and post the why\\\'s of the design.

One feature that often plagues city fighters is ranged combat. i solve this by using lpls.

next is the proven concept of weapons layering. like the stalker this design is constructed to layer its weapons.

another difficulty of urban combat is over specilization. you need to be flexible on your loadout because you will get hit by every unit type at one point or another.

weapon combinations:
2 lpl + 2 mpl = 28
2 er ml + 2 mpl + 1 lpl = 28
2 er ml + 2 mpl + 1 hml = 25
1 hml + 2 mpl + 4 flamer = 27
4 srm 6 + 2 mpl = 24

mpls are good vs infantry.
srms are good vs everything.
flamers are good vs infantry [essecially when there inside buildings.]

this designs about having the right weapon at the right time to fight an urban battle.

it is not designed to handle all weapons at once and any pilot worth his rank could have figured out why the weapons load is the way it is.

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