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The Ultimate Mad Dog Thread


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#1 Keeshu

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Posted 23 July 2014 - 04:29 AM

We all know that the Mad Dog will probably get into Mechwarrior Online at some point. However, some of us worry about the Mad Dog being useless, which will make it a very rare sight on the field. I figured I'd remove some (not all) of the concerns that happens to most mechs, but raise up some concerns that are specific to the Mad Dog. Feel free to talk about the Mad Dog, especially if you're thinking of something that's not listed here.
I've made this thread because Mad Dog has my #1 favorite Battletech mech design, and has a stock loadout that I like a bunch.... I will try to edit this opening post whenever it's appropriate to.

I put a bunch of stuff in spoiler tags to make it so the thread doesn't seem so huge. Let me know if I went overboard. :P


Expect to see a lot of changes to this thread soon. I will update as we get more information about the Mad Dog.

Mad Dog in MWO
http://mwomercs.com/...iation-program/
The Mad Dog will be availble through the Ultimate Clan Reward program on September 23rd. It will be available for MC on December 16th, and available for C-bills on January 20th.
King Crab, Atlas S, Centurion AH, Gargoyle (Man-O-War) were revealed at the same time as the Mad Dog. Ice Ferret (Fenris), Mist Lynx (Koshi), Hellbringer (Loki) were later revealed in a sneak preview picture less than an hour later.

http://mwomercs.com/wavetwo?p=patcher
On 9/17/2014 we were able to take a look at the Prime, A, and B variants, along with their hardpoints. Which are basically the same as their original, but the Prime has the ability to mount AMS now.
Also, faction colors for the clans were shown for the first time, and it's on the Mad Dog.
Spoiler


9/20/2014 First footage of the Mad Dog in action. Starts with the Mad Dog Prime using the Clan Invasion skin beating up 2 C-bill Mad Dogs at the start of the footage. Then it has a c-bill version Mad Dog A beating up a Nova (with a Jenner running by). We also get to see the default armor for the Mad Dog.
http://mwomercs.com/...023-dev-vlog-8/
(Would post the video but the forums delete the video everytime I edit this topic)

9/24/2014 Bonus Mad Dog (and Dire Wolf for C-bills), along with the map "The Mining Collective" are added to the game. A few chat features were added/changed as well.
http://mwomercs.com/...01-23-sep-2014/


Background (for those who are new to Mechwarrior games I guess):
The Mad Dog's Inner Sphere name is the "Vulture".
http://www.sarna.net/wiki/TRO:_3050
The Mad Dog is one of the 16 original Clan Mechs released with the Technical Readout 3050. The Mad Dog has been in almost all mechwarrior games.
http://www.sarna.net/wiki/Mad_dog
Clan Smoke Jaguar based the Mad Dog off a Clan Coyote mech called "Lupus", and is supposed to be a support mech. Using LRMs to weaken enemies, then using it's lasers to finish off the enemy. The Mad Dog uses some of the same moulds as the Timber Wolf (the legs look exactly the same). The name "Mad Dog" was a slur to Clan Wolf and the Timber Wolf.
http://www.sarna.net...t_Bear#Military
http://mwomercs.com/...cussion-thread/
Out of all the clans, the Clan Ghost Bear loves Mad Dogs the most. Assuming Community Warfare gives faction bonuses to specific mechs, the bonuses may be given to either one, both, or no one.


Related Mechs:
Spoiler


Design:
(For those who want a word description)
The Mad Dog is a "chicken walker" that has very narrow slanted 45-75 degree torsos that makes it look like it's leaning back. The center torso juts out very far in front of the smaller side torsos, similarly to MWO's version of the dragon. The side torsos are just big enough to fit all the Missile Tubes for it's LRM 20s. The cockpit is literally placed on top of the center torso, which allows for it to peek over hills easily (but maybe more likely to eat LRMs or getting headshotted from above). It has 2 very short arms that go out and are just above the legs that connect to the energy/ballistic weapons it's using.
This is where my worries start to begin. As with anything that stays around for a long time, there will be some re-designs here and there. However they are usually the same design as the Timber Wolf's legs in whatever game they are in (sometimes even the same size).
Pictures of the different Mad Dog designs:

Vulture MK III and Mad Dog MK IV Designs (in case you were curious)

Most of the designs are rather similar. However, Mechwarrior 4's design is much different from the others. Mechwarrior 4's design does have some popularity behind it because Mechwarrior 4 was popular, and it had an intro scene that glorified the Vulture Pilot which helps make the mech memorable. He was the commander, and took off a Nova Cat's arm, and lasted longer than the others despite being shot by 4 of them at the same time.

MWO's redesign comparison with the classic Mad Dog (concept revealed 9/15/2014)
Spoiler



Classic Visuals vs MW4 Visuals: (in no particular order):
Spoiler


Chin Turret
Spoiler


Torso Twist
Spoiler


Other concerns:
The Mad Dog may get beefed up which may ruin it's design.
The Mad Dog is going with the classic design so it will be just fine.

The hitboxes we get will effect it's survivability a lot. Whether it'll be like the oldschool Dragon which made the Dragon like a CT damage magnet, or more like the Stalker with the center torso only being the front part of the center bulge. (I will provide images for this later when I get done reorganizing my 100 or something MWO bookmarks)

Where are the missile tubes going to be located when you have more than 1 LRM 20? On the top+Bottom of the side torsos in a similar fashion to the catapult? Or will the Mad Dog be likely too bulky so it can have 50 missile tubes on each side torso? LRM 20 + 2 LRM 15 per torso is the largest you can have if we get the A variant.

Other notes:
Will LRMs continue to shoot out forward, or will they be shot diagonally upwards to reflect the slant and to give the Mad Dog some uniqueness? It's neither a buff or a nerf because it changes up a few minor things. Also, I'm not talking about SRMs here though, since those would be required to shoot forward to actually work.



Hardpoints:
Spoiler

Announced Variants:
Mad Dog Prime: 2 E RA, 1 M RT, 1 M 1 AMS LT, 2 E LA
Mad Dog A: 1E RA, 3M RT, 3M LT, 1B LA
Mad Dog B: 3E RA, 2M RT, 1M LT, 2E LA

They decided to allow the Prime Mad Dog to have the ability to carry AMS. We do not know the quirks for each variant yet, assuming there are any for the Mad Dog .

Omnipod Quirks:
Prime Left Torso (1M 1AMS): -5% Missile Cooldown
Prime Right Torso (1M): -5% Missile Cooldown, 5% Torso Turn Rate (Yaw)
A Left Arm (1B): +5% Arm Movement Rate (Yaw and Pitch)
A Right Arm (1E): +5% Arm Movement Rate (Yaw and Pitch)
B Left Torso (1M): -5% Missile Cooldown, 5% Torso Turn Rate (Yaw)
B Right Torso (2M): +5% Torso Turn Rate (Yaw)
B Right Arm (3E): +5% Energy Weapon Cooldown

Other possible (but extremely unlikely) variants.
Spoiler


Mad Dog vs Timber Wolf
Spoiler

Mad Dog vs Catapult
Spoiler



General Mad Dog Builds (WIP, There's a lot of builds you can do with the Mad Dog, and I will look at other people's builds as well)
Spoiler



Is there anything I missed? Is there anything I should add? Do I have some really terrible grammar somewhere that makes it difficult to read it? Am I displaying my opinions too much? Let me know and I'll edit the thread. I also look forward to hearing your opinions on the Mad Dog, whether they are postive or negative.

Edited by Keeshu, 24 September 2014 - 01:17 PM.


#2 Caesar Lop

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Posted 23 July 2014 - 05:20 AM

If I recall correctly, the Mad Dog-A had its LB-5X in the left arm and ER-PPC in the right, so it should look like this:

Mad Dog A: 1E RA, 3M RT, 3M LT, 1B LA

And speaking of said Configuration, I can definitely see it as being a rather frightening counterpart to many an A1 Catapult with its total of six Missile Hardpoints. The max amount of missiles a Mad Dog can carry, as you listed, had me going O.O for a full five seconds as it'd probably take more than one Kit Fox w/Configuration C RA to AMS enough of those LRMs to dampen the effect of that big a LRM shower. Even in its stock configuration, an ER-PPC + Autocannon combination is not something to take lightly and if anything, is something else the Mad Dog-A has going for it (coupled with a crapload of SRMs of course). o.o

In terms of the design, I can't see them using the MW4 design just yet. From what I'm aware of (Read: Sarna BT Wiki), the Mad Dogs we see in the MW4 Trilogy were produced by the Ghost Bears following their move to the Inner Sphere. As such, the facilities they were produced on were originally meant for Spheroid designs, which may have been a major factor as to why MW4 Mad Dogs look so different from their Homeworld-manufactured counterparts. o.o

That said, nothing on Sarna tells us why the chin-mounted turret and what difference it makes on the various Mad Dog Configurations of the Spheroid-manufactured models. o.o

#3 Keeshu

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Posted 23 July 2014 - 05:38 AM

http://bte.battletec...ad%20Dog%29%20A

Ah, so it is in the left arm. No one corrected me in any other thread where I said that. Probably because it's going to be in 1 arm no matter what, and even then the C arms allows you to pick which side you want.


I'll admit, when I heard clans were coming into MWO, and I looked at Mad Dog's A variant I was so friggin happy because of all the missle hardpoints that will be available. I loved running 6 SRM 6s on my Catapult A1. However, I haven't run my Splatapult since people were using them in closed beta. I'll have to take it out for a test drive to see if 6 SRMs are still very deadly (seems to be so with a quick mess around in testing grounds). Though just shooting in the test grounds on River City, Alphaing the 6 SRMs brings the heat up perfectly to 50% on my catapult. Smurfy says that 6 SRM 6 will produce 29.40 heat, and 6 LRM 15s will generate 51.42 heat. So you could get away with doing that, but you'll be waiting a long time due to lack of heat sinks. Remember that the missles are streamed though, and that people are most likely to shoot only 2 at a time so they can avoid ghost heat.
Mad Dog is supposed to be a rather glass cannony, so I like that it can be scary with it's missles.

Makes me feel good when you say that they probably won't use the MW4 design. Though I still worry that they might.

Edited by Keeshu, 23 July 2014 - 05:48 AM.


#4 SixstringSamurai

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Posted 23 July 2014 - 05:56 AM

I actually built one for giggles on a Timber Wolf it ran super hot but at 91 damage it wasn't something to laugh at. Even turning the LPL and MPL to LL and ML it still has over 80 damage and remains my PRIME's loadout. With LRMs receiving the 0-180 damage buff it's nothing if not deadly.

The Mad Dog is my all time favorite. Even as a little kid, my dad would take me to the Virtual World in Walnut Creek, Ca. That was the mech I always picked, even knowing nothing about it.

Edited by SixStringSamurai, 23 July 2014 - 05:58 AM.


#5 KuroNyra

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Posted 23 July 2014 - 07:04 AM

View PostSixStringSamurai, on 23 July 2014 - 05:56 AM, said:

I actually built one for giggles on a Timber Wolf it ran super hot but at 91 damage it wasn't something to laugh at. Even turning the LPL and MPL to LL and ML it still has over 80 damage and remains my PRIME's loadout. With LRMs receiving the 0-180 damage buff it's nothing if not deadly.

The Mad Dog is my all time favorite. Even as a little kid, my dad would take me to the Virtual World in Walnut Creek, Ca. That was the mech I always picked, even knowing nothing about it.


I picked up some information about what is it/was.

Damn your one ugly son of a [censured insult for about 3 others wall of text]

Damn! Why can't we have that in Europe! :'(




to the OP: you have forget something VERY important about the Mad Dog against the Timber Wolf.


The Mad Dog have something the Timber Wolf don't.

HE'S A FREAKING MAD DOG! THAT ALONE MAKE IT BETTER! :)

Edited by KuroNyra, 23 July 2014 - 07:07 AM.


#6 Keeshu

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Posted 23 July 2014 - 07:17 AM

View PostKuroNyra, on 23 July 2014 - 07:04 AM, said:


I picked up some information about what is it/was.

Damn your one ugly son of a [censured insult for about 3 others wall of text]

Damn! Why can't we have that in Europe! :'(




to the OP: you have forget something VERY important about the Mad Dog against the Timber Wolf.


The Mad Dog have something the Timber Wolf don't.

HE'S A FREAKING MAD DOG! THAT ALONE MAKE IT BETTER! ;)

That pretty much goes without saying. Afterall, it is my #1 favorite Battletech design, and it has a really nice loadout by default. :)
I have now quoted you in the OP. :D

Edited by Keeshu, 23 July 2014 - 07:19 AM.


#7 Boyka

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Posted 23 July 2014 - 07:30 AM

Hope hitboxes will be different compared to the Dragon or it will be pretty unusable.. (except for the lrmboat configuration)

#8 Keeshu

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Posted 23 July 2014 - 07:48 AM

View PostBoyka, on 23 July 2014 - 07:30 AM, said:

Hope hitboxes will be different compared to the Dragon or it will be pretty unusable.. (except for the lrmboat configuration)

Before or after hitbox changes?
With the old hitbox changes that just gave me an excuse to use XL engine. I haven't piloted one after they changed the hitboxes and I don't know where to go to see where the hit boxes are.

Hopefully the sides of the center torso will count as the side torsos. Sort of like the Stalker's side torsos. Posted Image

I'll still use the Mad Dog even if it's CT becomes a magnet for damage, but it'll be nice if the hitboxes are good.

Edited by Keeshu, 23 July 2014 - 07:50 AM.


#9 Strum Wealh

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Posted 23 July 2014 - 08:58 AM

View PostStrum Wealh, on 21 July 2014 - 02:00 PM, said:

More likely (IMO), the MWO Mad Cat's legs would remain as-is & appear the same way on the MWO Vulture, with the upper body of the Vulture being beefed-up to compensate - giving the MWO Vulture an appearance closer to some of the CCG images or the Dark Age rendition (minus the chin turret, of course) or the Vulture MK.III (minus the chin-mounts) or even the Mad Dog Mk.IV (again, minus the chin-mounts) than to the super-skinny classic TRO design.

Posted Image

Posted Image

Posted Image

Posted Image

View PostStrum Wealh, on 21 July 2014 - 03:12 PM, said:

The same can be said - and likely has been said - about every other 'Mech in the game.
Much like how every 'Mech - even including the likes of the Dragon Slayer and the Shadow Hawk - has been vehemently declared "DOA". And we see how that went... :)

So, what does the Vulture bring to the table?
  • XL 300 Engine (base top speed of 81.0 kph, tweaked top speed of 89.1 kph)
  • Standard Internal Structure
  • Ferro-Fibrous Armor (starts at 8.50 tons; 1 crit in HD, 2 crits in LT, 2 crits in RT, 1 crit in LA, 1 crit in RA)
  • 12 fixed DHS (all in Engine)
  • Starts with 28 tons (46.7% of the maximum weight) for pod space & 40 free critical spaces (including all 4 leg slots & both CT slots)
Maxing out the armor still leaves 26 tons (43.3% of the maximum weight) free for weapons & equipment

The Vulture Prime natively provides the following:
  • LA: x2 Energy
  • LT: x1 Missile
  • CT: n/a
  • RT: x1 Missile
  • RA: x2 Energy
The Vulture A natively provides the following:
  • LA: x1 Ballistic
  • LT: x3 Missile
  • CT: n/a
  • RT: x3 Missile
  • RA: x1 Energy
The Vulture B natively provides the following:
  • LA: x2 Energy
  • LT: x1 Missile
  • CT: n/a
  • RT: x2 Missile
  • RA: x3 Energy
The Vulture C natively provides the following:
  • LA: x1 Ballistic
  • LT: n/a
  • CT: n/a
  • RT: n/a
  • RA: x1 Ballistic
The next variant, the Vulture D, is not available until 3054.

None of the variants natively carries any of AMS, ECM, or Jump Jets.

Also, I double-checked each of the original TRO 3050 (pgs. 28-29), TRO 3050R (pgs. 26-27), and TRO 3050U (pgs. 130-131) - all three indicate that the Vulture C's Gauss Rifles are mounted in the arms, not in the side-torsos as depicted in the imagery on page 06 of Combat Operations.

As far as its likely MWO appearance goes, I foresee the upper body reusing the CT + Head sections from the MWO Dragon & the legs from the MWO Mad Cat, with add-on side-torso sections similar to those of the Vulture Mk.III pictured in my previous post (the third image). The upper arms would probably be taken from the MWO Orion, with the lower arms being taken from the MWO Ryoken (with the hands removed, of course).

Thoughts?


#10 Valkyrie Vewas

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Posted 23 July 2014 - 09:36 AM

One of the most important things they need to remember when adding this mech is and its big draw is. For its tonnage no other mech has more tonnage for weapons. Only the loki beats it and it is 5 tons hvy'er. The maddog has the same or more weapon tonnage then a madcat which is 15 tons hvy'er. They need to give this mech High tonnage for weapons or sinks.

Pros of Maddog should be
*High open tonnage for weapons (For 60 tons it brings a tons of weapon tonnage)
*High weapon slot count (Some of its configs have for what could make for a ton of slots)
*Great profile (thin CT, and high sitting Cockpit with fairly high sitting arms)

The Weakness should be
*Low Armor for being a hvy (Profile helps CT and arms for being small but side missle pods can be hit if aimed)
*High Heat (Have to add sinks to be really effective)
*High Missle hardpoints (this mech is a support mech at heart while it does have a nice balance of weapons if you dont like SRMs or LRMs this might not be the mech for you)

Or U could give one ECM which would make for a great overall support mech Lots of missiles and lasers and ecm with the above weaknesses. Yes no classic Btech maddog had ecm but MW4 did so why not?

Also My fav mech please put in game and take my money

Edited by Valkyrie Vewas, 23 July 2014 - 09:39 AM.


#11 Boyka

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Posted 23 July 2014 - 11:28 AM

View PostKeeshu, on 23 July 2014 - 07:48 AM, said:

Before or after hitbox changes?
With the old hitbox changes that just gave me an excuse to use XL engine. I haven't piloted one after they changed the hitboxes and I don't know where to go to see where the hit boxes are.

Hopefully the sides of the center torso will count as the side torsos. Sort of like the Stalker's side torsos. Posted Image

I'll still use the Mad Dog even if it's CT becomes a magnet for damage, but it'll be nice if the hitboxes are good.


I bought one time ago, actually I don't remember if was before or after hitbox changes.. by the way I sold it after unlocking basic efficiencies.. it was very frustrating: every time cored even with torso twist. I'll try the champion when it will come back in trial mechs.

However every Dragon I met (less and less over time..) continue to die for CT.

That's a pity cause the Dragon is one of the best design in game.

#12 Keeshu

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Posted 23 July 2014 - 05:07 PM

@ Strum Wealh
Why is your entire post in the quote boxes? Did you quote yourself from another thread? Or do you just like the boxes? :D
Warning: This post contains opinions.

I'm expecting the Mad Dog to copy pasta the legs of the Timber Wolf, I'm just hoping it'll be shrunk down so the Mad Dog won't be taller equal to or taller than the Timber Wolf.

As for the mech parts being used from the other mechs you mentioned. While the Dragon is my 2nd favorite IS design in game right now (Catapult being #1), it makes me shudder at the thought of them using the Dragon's CT. So wide, so horizontal, anything else is just minor complaints. However, the MWO Dragon's side torsos are very very similar to the Mad Dog's side torsos in shape. As for the Vulture III's side torso, while I can see them using it and it makes me shudder, it's not too bad I guess. Orion's upper arms is fine, just make it slightly thinner (doesn't have to be as thin as the Original mad Dog, but the Mad Dog). Stormcrow's arms are just too vastly different from the Mad Dog (though probably the closest thing to Mad Dog arms off the top of my head), probably not a good idea.

Though personally, aside from Timber Wolf legs, I'd prefer that they don't re-use a bunch of parts from the other mechs. Also, I prefer the clans to be more thin. Keep the big + bulky theme to the Inner Sphere.

View PostValkyrie Vewas, on 23 July 2014 - 09:36 AM, said:

One of the most important things they need to remember when adding this mech is and its big draw is. For its tonnage no other mech has more tonnage for weapons. Only the loki beats it and it is 5 tons hvy'er. The maddog has the same or more weapon tonnage then a madcat which is 15 tons hvy'er. They need to give this mech High tonnage for weapons or sinks.

Pros of Maddog should be
*High open tonnage for weapons (For 60 tons it brings a tons of weapon tonnage)
*High weapon slot count (Some of its configs have for what could make for a ton of slots)
*Great profile (thin CT, and high sitting Cockpit with fairly high sitting arms)

The Weakness should be
*Low Armor for being a hvy (Profile helps CT and arms for being small but side missle pods can be hit if aimed)
*High Heat (Have to add sinks to be really effective)
*High Missle hardpoints (this mech is a support mech at heart while it does have a nice balance of weapons if you dont like SRMs or LRMs this might not be the mech for you)

Or U could give one ECM which would make for a great overall support mech Lots of missiles and lasers and ecm with the above weaknesses. Yes no classic Btech maddog had ecm but MW4 did so why not?

Also My fav mech please put in game and take my money


I agree with most of what you said. However, there's a big fat NO on the ECM. While I love ECM, and would love it on every single mech in the game so people don't feel forced to take a specific variant just for ECM, they don't seem to want to do that to keep mechs unique I guess. Mad Dog isn't so underpowered that it needs ECM, it'll still be formidable, it just won't be OP like the Timber Wolf is.
Though I will say, I wouldn't be against the Mad Dog getting the 360 torso twisting action like in MW4. However, if it turns like an atlas like in MW4 that kind of makes it more of a nerf than a buff, but would be fine since the Mad Dog could always run away to make sure it's weapons stay in long range (however, this would be a harder nerf to close range builds on Mad Dog).

#13 Valkyrie Vewas

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Posted 23 July 2014 - 05:38 PM

Posted Image
This MadDog PLEASE
Posted Image
Posted Image

Edited by Valkyrie Vewas, 23 July 2014 - 05:40 PM.


#14 The Helepolis

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Posted 23 July 2014 - 05:38 PM

Honestly, with the new hitboxes I think the Mad Dog will be quite the strange breed. I mean the beautiful thing is armed to the teeth, but I just feel that all of the Clan Mechs as they are, whilst have good weapons and perform decently. Seem to run a bit hotter than I'm used to in almost every different kind of set up I've tried and they're far slower than IS mechs as I currently type this. That's not to say I think they're bad, au contraire I love them to death. I just feel that the Clan Mechs work far better with some lance mates than pugging. I've had pain with the Nova despite dishing out some great damage, and I feel in a way that the vulture won't be much more different, at least on its own. Its a support mech, its not a brawler like the Mad Cat, so I'm a bit worried but hopeful at the same time.

#15 Caesar Lop

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Posted 23 July 2014 - 07:00 PM

View PostKeeshu, on 23 July 2014 - 05:38 AM, said:

http://bte.battletec...ad%20Dog%29%20A

Ah, so it is in the left arm. No one corrected me in any other thread where I said that. Probably because it's going to be in 1 arm no matter what, and even then the C arms allows you to pick which side you want.


I'll admit, when I heard clans were coming into MWO, and I looked at Mad Dog's A variant I was so friggin happy because of all the missle hardpoints that will be available. I loved running 6 SRM 6s on my Catapult A1. However, I haven't run my Splatapult since people were using them in closed beta. I'll have to take it out for a test drive to see if 6 SRMs are still very deadly (seems to be so with a quick mess around in testing grounds). Though just shooting in the test grounds on River City, Alphaing the 6 SRMs brings the heat up perfectly to 50% on my catapult. Smurfy says that 6 SRM 6 will produce 29.40 heat, and 6 LRM 15s will generate 51.42 heat. So you could get away with doing that, but you'll be waiting a long time due to lack of heat sinks. Remember that the missles are streamed though, and that people are most likely to shoot only 2 at a time so they can avoid ghost heat.
Mad Dog is supposed to be a rather glass cannony, so I like that it can be scary with it's missles.

Makes me feel good when you say that they probably won't use the MW4 design. Though I still worry that they might.
Knowing me, I'd be happy simply running the Mad Dog-A with a UAC/5 in place of the LB-5X. It's one of those builds that, at least to me, feels 'right' enough such that it barely needs any modifications outside of personal playstyle preferences (in my case, Ultra ACs whenever possible). OuO

I wouldn't count it out in terms of seeing them Spheroid-tooled Mad Dogs post-3060 although, as mentioned before, there isn't really much reason to do so as all it has different from the Prime config of the Mad Dogs we're familiar with is the chin turret. At the moment, putting in both Homeworld and Spheroid-tooled Mad Dogs in MWO would be akin to making the Timber Wolf Configs B and C available--identical enough a hardpoint setup to make one or the other completely redundant. o.o

#16 Keeshu

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Posted 23 July 2014 - 11:53 PM

I look forward to trying out the Nova. That massive Alpha potential. Lots of hiding because of the heat problems though. The Mad Dog won't be having as many heat problems luckily, but it'll still be rather high heat if you have some high heat energy weapons.



As for a minor Mad Dog A change, I'd probably replace the ac5 with another ER PPC. I tend to dislike using ballistics with missles because it takes soo much weight to make one of them effective. They are both ammo dependent as well, so I'd rather just get some decent energy weapons or for decent poking or get more ammo so I don't have to worry about ammo for those long games. Not knowing how to add ammo to weapons in MW2 as a kid doesn't help either. Also, I never do single Ac/5s,there must be at least two, because if I'm going to stare at someone, I better be doing some kickass damage. Also, AC/5 doesnt synergize well with the ER PPC outside of heat+range imo. with ER PPCs people are more likely to ignore the damage, but with the constant screen shaking and noises of ac/5 will make people go "UGH GOD WHAT IS HITTING ME?!" and move out of the way and also see where you are shooting from.


As for what I plan to use for the Mad Dog, oh gosh soo many wonderful things I can do with it, I love it.
Probably all the builds mentioned that only the Mad Dog can do but Timber Wolf can't except dual ac/20 because I just really love missles. I'd use the stock prime and C variants some times too.
LRM 90 - I love to see missles raining down on people. May drop some armor for Medium/small lasers for when I run out of ammo though so I can at least distract and finish people off. Sorry Summoner, Awesome and Stalker, but I love the Mad Dog more, and he can carry more missles (except stalker can tie it, but has to shoot missles in tiny chunks, and walks slower)
2 LRM 15, 4 SRM 6 with medium/small lasers - Tied with the Splatcat for my favorite Catapult A1 build. Effective missles for all ranges, but I have room for lasers on the Mad Dog.
4 LRM 15, 2 SSRM with medium/small lasers - For those days where I just want a balance between the previous 2 builds.
6 (S) SRM 6, 2 ER PPC/2 Large Laser/2-4 medium/4 small laser - I have to test these builds out. Splatcat has some of my favorite memories in MWO, however Mad Dog trades the jumpjets (since they've been nerfed I probably won't have the same fun with JJs anyways) for some energy weapons. How much I want to be a brawler, poker, anti-light, or an in between that day will decide which one of these combinations I do. I don't plan to do 6 SSRM 6 often though, because I generally think I'm good enough with my aim on SRMs that I don't need a lockon mechanic, I also don't want to scare away anymore brawler light pilots even if I hate enemy light mechs.

As for builds that Timber Wolf can also do (and probably do better than the Mad Dog):
Dual LRM 15 (or 20) and dual ER PPC. My 2 favorite weapons in pairs on the same mech that isn't rediculously slow? So awesome.

I may try 4 Large lasers because the Rifleman IIC was my first mech I played in a Mechwarrior game, and it was one of my favorites for a long time. While comparing MWO to MW2 lasers, they satisfy me in completely different ways so it's not the same. The only other mechs in game that may make want to use 4 Large lasers would be the Warhawk, or the Stalker (yes I know other mechs can use them just fine), but they are too slow for me.


Funny how most of my favorite builds are Mad Dog only because of the Mad Dog A. If we get Prime, B, and C I will be so sad (but still happy because stock Prime and C are still pretty awesome). Here's hoping for Prime, A, C (though all 4 would be nice since we know we'll never get more than those 4).

#17 Kilo 40

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Posted 28 July 2014 - 01:58 AM

Mad Dog A.

6 LRM5s, 16-17 tons of ammo. add on the primes LA and RA, then add 4 ERML.

Every Cat A1 pilot will be green with envy.

#18 Odanan

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Posted 28 July 2014 - 02:58 AM

Well, this IS the Ultimate Mad Dog Thread.

Prime, A and C configurations will be probably those chosen.

It is a nerfed Timber Wolf, but this can save the Mad Dog:

- very good hardpoints, even fully-loaded with missiles (if only they remade the Timber Wolf/Mad Dog legs a lot thinner...);
- tonnage limit in the drop.

#19 Steinar Bergstol

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Posted 28 July 2014 - 03:22 AM

The Mad Dog is the one and only Clan mech I, as an IS grognard, am actually considering buying and playing alongside my Thunderbolts, Griffins and so on. Why? Because the Mad Dog looks good (the _original_ Mad Dog. Let us never again mention the horrible abomination that is the MW4 version). That is all I need for me to want it. And they need to keep its slim and gangly look! It's not a proper Mad Dog if it doesn't look like a thin, gawky bird of doom.

Edited by Steinar Bergstol, 28 July 2014 - 03:22 AM.


#20 KuroNyra

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Posted 28 July 2014 - 03:55 AM

On strange aspect.
The bulky look of the Mad Dog remind me of the Warhammer 40K Sentinel used by the Imperial Guard.
Posted Image


The "bulky" look of these 2 guy have something... Familiar...
Needless to say. I absolutly love both of them. (in Dawn of War II retribution, I always pick the Imperial guard and swar my ennemy with countless Sentinels. ;)

Using my own armyr named "Mad Dog Company")





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