Jump to content

Mad Caged Dog


46 replies to this topic

#21 Steinkrieg

    Member

  • PipPipPipPipPip
  • Stone Cold
  • Stone Cold
  • 144 posts
  • LocationNOLA

Posted 23 September 2014 - 07:59 PM

After trying out a few builds, I settled on this one for the A. Medium to close range brawler, no ghost heat...perfect for skirmishing outside of the main brawl, shooting in to finish a mech or take one head on if it decides to turn on you. Plays like a Flame, but with more dmg output.

http://mwo.smurfy-ne...6f2c6be8bf25fe5

#22 Zordicron

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,547 posts

Posted 23 September 2014 - 09:12 PM

Man, lots of these loadouts, so hot. The mech isnt really all that fast, though maybe mastered with tweak it is a different story. I will adjust my view when I get that far.

however, in the meantime for us folk that havent spent 100,000 banked GXP on it-

Build i messed with, and enjoyed tonight(subject to more tweaking and such as per the required enjoyment of mechlab goes)

I will not bother with listing variants, because: omnipods.

Loadout 1:
ERPPC in each arm, pair of SRM6. Not a huge alpha build. But it can maintain ranged fire, and easily maintain SRM fire with PPC (singles) added in for punch. ERML run so f'ing hot now, I find the HSR bonuses of single shot PPC to be more beneficial then hitscan shorter range medium lasers anymore. This loadout left good room for more DHS, and did very very well as the "I got your back" to my DDC team mate.

Loadout 2:
UAC20, ERML, 6x LRM5
This isnt some kind of brawl machine. I had 3 matches over 600dmg, and thee ability to totally F up whatever fatty your pals are trying to shoot at(as in, trying to brawl that Direwhale) is game turning. Suddenly, instead of having to shoot and retreat and let direwhale walk all over you, that guy behind you by 400M has got that whale totally off its game with constant LRM fire raining on him, you can push on the whale and focus it into oblivion with newfound confidence it wont be able to focus its mega DPS on you effectively.

How to play: move with team, but try not to be in front, or close enough to get engaged by somthing very big. Your brawl teammates need to get the enemy attention. Suddenly: enemy Fatlas appears! he shoots at your team, they start to shoot back, but it is an Atlas, so they are concerned and not sure if they should full on attack such a powerful beast. Have no fear!! Chainfire LRM5 onto that beast, and watch him twist, throw it in reverse, misss shots, and then watch your team say "now our chance!!" and shoot the hell out of him. your job at match start is to do this. Wait for target, rain screenshaking *********** of garbage on it so it cant return fire, or even successfully push on your team. Always choose the biggest, or most powerful enemy to do this to, to remove their DPS from the fight. Atlas, DWF, jagers, TBR usually, anything with potential for high dmg output that your team might cower away from.

As match progresses, keep tabs on your pals, make sure they arent getting too beat up. If/when you run out of stun missiles, move up, put that UAC20 to work. ERML too. Also use them if that big fatty gets the jump on your team, dont retreat to LRM on it, no time for that, just add focus fire instead, AND fire some LRM for shake effect while you do it. Even at minimal dmg, the effect is so valuable against big threats it is worth the ammo expendature.

Loadout 3: Remove UAC20 from above, replace with LBX20.
Same procedures, but this is for those people that dont like jam mechanic and want more stability. Bonus of crit seeking for late match, and spread is meaningless as you wont be using either AC20 until pressed up close anyway in this oadout scheme.

Remember, 2 and 3 are not brawlers, now super K/D ratio machines. but the fistful of matches I played, only one was a loss, and I consumed ALL ammo and ended with 3 kills and 700+ dmg to a narrow loss, while the rest were all decided victories because the big boys got totally messed up when they emerged to try to brawl.


Loadout 4:
2 ERML, ERPPC, 3x SSRM6.

More direct fire then LRM version, lights get scarce real quick, mediums get wrecked real quick, really nice support fire mech for your assault buddies. later in match, streak pile on anything with exposed anything to rake in comp destruction c-bills. I had one match where I legged a nova, 5 seconds later an orion coming to save him, and blew both arms off a kitfox making it a stick a minute later. Nova was nothing but 3 ERML on one arm, orion had on ML left, so I left them to limp around while I rejoined the fight with my team on the other side of the rocks on Caustic/caldera area. it was amusing seeing them both dragging that bum leg in unison.

What I found in general, was boating huge piles of ERML on top of SRM or SSRM launchers, ran so hot it was mostly pointless. Yeah you can alpha some poor *******, but you can not sustain anything in a brawl without skipping half your loadout anyway. In a game of pee-a-boo, i suppose it is a good choice, but for most mobile pug matches, sustained fire is more worthwhile IMO if you plan on surviving till the end of the match. In large, i found all the hype about UBERBRAWLER maddog to be overblown.

#23 Kiiyor

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 5,565 posts
  • LocationSCIENCE.

Posted 23 September 2014 - 09:42 PM

View PostDONTOR, on 23 September 2014 - 12:36 PM, said:

I have seen alot of talk about massive SRM6 x 6 racks and such but what about the possibility of insanely high DPS builds for the Mad Dog? I went ahead and called this one the Caged Dog, mostly because of its very short range weapon loadout (as if it where in a cage). But also becasue you dont want to be in the cage with this dog.
http://mwo.smurfy-ne...e639ffbf1916425
Not sure its fast enough for such short range weaponry, but that can be mitgated if it were used as an ambush mech, 20 Sustained damage for 10 seconds isnt to shabby. Then rely on chainfire or the LBX10 till it cools off a bit. I wanted an LBX20 but then I wouldnt have room for many extra DHS.

Has anyone else come up with some unique, or off the wall loadouts? If so I want to see them!


That... looks intriguing. That's one SRM2 every 0.3 seconds or so on chainfire, I think.

I ran a 6xAC2 Yager, but couldn't bring myself to macro it. I would macro the hell out of that CageDog.

DAMMIT DONTOR, every time I convince myself to NOT spend money upgrading, someone like you puts these magnificent ideas into my head!

#24 The Great Unwashed

    Member

  • PipPipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 919 posts
  • LocationNetherlands

Posted 24 September 2014 - 12:36 AM

I've yet to try it:

MDD-PRIME

But the idea is single sidedness...

I'm a bit surprised that not both side torso variants are 1/2/3 missile slots with quirks to match... might have given some more design choices if the MDD-B left torso were fitted with 2M...

Edited by The Great Unwashed, 24 September 2014 - 01:11 AM.


#25 Reitrix

    Member

  • PipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 1,130 posts

Posted 24 September 2014 - 01:13 AM

The Mad Dog is what the Dragon should have been all along :|

I have 2 configs set up so far,
6xALRM5 with cTAG and 4 backup cERMLs.
6x cSSM-4 with 5 cERMLs and extra heatsinks.

Both have done extremely well so far. Ironically, it does stupid well in facetanking brawls, because of the slim CT and wide STs, lol.

#26 Carrion Hound

    Member

  • PipPipPipPipPip
  • Wrath
  • Wrath
  • 184 posts
  • LocationThe depths of your discontent

Posted 24 September 2014 - 01:17 AM

I run mine with 6x4's and 4ML, when I'm too hot to alpha, I just chain the srm 4's. You still get heatbuildup but it's manageable. The 6 4's will fire continously without any break at all, so bring lots of ammo.

#27 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,530 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 24 September 2014 - 04:18 AM

View PostAsyres, on 23 September 2014 - 07:52 PM, said:

Why does everyone put ammo in the CT? Don't put ammo in the center torso. That's like... MWO 101.

It's the second hit location ammo gets pulled from. The head is first. If you can burn through the ammo fast enough, it's generally not an issue. I prefer to load up the head and legs as first choices, but the CT can be ok situationally. I don't recommend it, but it can be ok.

#28 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 24 September 2014 - 04:44 AM

Well in saif cage duel between good skilled palyers I bet on the 6SRM6 wolf. because he alphas out a laod of damage and you are cored, after his 4 lasers are cooled down he should end your pitiful low srm dogs life. Show over before 6 seconds have passed in this cage duel. he could even risk a second alpha + its cooldown penalty which should end your low srm dogs life too.

View PostDONTOR, on 23 September 2014 - 01:03 PM, said:

Ya that will be a nasty alpha but its a fairly obvious choice, I want the fringe class builds, the ones you can only use while pugging in order to get away with it. Useable but not entirely serious.

Keep in mind this mech is a Catapault A1 but with the possibility of many backup weapons, I might have to finally give 6 LRM5s a try...


Well 6lrm 5 are a valid rack of lrm 30, and they come totally without ghostheat and a very low reload time. together with 5 CERML a very much well working build.

my current doggies:

It's mad Bro And yes ammo is in arms, because I want DHS in legs for maps with water. sure risky when the arms are gone, but hey it's mad Bro.
Laz0r Doggy when I want some brian afk apha strike laserbuild. Its kinda between a laser vomit SC and TW with efficiency.
Good Boy lrm 30 at lrm 5 cooldown without ghostheat? Why not. Especially since lrm 5 racks are the best missile/tonnage racks you can get. And still having 5 lasers as bakcup is just well armed for when your opp comes with too much ecm.

Ignore armor distribution, I just filled the tonnage and the rest is anyways personal favor..


its even capable to use lrm 100 with 3t ammo ^^ but ok that won't bring you far. But the visible rain is worth at leats to test it in testing grounds.

Edited by Lily from animove, 24 September 2014 - 04:47 AM.


#29 PeeWrinkle

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 384 posts

Posted 24 September 2014 - 05:34 AM

I have to say I am really liking this mech! I will post some builds in the future because right now mine are very similar the ones already posted.

Biggest pro about this mech, in my opinion, is the multitude of loadouts you can use. Missile boats (streak, srm, and lrm) with and without artemis. Laser boats work well too, and you can put AC 20's or a Gauss on them too. And if those aren't your cup of tea you can to the jack of all trades thing and mix all kinds of weapon types. I have tried a lot of different things so far, but I am a big fan of the SRM6x6 with Artemis. I am also liking the ssrm builds too.

Biggest con about this mech, in my opinion, is the heat. It runs hot! So you have to be smart about managing your heat. I have found that grouping half your missiles together and firing them separately or chain firing them works very well. If you do this right you can, in many cases, fire endlessly. But if you alpha or are firing lasers and missiles back to back be prepared to shut down. Grant it I am still working on unlocking the basic efficiencies, and have not unlocked x2 basic on any of the variants yet. That will probably be a game changer.

#30 Asyres

    Member

  • PipPipPipPipPipPip
  • 433 posts

Posted 24 September 2014 - 07:09 AM

View PostEscef, on 24 September 2014 - 04:18 AM, said:

It's the second hit location ammo gets pulled from. The head is first. If you can burn through the ammo fast enough, it's generally not an issue. I prefer to load up the head and legs as first choices, but the CT can be ok situationally. I don't recommend it, but it can be ok.


I honestly did not know this. Last I knew, it fed across the mech from right to left (but that was like... 2012). Learn something new every day.

#31 DONTOR

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,806 posts
  • LocationStuck on a piece of Commando in my Ice Ferret

Posted 24 September 2014 - 08:45 AM

View PostAsyres, on 23 September 2014 - 07:52 PM, said:

Why does everyone put ammo in the CT? Don't put ammo in the center torso. That's like... MWO 101.

anyway, I've been running this on my Prime: MDD-PRIME and the same cookie-cutter srm6 build as everyone else on the A. I haven't found a good build for the final variant yet, though.

You can do a ton of ammo n the CT safely as it is the first ammo to be used in this circumstance and thus will be used before your CT armor is breached unless you messed up...

Damn it Escef beat me to it! :)

Edited by DONTOR, 24 September 2014 - 08:49 AM.


#32 DONTOR

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,806 posts
  • LocationStuck on a piece of Commando in my Ice Ferret

Posted 24 September 2014 - 08:59 AM

Had to make some changes to extend the range, kept the 6 SRM2s as they are a really fun constant stream of damage.
http://mwo.smurfy-ne...0bf6388596dbc8c

#33 The Great Unwashed

    Member

  • PipPipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 919 posts
  • LocationNetherlands

Posted 24 September 2014 - 09:54 PM

I started conventional and not so original as a mini MadCat

MDD-A

#34 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,530 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 24 September 2014 - 11:39 PM

View PostLily from animove, on 24 September 2014 - 04:44 AM, said:

Well 6lrm 5 are a valid rack of lrm 30, and they come totally without ghostheat and a very low reload time. together with 5 CERML a very much well working build.


I had a lot of success with THIS. Was using it during most of a 3 hour livestream yesterday, until I finished basicing it out. And I pulled off several 700+ damage games with it. Been thinking of trimming a half ton of armor off the legs for more ammo, but it just works so well as is, y'know?

#35 The Great Unwashed

    Member

  • PipPipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 919 posts
  • LocationNetherlands

Posted 25 September 2014 - 12:40 AM

As you use Artemis, why not use a single LRM20A instead of 3LRM5A? You do not have the continuous screenshake on your opponent, but you have the same DSP, less HPS, and you can use the Prime pods with better quirks? Just wondering. ;)

If you are going to free 1 addional ton, why not throw in a TAG laser using a right MDD-B arm: MDD-PRIME?

Edited by The Great Unwashed, 25 September 2014 - 12:41 AM.


#36 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,530 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 25 September 2014 - 01:31 AM

View PostThe Great Unwashed, on 25 September 2014 - 12:40 AM, said:

As you use Artemis, why not use a single LRM20A instead of 3LRM5A? You do not have the continuous screenshake on your opponent, but you have the same DSP, less HPS, and you can use the Prime pods with better quirks? Just wondering. ;)

If you are going to free 1 addional ton, why not throw in a TAG laser using a right MDD-B arm: MDD-PRIME?

3xLRM5+A is slightly better DPS than LRM20+A, and with 6xLRM5+A you can generate near constant screen shake. Plus it's less of an "all or nothing" deal, you can chain fire to conserve ammo (you can always let up on the trigger) or if you miss with a full missile spread your missiles cycle back up faster.

#37 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 25 September 2014 - 02:12 AM

View PostThe Great Unwashed, on 25 September 2014 - 12:40 AM, said:

As you use Artemis, why not use a single LRM20A instead of 3LRM5A? You do not have the continuous screenshake on your opponent, but you have the same DSP, less HPS, and you can use the Prime pods with better quirks? Just wondering. ;)

If you are going to free 1 addional ton, why not throw in a TAG laser using a right MDD-B arm: MDD-PRIME?


different reasons,
No. 1: cooldown, You can fire more at your opponent. Especially with artemis you will mostlikely be able to fire 2 volleys and make them hit compared to an lrm 20 rack.
No 2: density, clans use lruem 3 lrm 5 will bring more hits through ams protected mechs than a lrm 20 long stream.
No 3: tonnage. lrm 5 is the best tonnage ratio.

lrm 20 is 6 tons with arrtemis-
lrm 15 with lrm's 5's is also 6 tons. but its 3,5 vs 5 seconds Rate of fire. so while lrm 20 is 25% more missiles, the cooldown alone is 30% better on lrm 5's. your dps on lrm 5's are much better, because: cooldown starts at the last missile is leaving the rack. lrms 20's need longer (4x) to leave the rack than lrm 5. So the whole Rate of fire of LRM 20 is just poop.

And you have still the option to chainfire your lrm' 5's if you wanna do some screen shake stuff. Or youc an not afford heat for the lrm 20 rack, but fire 2 lrm 5 racks.

View PostThe Great Unwashed, on 25 September 2014 - 12:40 AM, said:

As you use Artemis, why not use a single LRM20A instead of 3LRM5A? You do not have the continuous screenshake on your opponent, but you have the same DSP, less HPS, and you can use the Prime pods with better quirks? Just wondering. ;)

If you are going to free 1 addional ton, why not throw in a TAG laser using a right MDD-B arm: MDD-PRIME?



atm, I don't have Artemis installed in my Doggies, because unless we do get the other camos I do not know which of my wolf is going to be which loadout. But it already works great without artemis, and adding it later will make it even more awesome xD

I would then alter mine to this. has a bit less heat efficiency but more ammo. and tc 1 i always try to put one in, the extra if critchance is worth it nearly in any mech.

Edited by Lily from animove, 25 September 2014 - 02:26 AM.


#38 The Great Unwashed

    Member

  • PipPipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 919 posts
  • LocationNetherlands

Posted 25 September 2014 - 03:00 AM

Right. Still, in terms of damage per second per ton for LRM with Artemis, the LRM20A is worst (0.733), the LRM5/10A equal (0.786) and the LRM 15 is best (0.815). Now, if you take the twin 5% LRM cooldown of the MDD-prime bonus into account: LRM20 0.815. So there is no better tonnage ratio for the sextuple lrm5 over the twin lrm20 and it runs cooler. The other advantages of the LMR5 remain.

Edited by The Great Unwashed, 25 September 2014 - 03:00 AM.


#39 DONTOR

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,806 posts
  • LocationStuck on a piece of Commando in my Ice Ferret

Posted 25 September 2014 - 07:00 AM

View PostEscef, on 25 September 2014 - 01:31 AM, said:

3xLRM5+A is slightly better DPS than LRM20+A, and with 6xLRM5+A you can generate near constant screen shake. Plus it's less of an "all or nothing" deal, you can chain fire to conserve ammo (you can always let up on the trigger) or if you miss with a full missile spread your missiles cycle back up faster.

Yes this is what I used to basic all of my Vultures, except no artemis and included a TAG, it worked really well for leveling, becasue I was able to stay away from the fight with my sub par agility.

Now that its fully elited though I switched to 2xSRM6s, 2 CERMLs, and a LBX20. My first game out with it was 850 damamge and 3 kills so I think I found my build for now...

#40 DONTOR

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,806 posts
  • LocationStuck on a piece of Commando in my Ice Ferret

Posted 25 September 2014 - 07:06 AM

View PostEldagore, on 23 September 2014 - 09:12 PM, said:

Man, lots of these loadouts, so hot. The mech isnt really all that fast, though maybe mastered with tweak it is a different story. I will adjust my view when I get that far.
Loadout 1:
ERPPC in each arm, pair of SRM6. Not a huge alpha build. But it can maintain ranged fire, and easily maintain SRM fire with PPC (singles) added in for punch. ERML run so f'ing hot now, I find the HSR bonuses of single shot PPC to be more beneficial then hitscan shorter range medium lasers anymore. This loadout left good room for more DHS, and did very very well as the "I got your back" to my DDC team mate.
Loadout 2:
UAC20, ERML, 6x LRM5
This isnt some kind of brawl machine. I had 3 matches over 600dmg, and thee ability to totally F up whatever fatty your pals are trying to shoot at(as in, trying to brawl that Direwhale) is game turning. Suddenly, instead of having to shoot and retreat and let direwhale walk all over you, that guy behind you by 400M has got that whale totally off its game with constant LRM fire raining on him, you can push on the whale and focus it into oblivion with newfound confidence it wont be able to focus its mega DPS on you effectively.

These are some pretty neat builds, I also like your descriptions on how to best use them. Also alot of people are posting VERY hot loadouts, and so far i havent found 6 SRM6s to work all that well, because of GH and the need for energy as backup makes it even hotter. The one saving grace this build has it that when you eventually lose a side torso (which you will) you still have alot of firepower left.





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users