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107 Firepower Mad Dog

Balance

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#101 King Arthur IV

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Posted 24 September 2014 - 02:49 AM

View PostIyica de Tylmarande, on 24 September 2014 - 12:36 AM, said:

It's a good mech vs bad pilots. Most pilots when hit with high alpha at short range go 'oww I need to find cover' instead of 'okay time to go to town on this glass cannon'.


ahhhh.... check this out. http://mwo.smurfy-ne...7b7d041988c6758

it's got max armour. its not glass at all. 402 armour is still a lot to chew threw. the hard points are also evenly spread giving it no weak sides. last thing is, it is very small; it is smaller then the 55 ton mechs and it is smaller then the dragon and quickdraw which is equal weight.

it isn't a insta win mech. you still need to have some sense when piloting but it is kind of on the unfair side.

last.... last thing i just though of. alot of these clan mechs have insane amount of hardpoints and they don't even get any reduction in module slots.

View PostStefka Kerensky, on 24 September 2014 - 02:31 AM, said:

I think that everyone saying Mad dog is OP because of 6srm should learn to play a lil....

edit: just made around 10 drops and every match had at least 2 mad dog. They have Never ever been determinant for the outcome of the match.
ST off in a blink. Legged in a minute. :/


give them some time to get elite'd out. things might change then.

Edited by King Arthur IV, 24 September 2014 - 02:59 AM.


#102 That Dawg

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Posted 24 September 2014 - 02:57 AM

View PostDark DeLaurel, on 23 September 2014 - 04:41 PM, said:

I think the first one I make is going to be called UMad Dawg!



Labels are hurtful.

#103 Iyica de Tylmarande

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Posted 24 September 2014 - 03:02 AM

View PostKing Arthur IV, on 24 September 2014 - 02:49 AM, said:


ahhhh.... check this out. http://mwo.smurfy-ne...7b7d041988c6758

it's got max armour. its not glass at all. 402 armour is still a lot to chew threw. the hard points are also evenly spread giving it no weak sides. last thing is, it is very small; it is smaller then the 55 ton mechs and it is smaller then the dragon and quickdraw which is equal weight.

it isn't a insta win mech. you still need to have some sense when piloting but it is kind of on the unfair side.

last.... last thing i just though of. alot of these clan mechs have insane amount of hardpoints and they don't even get any reduction in module slots.
Without artemis that's a lot of spread, about 12-20 damage per body part depending on the size of the part?... and 23% heat efficiency... even if you chain or fire half at a time, this thing would seem to be severely handicapped in a brawl.

Anyway we'll see how it performs in the longer term and if it does need a nerf, a chasis heat quirk or some agility nerfs would easily drop the viability of this build.

Edited by Iyica de Tylmarande, 24 September 2014 - 03:11 AM.


#104 RustyBolts

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Posted 24 September 2014 - 03:03 AM

OMG it has already started. QQ nerf the maddog QQ. It killed me QQ It is overpowered QQ. Just like the pilots who drive it need to figure out what its strengths are, those who fight against it need to figure out what its weakness is. Stop QQ every time a new mech comes out. See my signature!

40 pinpoint damage is way more effective and useful than 100 spread out over the mech and that is assuming all 100 hits. Then the Madog must spend the next several minutes nursing its weapons until its heat comes down or it will shut down after that alpha.

Edited by RustyBolts, 24 September 2014 - 03:54 AM.


#105 Lily from animove

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Posted 24 September 2014 - 06:18 AM

View PostDV McKenna, on 24 September 2014 - 02:28 AM, said:



Against a wide Target sure, the missile hardpoints are close together, against faster thinner targets not so much.

Perhaps it's the language barrier, by chain firing your SRM's your spreading your damage on the target even more so than for just using SRM's, and losing damage potential depending on available cover.

SRM's are prevalent again, as they were before in beta because they actually register damage again (mostly) which is why SRM's died off in the first place, couple that with the PPC nerfs and it's an SRM perfect playground.

The heat and its massive side torso hit boxes will always underpin it's ability to use it properly, unlike similar builds available on other clan chassis like the TW


sure TW is superior, but TW is also 15 tons more mech. for a 60ton emch, mad dog iss really a mad thing. And as said, your medium laser do burn long enough to make a chainfired voley of 3xsrmd 6 at time 0 and 3x SRM 6 at time 0,51. your lasers of that alpha will still burn. And lights do have troubles, 36smrs are 72 damage which will mostlikely hit torso area. So oeven if they spread that light is going to have serious damage across all Torso sections. Ask those spiders I was drooling my mad doggies srms at. because when the dog starts barkign, you better be far away. Especially lights have the issue of not being able to run away, because running away means mostlikely showing your back, and 6 srms 6 in the back of a lights armor is not fun for them. Or throw them at their feet, when you are in a mad dog biting their feet really hurts, especially since you still have 4 or 5 lasers to spit after.

#106 TamCoan

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Posted 24 September 2014 - 06:41 AM

View PostSergeant Random, on 24 September 2014 - 02:17 AM, said:

I want whatever meds they are on.


Sure, it's called playing the mech and trying different builds.

#107 TamCoan

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Posted 24 September 2014 - 06:49 AM

View PostRustyBolts, on 24 September 2014 - 03:03 AM, said:

OMG it has already started. QQ nerf the maddog QQ. It killed me QQ It is overpowered QQ. Just like the pilots who drive it need to figure out what its strengths are, those who fight against it need to figure out what its weakness is. Stop QQ every time a new mech comes out. See my signature!

40 pinpoint damage is way more effective and useful than 100 spread out over the mech and that is assuming all 100 hits. Then the Madog must spend the next several minutes nursing its weapons until its heat comes down or it will shut down after that alpha.



The funny thing is that this thread was started BEFORE the mad-dog was playable! Arm-chair pilots already screaming to nerf it.

Last night I had no problem taking out mad-dogs. Most of them were overheating in short order and allowing time for free shots. The sides drop off so easy that it's almost comical. Running mine I had to start dropping off weapons and increase heat-sinks just to stay running. Settled on an srm6x4, erll, lbx10 build that I find decent enough. I find that the key is to not be a front-line engager, act the part of a vulture and work the flanks/sides of the fight. Even so, most every right saw me losing at-least one side torso.

#108 A banana in the tailpipe

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Posted 24 September 2014 - 06:57 AM

View PostTamCoan, on 24 September 2014 - 06:49 AM, said:

Settled on an srm6x4, erll, lbx10 build that I find decent enough.


Like the Doomcrow, IS mediums only dream of supporting that payload with the same speed and lack of XL weakness. Nerf cries about clan mechs really aren't focused on one thing when it comes to the big picture, but the overall better effectiveness of a total package that displays a genuine advantage to pilots of any skill level.

#109 Mott

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Posted 24 September 2014 - 07:34 AM

Effing. Hilarious.

The QQs are already out en masse? Sadly predictable.

Faced the terrifying ERML+CSRM MadDogs all last night. Yeah, they can pack a punch. But guess what? So can pretty much every other mech in the game!

Y'know what kills them? The fact they always have to be facing their enemy to fire SRMS on target or to keep their ridiculously long burning lasers on target. And they overheat, like, every 30 seconds. I killed a handful of them over my 5 pug drops last night and each time they were sitting there uselessly in a overheat.

And like all the bird leg clan mechs, fire at their nose and you're hitting CT every time. If they've front loaded their armor, then the second they blink when taking a frontal pummeling and torso twist to spread some damage be ready to dump an alpha into their back. They drop quick.

**** ME!

The constant wailing over every.single.good.mech is so annoying.

Edited by Mott, 24 September 2014 - 07:34 AM.


#110 Kain Demos

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Posted 24 September 2014 - 07:37 AM

View PostTamCoan, on 24 September 2014 - 06:49 AM, said:



The funny thing is that this thread was started BEFORE the mad-dog was playable! Arm-chair pilots already screaming to nerf it.

Last night I had no problem taking out mad-dogs. Most of them were overheating in short order and allowing time for free shots. The sides drop off so easy that it's almost comical. Running mine I had to start dropping off weapons and increase heat-sinks just to stay running. Settled on an srm6x4, erll, lbx10 build that I find decent enough. I find that the key is to not be a front-line engager, act the part of a vulture and work the flanks/sides of the fight. Even so, most every right saw me losing at-least one side torso.


When Hellbringer was announced there was pre-emptive QQ about it as well.

#111 TamCoan

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Posted 24 September 2014 - 07:45 AM

View Postlockwoodx, on 24 September 2014 - 06:57 AM, said:


Like the Doomcrow, IS mediums only dream of supporting that payload with the same speed and lack of XL weakness. Nerf cries about clan mechs really aren't focused on one thing when it comes to the big picture, but the overall better effectiveness of a total package that displays a genuine advantage to pilots of any skill level.


Yep. The hard part is realizing that different mechs/builds can fulfill different things, it's not always an apples to apples comparison. Whenever I build a Clan mech I lament the fact that I can't change the engine, structure or armor. On the IS side I really do feel like I can more customize my builds to fit the role I am going for. While I can't build as much of a weapons platform as a clan mech, I can build a pretty effective machine with a balance of speed, components and weapons.

I've been pleasantly surprised with my little centurion build that runs medlasx2, srm6x2. No weapons in the arms, can take a beating, never overheats and shells out a ton of damage. Doesn't have as much of a payload as the mad-dog but can shred it like nobody's business.

#112 A banana in the tailpipe

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Posted 24 September 2014 - 07:51 AM

View PostTamCoan, on 24 September 2014 - 07:45 AM, said:


Yep. The hard part is realizing that different mechs/builds can fulfill different things, it's not always an apples to apples comparison. Whenever I build a Clan mech I lament the fact that I can't change the engine, structure or armor. On the IS side I really do feel like I can more customize my builds to fit the role I am going for. While I can't build as much of a weapons platform as a clan mech, I can build a pretty effective machine with a balance of speed, components and weapons.

I've been pleasantly surprised with my little centurion build that runs medlasx2, srm6x2. No weapons in the arms, can take a beating, never overheats and shells out a ton of damage. Doesn't have as much of a payload as the mad-dog but can shred it like nobody's business.


CN9-A? My favorite build is 1 SRM6, 2 SRM4s, 1 ML, 1 TAG, and 3 MGs in the troll arm I use as a second blocker.

#113 TamCoan

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Posted 24 September 2014 - 08:10 AM

View Postlockwoodx, on 24 September 2014 - 07:51 AM, said:


CN9-A? My favorite build is 1 SRM6, 2 SRM4s, 1 ML, 1 TAG, and 3 MGs in the troll arm I use as a second blocker.


Yep, that't the one! I find I always forget to fire the machine gun so I dropped it to add more ammo for the SRMs. Might try changing one for dual SRM4s, sounds like a good idea. People generally try to shoot the AC arm off so I tend to let them think they've crippled me. Losing both arms doesn't hurt me in the least!

#114 Lefty Lucy

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Posted 24 September 2014 - 08:29 AM

View PostAlwrath, on 23 September 2014 - 05:02 PM, said:


Me, because I got 5 tons of armor on you, jump jets, and more damage.



The first thing pretty much anyone's going to do when customizing a mad dog is max its armor.


View PostKhanCipher, on 23 September 2014 - 05:21 PM, said:

if memory serves me, wasn't the IS suppose to be the brawlers and the clans were the long range pew pew in TT lore, because it looks to me that clans currently are tied with the IS on long range pew pew and will rek IS in a brawl.


No, in "Lore" and TT the Clans were better no matter the range of the engagement. IS vs. Clan fights were only ever balanced if you gave the IS a large numbers advantage. Many see this as a mistake on the part of FASA, and in the pursuit of making a fun, balanced, competitive video game PGI are trying to address this.

View PostLivewyr, on 23 September 2014 - 06:27 PM, said:


Except.. shoot the other Great Lake sized Torso and...


Except after the MDD loses one torso they get to use it as a shield to take half damage to the CT.

#115 Mott

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Posted 24 September 2014 - 09:42 AM

View PostLefty Lucy, on 24 September 2014 - 08:29 AM, said:

[/size]
Except after the MDD loses one torso they get to use it as a shield to take half damage to the CT.


And yet - STILL - nobody can really explain why that is at all a big issue (for some).

It's the same for all the clan mechs, yet all clan mechs die VERY easily. If you are at all capable of aiming, a shield side doesn't matter BECAUSE YOU'RE NOT SHOOTING IT, you're shooting the CT, directly, or switching your aim to destroy the other ST and thus destroy the mech.

#116 Mcgral18

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Posted 24 September 2014 - 09:47 AM

View PostLefty Lucy, on 24 September 2014 - 08:29 AM, said:



Except after the MDD loses one torso they get to use it as a shield to take half damage to the CT.


So....what happens if you remove the 50% damage transfer on Clan mechs that are deemed : "OMGWTFBBQ P2W HAXORX" by the PUGs?

#117 r4plez

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Posted 24 September 2014 - 09:55 AM

You can take down MadDog faster than you will get paper doll from IFF on screen :?

#118 Alwrathandabout42ninjas

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Posted 24 September 2014 - 10:03 AM

View PostGlythe, on 23 September 2014 - 05:26 PM, said:


Anyone who is smart will poke at you from 700m with their lasers if it's a 1 on 1. gg.

Anyone who isn't quite that smart will alpha your ear and cripple your firepower. Who cares if he overheats on blowing the second one off?


I was talking about strictly a 6x srm6 build vs each other.

Edited by Alwrath, 24 September 2014 - 10:16 AM.


#119 Lefty Lucy

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Posted 24 September 2014 - 10:09 AM

View PostMott, on 24 September 2014 - 09:42 AM, said:


And yet - STILL - nobody can really explain why that is at all a big issue (for some).

It's the same for all the clan mechs, yet all clan mechs die VERY easily. If you are at all capable of aiming, a shield side doesn't matter BECAUSE YOU'RE NOT SHOOTING IT, you're shooting the CT, directly, or switching your aim to destroy the other ST and thus destroy the mech.


It's not a big issue, it's just the reason why big side torsos are a benefit, not a hindrance.

#120 Lefty Lucy

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Posted 24 September 2014 - 10:13 AM

View PostAlwrath, on 24 September 2014 - 10:03 AM, said:


I was talking about stricly a 6x srm6 build vs each other.


But you were still wrong, because a mad dog can do 6xASRM6 with max armor, plenty of ammo, and some back up lasers.

The catapult has mobility, and slightly higher armor/hit points, but far inferior hit boxes.

In a duel, the MDD wins if he can use the laser range advantage, but IMO it's a moot point, because if 6xSRM6 heavies were a major factor then the A1 would still be a commonly-used brawling mech.

The MDD isn't OP, but the A1 still can't beat it in a duel, realistically.





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