Mad Caged Dog
#1
Posted 23 September 2014 - 12:36 PM
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!
#2
Posted 23 September 2014 - 12:39 PM
#3
Posted 23 September 2014 - 12:50 PM
#4
Posted 23 September 2014 - 12:55 PM
#5
Posted 23 September 2014 - 01:03 PM
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...
#6
Posted 23 September 2014 - 01:23 PM
#7
Posted 23 September 2014 - 01:32 PM
Edited by August Immanuel, 23 September 2014 - 01:47 PM.
#8
Posted 23 September 2014 - 01:38 PM
August Immanuel, on 23 September 2014 - 01:32 PM, said:
Why do you have a targeting comp? Remove it for more ammo you are already VERY low in that area. Also that build is going to be super hot, and thats coming from someone who likes hot running mechs...
#9
Posted 23 September 2014 - 01:48 PM
DONTOR, on 23 September 2014 - 01:38 PM, said:
Because I posted the wrong link. http://mwo.smurfy-ne...5c6c97ea1cda48c
And yes, it is hot. But it works.
#10
Posted 23 September 2014 - 02:21 PM
August Immanuel, on 23 September 2014 - 01:48 PM, said:
Because I posted the wrong link. http://mwo.smurfy-ne...5c6c97ea1cda48c
And yes, it is hot. But it works.
Why have Medium Pulse Lasers instead of Medium Lasers? I mean, the main armament are the SRMs, and you shouldn't be engaging anything not in range of them if you can.
I don't have the Mad Dog, but I would think that this would work a bit better.
http://mwo.smurfy-ne...e83005540474fcd
Whereas your build's heat management without lasers is 52% to my 43%, 43% is still pretty good for the armament you'll be putting out, not to mention the Artemis bonus and two extra tons of ammo. If you take out the artemis and replace that weight with heat sinks, heat efficiency of SRM-only goes up to 57% and you get two extra tons of ammo.
You're not going to be firing lasers unless the foe is out of range of your SRMs, and the MPLs are increasing the weight for less range. Even if you don't add more ammo, like I did, replacing the MPLs with MLs gives you four extra heat sinks, which increases the SRM-only heat efficiency of your build from 52% to 61%. All that cooling with all those SRMs, being fired to avoid ghost heat, means it will be firing continuously. I'd normally recognize that in a stand-up fight, you'll be taking a lot of damage, but with barrage of 12 SRMs every second or so, impulse will make it difficult to fight back against.
I could be way off base with this, but knowing how most people feel about SRMs, knowing what impulse does,that the mech's primary armament has an effective range of 270m, I think trading MPLs for MLs and replacing remaining weight with artemis and ammo, ammo and heatsinks, or even just heatsinks will enlongate the mechs ability to throw big punches in the match.
Edit: I realized how confusing that probably is. Lets simplify it.
4 MPLs + 4t ammo + 18 DHS = 52% SRM-only efficiency
4 MLs + 4t ammo + 22 DHS = 61% SRM-only efficiency
4 MLs + 6t ammo + 20 DHS = 57% SRM-only efficiency
4MLs + 4t ammo + 16 DHS + Artemis = 47% SRM-only efficiency
4 MLs + 6t ammo + 14 DHS + Artemis = 43% SRM-only efficiency
I think that Artemis is worth the payoff heat, and that at 81 KPH, you can move fast enough to get to cover if you need to cool off. I think that, regardless of Artemis, your build benefits from swapping out the MPLs for more heatsinks or more ammo and heatsinks (I can't fathom, even with SRM-36, you needing more than 6 tons). The trick is simply to not fire the lasers when you're in SRM-range, since they're of equal heat (24 heat for 4 MLs or MPLs, 24 heat for 6 SRM6, with SRMs being far better for the task).
Edited by MarsAtlas, 23 September 2014 - 02:33 PM.
#11
Posted 23 September 2014 - 02:24 PM
August Immanuel, on 23 September 2014 - 01:32 PM, said:
I might switch to clans just so I don't have to fight that thing...
#12
Posted 23 September 2014 - 02:41 PM
MarsAtlas, on 23 September 2014 - 02:21 PM, said:
Why have Medium Pulse Lasers instead of Medium Lasers? I mean, the main armament are the SRMs, and you shouldn't be engaging anything not in range of them if you can.
I don't have the Mad Dog, but I think that this would work a bit better.
http://mwo.smurfy-ne...e83005540474fcd
Whereas your build's heat management without lasers is 52% to my 43%, 43% is still pretty good for the armament you'll be putting out, not to mention the Artemis bonus and two extra tons of ammo. If you take out the artemis and replace that weight with heat sinks, heat efficiency of SRM-only goes up to 57% and you get two extra tons of ammo.
You're not going to be firing lasers unless the foe is out of range of your SRMs, and the MPLs are increasing the weight for less range. Even if you don't add more ammo, like I did, replacing the MPLs with MLs gives you four extra heat sinks, which increases the SRM-only heat efficiency of your build from 52% to 61%. All that cooling with all those SRMs, being fired to avoid ghost heat, means it will be firing continuously. I'd normally recognize that in a stand-up fight, you'll be taking a lot of damage, but with barrage of 12 SRMs every second or so, impulse will make it difficult to fight back against.
Something about the beam duration on non-pulse lasers ruins my ability to be effective with them. Regular CERMLs would be a great option, but they don't work for me. Even in TT I preferred them.
As to heat, I've done 10 matches and not had any issues. I have no dropped on Terra Therma though. I have four weapon groups, 2 with a MPL in each, 2 with 3x six-packs each. The lasers are used to pick away at enemies until I feel I'm close enough to get a good spread with the missiles. It really isn't a brawler so much as it is... well, a vulture. It stomps in to the middle of a fight, finds the guy who needs to die quickest, and dumps a bunch of firepower on his CT.
http://keikun17.gith...tc=1&engine=300
#14
Posted 23 September 2014 - 03:28 PM
http://mwo.smurfy-ne...f5766a94e2f3b13
^Best build in this thread so far.
This is my "GO BIG OR GO HOME/RHOD" build:
http://mwo.smurfy-ne...5583be445dea764
Edited by POOTYTANGASAUR, 23 September 2014 - 03:31 PM.
#15
Posted 23 September 2014 - 03:42 PM
http://mwo.smurfy-ne...381efa7bf877fd0
#16
Posted 23 September 2014 - 04:04 PM
Use the MLs at range. Up close, you can chainfire the SSRM4s indefinitely, while firing the full blob whenever a poor light mech has the misfortune of running across your path. Oh man, you almost one shot Spiders and Jenners. It feels so glorious.
Clan SSRM range is ridiculously awesome. Please don't nerf.
Edited by Kevjack, 23 September 2014 - 04:05 PM.
#17
Posted 23 September 2014 - 04:59 PM
#19
Posted 23 September 2014 - 05:25 PM
I got this.
U mad?
Yeaaaaaaaaaahhhhhhhh!
Edited by White Bear 84, 23 September 2014 - 05:53 PM.
#20
Posted 23 September 2014 - 07:52 PM
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.
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