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Hows The 6 Lrm5 Maddog?


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#1 theta123

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Posted 13 November 2014 - 12:04 PM

MDD-A

Talking about this bad boy build. I am very intresting in getting the mad-dog someday and this looks like a fun build to have

#2 Bigbacon

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Posted 13 November 2014 - 12:25 PM

i tried it for a while and the C-LRM5s just don't work the same as IS LRM5 boats. It never seems very good in comparison to say my goldenboy LRM5 machine.

I actually went with 5xLRM10s, Narc, 2MLs on my prime with like 1.5 tons narc ammo and tons of LRM ammo. (forget how much)

Play somewhat aggresive to narc your own targets. You can group fire those 5 10s twice and then can start chain firing them to pull back and cool down. You can also just chain fire them in an almost constant stream.

Just always have to be careful of ammo consumption and group fire only when you know they'll hit, other wise send a stream or two to gauge what the target is doing.

Edited by Bigbacon, 13 November 2014 - 12:28 PM.


#3 RedEagle86

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Posted 13 November 2014 - 12:49 PM

I run (for the LRM-boat Mad Dog) this build. Decent backup weapons, good staying power. Can get warm (especially with the inclusion of LRM-5's in the Ghost Heat), but just excels on cooler maps or with a spotter. I tend to chain-fire: Button 1 is ML's, button 2 is Chain-fired LRM's, button 3 is group-fired ML.

#4 AlphaToaster

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Posted 13 November 2014 - 12:58 PM

Yes the 6x LRM/5 works but not always since depending on LRMs as a primary weapon is sketchy at best. Mad Doge serves as a support mech and is very much a glass-cannon type of mech.

1.) Use the ARM w/ 3 energy and add a tag. (4 ml + tag). You will need to speed up your locks without artemis or you will end up being that guy who cowers in the back waiting for his team to spoon feed him locks. Don't be that guy.

2.) Get your front L/R Side Torso armor up over 40. Can be 41 or 45 or whatever but greater than 40 on the front.

3.) Get all that stacked ammo out of your ST's. Kind of part of #2. Your Side Torso's are the weakness of this mech and having loads of ammo in there is just dangerous all around. You will go pop so fast it's not funny. Use the arms/legs to spread the tons of ammo around a little bit. The ammo draws from the Side Torso's first, so keeping say, 1 ton in each side torso, then 1 in each arm, and 1 in each leg will increase your survivability. The ST are so frail on the Doge that keeping a ton of ammo in each leg with has more armor than your ST is safe. No one legs Doge's off the start. Always Side Torso killed or CT killed if not twisting enough. If someone is aiming at your legs be happy about it because they can kill your ST faster if they aimed there.

4.) Add Bap. With the increased range, if you stay near your front line guys, you'll be able to counter ECM yourself and that's a big deal. Nothing more useless than being "that guy" in the back, and no one else has the BAP to counter ECM. And on top of it if you don't have a tag, then you are pretty much expecting to be carried in all aspects of piloting this mech.

Edited by AlphaToaster, 13 November 2014 - 01:02 PM.


#5 saagri

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Posted 13 November 2014 - 01:19 PM

View Posttheta123, on 13 November 2014 - 12:04 PM, said:

MDD-A

Talking about this bad boy build. I am very intresting in getting the mad-dog someday and this looks like a fun build to have


In my opinion, you have too many heatsinks. 6Lrm5's and only 1080 Missiles? If you don't run dry quick, you are doing it wrong. Even with stock heatsinks, smurfy's estimates that you can fire the Lrm's for over 1 minute without overheating, with all the skills for the mech and without ghost heat. Getting rid of all the extra heatsinks leaves 10 more tons to use for ammo and bring up the leg armor.

And as suggested above, front load the side torso armor and use the MDD-B Right Arm to get an extra energy hardpoint for a tag.

#6 Wine O

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Posted 13 November 2014 - 01:47 PM

I used that build and it works fine, especially on the 80% of players who do not use AMS. Obviously you will be chain-firing for maximum obnoxious shaking but have alternate buttons ready for group firing when you encounter strong AMS resistance.

All Maddies have horrible side torso issues which makes them very poor brawlers or effective in most up-close encounters. Whatever build you finally land on should either have distance (lrm's) or some kind of hit and run platform. There is nothing less dangerous than an SRM Maddie as they are losing half those missles after a couple of shots (my opinion, there are others I'm sure).

#7 Strong Female Role Model

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Posted 13 November 2014 - 07:51 PM

CLRM 5s are a joke. They are fodder for AMS coming in such small salvos, and they are further marginalized by virtue of the clan LRMs streak firing instead of burst firing like IS LRMs. The chainfire LRM rain can be a hassle but your damage output can be trashed pretty hard pretty easily.

MDD-A congrats you are now marginally less bad at shooting missiles.

Edited by Strong Female Role Model, 13 November 2014 - 07:55 PM.


#8 mogs01gt

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Posted 13 November 2014 - 08:39 PM

View PostStrong Female Role Model, on 13 November 2014 - 07:51 PM, said:

CLRM 5s are a joke. They are fodder for AMS coming in such small salvos, and they are further marginalized by virtue of the clan LRMs streak firing instead of burst firing like IS LRMs. The chainfire LRM rain can be a hassle but your damage output can be trashed pretty hard pretty easily.

MDD-A congrats you are now marginally less bad at shooting missiles.

But spamming LRM5s will produce better DPS and more missles htting the CT. The risk to run the LRM5s are worth it.

#9 ExAstris

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Posted 13 November 2014 - 11:50 PM

View Postmogs01gt, on 13 November 2014 - 08:39 PM, said:

But spamming LRM5s will produce better DPS and more missles htting the CT. The risk to run the LRM5s are worth it.


Not for C-LRMs. While larger IS launchers suffer from clustering problems, the clan launchers stream fire and so all have the same clustering. Artemis on clan launchers doesn't affect clustering much since its all streamed, but it does still enhance tracking, which is what lands you more hits on moving targets and keeps more hits on the CT against slow moving ones.

That doesn't make C-LRMs flatly superior though, in giving up the clustering problems of larger launchers they face the increased time to stream out the larger salvos from their larger launchers. Which means they have longer reload times compared to their IS counterparts. (IS launchers start reloading immediately, while C-LRMs act like lasers, needing to go through the burn before the reload kicks in. I think Smurfy's reload numbers take this into account since missiles have no 'duration' column, but I've not checked.)

In practice that means you get better clustering from larger C-LRMs, but you get lower theoretical maximum dps compared to the IS counterparts, more AMS vulernability, and more targets that dodge half your volley due to cover and/or lock-breaking.

#10 mogs01gt

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Posted 14 November 2014 - 06:57 AM

View PostExAstris, on 13 November 2014 - 11:50 PM, said:


Not for C-LRMs. While larger IS launchers suffer from clustering problems, the clan launchers stream fire and so all have the same clustering. Artemis on clan launchers doesn't affect clustering much since its all streamed, but it does still enhance tracking, which is what lands you more hits on moving targets and keeps more hits on the CT against slow moving ones.

That doesn't make C-LRMs flatly superior though, in giving up the clustering problems of larger launchers they face the increased time to stream out the larger salvos from their larger launchers. Which means they have longer reload times compared to their IS counterparts. (IS launchers start reloading immediately, while C-LRMs act like lasers, needing to go through the burn before the reload kicks in. I think Smurfy's reload numbers take this into account since missiles have no 'duration' column, but I've not checked.)

In practice that means you get better clustering from larger C-LRMs, but you get lower theoretical maximum dps compared to the IS counterparts, more AMS vulernability, and more targets that dodge half your volley due to cover and/or lock-breaking.

So what you are saying is,,there is no reason not to save up Timberwolf over the Vulture since LRM15's are the sweet spot with Clan LRMs..

Edited by mogs01gt, 14 November 2014 - 06:58 AM.


#11 InspectorG

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Posted 14 November 2014 - 05:26 PM

How much does Artemis make a difference for C-LRM?

#12 RazorbeastFXK3

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Posted 14 November 2014 - 05:48 PM

MOAR POWAH! http://mwo.smurfy-ne...d5af72634c42227

[EDIT]EVEN MOAR POWAH! http://mwo.smurfy-ne...3f4e009d712bb01 [/edit]

Edited by RazorbeastFXK3, 14 November 2014 - 05:51 PM.






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