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Any Ace Mad Dog Pilots Out There?


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#21 Bishop Steiner

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Posted 17 November 2014 - 08:48 PM

View PostStrong Female Role Model, on 17 November 2014 - 08:31 PM, said:

The Mad Dog is a victim of the MWO matchmaker. It is the smallest weight possible for a heavy so you are depriving your team of up to 15 tons of additional mech every time you launch. Since we don't have fixed load outs like you might in BT tabletop it's value as a missile boat is rather marginal since you can make just about anything into a LRM boat, possibly even a better one. It has ok speed, but no JJs, weak armor, and really vulnerable sides. Going back to the weight issue, the biggest problem with driving a Mad Dog is that you are not driving a Timber Wolf instead.

which is why I enjoy roasting TWs and DWs alive with mine so very much.

I figure between PUGing, Team Play and not going out of my way to whºre my stats, being able to keep a 3/1 KDr in my Prime says I must be doing something right. Only have 200 matches in Mad Dogs so far, but it is far and away my Clan Mech of choice. (was really hoping I would be saying that about summoners.....meh)

Actually, this is the first MW title I have done well in Mad Dogs.

Edited by Bishop Steiner, 17 November 2014 - 08:51 PM.


#22 Metus regem

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Posted 17 November 2014 - 09:11 PM

View PostRouken, on 17 November 2014 - 08:43 PM, said:


I dunno, has anyone ever seen you two in the same place at the same time? Mighty suspicious.


Guess I need to drop with the guys from CGBI and Bishop's alt then....

#23 Kiiyor

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Posted 17 November 2014 - 09:31 PM

View PostBishop Steiner, on 17 November 2014 - 08:20 PM, said:

Mad dog is my mech choice on my clan account. As Metus says the lrm chain of pain is how the mad dog shines. 5-6 kill matches are not to hard, and the sts are not that hard to protect with a little practice, and I usually fight midrange line of sight.


Have you tried the 6xSRM2 missile MissileVomitDog? It's not exactly... optimized, but with SRM2 cooldown, it's utterly hilarious.

#24 Sigilum Sanctum

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Posted 17 November 2014 - 09:39 PM

View PostKiiyor, on 17 November 2014 - 09:31 PM, said:


Have you tried the 6xSRM2 missile MissileVomitDog? It's not exactly... optimized, but with SRM2 cooldown, it's utterly hilarious.


I want to try this so hard.

#25 Kiiyor

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Posted 17 November 2014 - 10:08 PM

View PostSigilum Sanctum, on 17 November 2014 - 09:39 PM, said:


I want to try this so hard.


If you're partial to macros, you can chain fire it into a near constant missile hose. It sounds like an old fashioned steam train. ALL ABOARD MOFOS.

#26 Jazzbandit1313

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Posted 17 November 2014 - 10:17 PM

I don't own one, but I gotta say stick with 3 SRM4 in each torso and 2 mls in the arms. This is the dog I'm most scared of.

#27 operatorZ

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Posted 17 November 2014 - 10:19 PM

No no no...you all maddog wrong...6 SRM6 with Artemis . Just hang out behind a dire wolf and jump out every 20 seconds to unleash a 70 point alpha = win

#28 Praehotec8

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Posted 17 November 2014 - 10:35 PM

Not an expert, but I have a > 3:1 K:D with my prime, and over 1:1 with my other variants, and I find them very enjoyable.

I use the prime with 4XLRM15, 2X SRM4, 2 ML, and TAG.

My second variant runs 6X LRM5, an AC-20, and a ML.

My third is 2X aLRM10, 2XaSRM4, and 2X aSRM6, and some lasers (forget which ones exactly, since I am at work).

They all work fairly well as fire support mechs that stay just behind the main assault line and provide focus fire power to mechs being engaged by the assaults and heavier, "heavy", mechs. They can distract foes with shake from LRMs, even at close range, can back off quickly to cool down if needed, and they generally have a sweet spot between 150-270m where all weapons can be engaged until heat becomes an issue.

The first thing (as others have said), is to note that it is relatively squishy with humongous STs, and as such it is much better as a second line mech or hit and run, rather than a dedicated brawler. This is one mech that would be really crippled by stiffer clan XL destruction penalties.

#29 Cyborne Elemental

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Posted 17 November 2014 - 10:55 PM

They're scary as hell running 6 SRM's or anything.

When they come out, thats the first thing I'm going to do, 6 SRM-6 KABOOM! death machine.

They do seem to run hot though with anything but LRM's.

Mostly for me, its about nostalgia than it is the mech being all mighty, I just wish they had made the arms reflect the original visual design.

#30 Duke Nedo

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Posted 17 November 2014 - 11:48 PM

The MDD build that worked best for me was actually this one, have not seen many people use it so perhaps it only fits me well. 6x SRM2, 1x gauss, 1x cERPPC.
MAD DOG MDD-A 29 17 12 1.42 40 13 3.08 12,753 58,544 03:10:01

Haven't touched MDDs since skilling them since we got so many mechs + quirks to try out, but I did enjoy them a lot!

#31 KuroNyra

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Posted 17 November 2014 - 11:52 PM

The Mad Dog got a problem for me. While he is cool. He's basicly a Catapult C1 with more missile slots.


I try to find nice build to make good use of the arms, but that guy run hot pretty fast.

#32 Escef

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Posted 18 November 2014 - 12:00 AM

View PostKuroNyra, on 17 November 2014 - 11:52 PM, said:

The Mad Dog got a problem for me. While he is cool. He's basicly a Catapult C1 with more missile slots.

Perhaps you should focus on the A-side torsos and think of it more as an A1 Catapult with up to 5 energy hard points?

#33 Carrioncrows

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Posted 18 November 2014 - 12:01 AM

First rule of Mad Dog.

Pick a torso

You are going to lose it.

When you turn to take damage always turn towards that chosen torso. Always.

You'll find yourself going far.

#34 Metus regem

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Posted 18 November 2014 - 01:05 AM

View PostCarrioncrows, on 18 November 2014 - 12:01 AM, said:

First rule of Mad Dog.

Pick a torso

You are going to lose it.

When you turn to take damage always turn towards that chosen torso. Always.

You'll find yourself going far.


Funny when I do die with my mad dogs, I usually am armless, down one st, and my ct....

#35 DYSEQTA

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Posted 18 November 2014 - 04:40 AM

View PostBishop Steiner, on 17 November 2014 - 08:20 PM, said:

...and the sts are not that hard to protect with a little practice, and I usually fight midrange line of sight.


On that subject I have found that not torso twisting to spread damage, as you would in any other 'mech, actually works in the MDD's favour. As soon as you twist you become a massive target. You are better off staying head on if you have to face an enemy in the open. Think the opposite of how you would play an Awesome :D

Also I would reinforce my earlier statement that armour should be focused forward and as Bishop mentions you should be spending most of your time mid-field and so shouldn't have to worry to much about attacks from the rear. Just keep your environmental awareness sharp.

#36 Bishop Steiner

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Posted 18 November 2014 - 04:54 AM

View PostKuroNyra, on 17 November 2014 - 11:52 PM, said:

The Mad Dog got a problem for me. While he is cool. He's basicly a Catapult C1 with more missile slots.


I try to find nice build to make good use of the arms, but that guy run hot pretty fast.

Volley fire.

For instance, if you find a non AMS target, you can chainfire the LRM5s indefinitely. Group firing them will add up after a bit, but you can do some hurt. Group fire AND the lasers? You are gonna feel it. So while LRMing, whatever the range, be selective with the lasers. Open torso, or desperation? Laser it up. Or PBR, just lay off the LRMs go full laser, you can get 4-5 volleys off OK.

View PostCarrioncrows, on 18 November 2014 - 12:01 AM, said:

First rule of Mad Dog.

Pick a torso

You are going to lose it.

When you turn to take damage always turn towards that chosen torso. Always.

You'll find yourself going far.

I really don't see what the fuss is all about with Mad Dog STs, I generally get one popped early about as often as my Centys lose an arm...1 out of 7-8 matches?

#37 StormPaladin99

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Posted 18 November 2014 - 05:43 AM

Mad dog is a good mech for a missile build. But like in the posts above watch your side torsos.

#38 Tastian

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Posted 18 November 2014 - 05:54 AM

6 streak 6s, active probe, and 8 tons of ammo. Just don't try to fight the assaults you'll waste your ammo.

#39 CDLord HHGD

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Posted 18 November 2014 - 05:58 AM

This is pretty close to my build.

#40 SI The Joker

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Posted 18 November 2014 - 06:16 AM

I have all 3 mastered.

All 3 of my rigs contain:

- 4 CERLLAS
- Radar Dep
- CERLLAS cooldown module
- CERLLAS range module

I've said it numerous times but with side torsos the size of Greenland, the Mad Dog is really best suited at range.

It definitely did not turn out as 'nice' of a mech as I had hoped for, but these rigs gave me some 'fair' scores:

K / D / Ratio 74 45 1.64

Hope it helps.





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