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First Purchase, Mad Dog Mdd-B


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#1 DeviantWolf

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Posted 08 February 2015 - 09:44 AM

as the title says, i made my first purchase and still kinda new to customizing the loadout of a mech, i was hoping i can get some advice on how i can make an effective build and how to properly use it to it's full potential in battle, i'd appreciate it.

#2 Slow and Decrepit

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Posted 08 February 2015 - 03:48 PM

Best thing for you would be to use the forum search to see what others have had to say about your mech. I always do this before I buy, just so I know what I'm getting myself into. I have a couple Mad Dogs and they are ok, but are best if used in a support kind of role. After all they are only a 60 ton mech, and with people running high powered alpha's it doesn't really have enough armor to make a good brawler. I have used one of mine with 4 LRM10's and went lumming with it quite effectively. You can go with a 4 LRM 15 build but its a little too hot for my taste......Good luck! :)

#3 FearNotDeath

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Posted 11 February 2015 - 06:47 AM

My best games have been in the 6 srm6's arty builds. I think you should run meta or make the mech do something that no other mech can do, give it a purpose. http://metamechs.com...guides/mad-dog/ <-- give this a go!

#4 BUDFORCE

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Posted 11 February 2015 - 06:51 AM

Hmmm, for me personally I use it as a support mech with LRMs and laser support.

Normally do 400-700, but I've had games over 1k several times, its better then people give it credit for when used properly.

#5 Templar Dane

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Posted 11 February 2015 - 03:52 PM

View PostBUDFORCE, on 11 February 2015 - 06:51 AM, said:

Hmmm, for me personally I use it as a support mech with LRMs and laser support.

Normally do 400-700, but I've had games over 1k several times, its better then people give it credit for when used properly.


With no quirks and as terrible as clan lrms are....I dare say a hunchback can do it better.

#6 Salticidae

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Posted 11 February 2015 - 04:13 PM

6 LRM 5s, 4 SPL, cAP, tag. 2DHS in legs and in carries 2160 ammo
This build make people rage, put the LRMs on chain fire and you will always be hitting the mech getting all the component distructions and kills, it's also great support as they can't see your team m8s to shoot at. Lasers are for defense against lights.

Nothing wrong with clan LRMs this build puts out 400-1000+ damage a game and is great for farming c-bills I use the prime invasion variant with premium time and did 3 games today just under 500k c-bills

#7 Escef

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Posted 11 February 2015 - 08:02 PM

The "A" side torsos are the best feature of the Mad Dogs. 6xLRM5 cycle fast and can overwhelm AMS almost as well as Inner Sphere launchers, and chainfired they create near constant screen shake in the target. If that doesn't float your boat, a splatdog build of multiple SRM racks will destroy people's faces (6xSRM6+4xERML=100 Alpha). Six Streaks can work as well, but is very tonnage intensive.

Edited by Escef, 11 February 2015 - 08:03 PM.


#8 Bigbacon

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Posted 12 February 2015 - 07:16 AM

I run mine kinda weird but I like them.

1: 6xSRM4 + 4MPL (or 2 ERLL)
2: 3xSRM4 + 3xSSRM4 + 2ML + 3SL (SSRM for the pesky lights)
3: 5xLRM10 + Narc + 2 ML (Narc N' LRM, can group fire all 5 twice before you need to stop. Chain fire works great as well)
4: 2xLBX5 + 3xSRM4 + 2xSRM6

might have bap or something on some of them can't remember.

Edited by Bigbacon, 12 February 2015 - 07:21 AM.


#9 RedDevil

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Posted 12 February 2015 - 08:02 AM

How do you guys get these LRM damage numbers? Don't people use cover and/or ECM? Plus locks decay rapidly if you don't have a spotter.

Edited by reddevil, 12 February 2015 - 08:02 AM.


#10 Bigbacon

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Posted 12 February 2015 - 08:53 AM

View Postreddevil, on 12 February 2015 - 08:02 AM, said:

How do you guys get these LRM damage numbers? Don't people use cover and/or ECM? Plus locks decay rapidly if you don't have a spotter.


UAVs, Tag, Narc.

I carry Narc on the few LRM boats I have so that I can narc my own targets and then let it rain. I try not to willy nilly LRM targets. Solo queue though LRMs are pretty easy to get hits with on targets who just do silly things.

ECM mechs become a priority narc target for me as well.

#11 TygerLily

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Posted 12 February 2015 - 09:07 AM

View Postreddevil, on 12 February 2015 - 08:02 AM, said:

How do you guys get these LRM damage numbers? Don't people use cover and/or ECM? Plus locks decay rapidly if you don't have a spotter.


I try to LRM from ~500 meters or less, from inside the death ball. That way the travel time is so low there's no chance to miss and the main thing is that you are taking advantage of a 'vertical' lane of fire...

That's worked well for me anyway...but I'm pretty aggressive. xD

#12 BUDFORCE

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Posted 12 February 2015 - 09:24 AM

View PostTygerLily, on 12 February 2015 - 09:07 AM, said:


I try to LRM from ~500 meters or less, from inside the death ball. That way the travel time is so low there's no chance to miss and the main thing is that you are taking advantage of a 'vertical' lane of fire...

That's worked well for me anyway...but I'm pretty aggressive. xD


Agreed, plus there is less chance you will get caught out with your pants down by 2 firestarters or something while the rest of your team is completely oblivious.

The good thing about the mad dog is it has the mobility and also the support firepower to make it a perfect support mech - as a pose to a dedicate lerm boat. Because of this you tend to get a pretty good damage output from it. You can still mount enough lasers to pack quite a nasty punch up close. It makes the perfect skirmisher, just dont try to use it as a close up brawler, or as a dedicate lerm boater.

Also clan lerms do damage and basically 0 range, this is goes well with the mad dogs role of support mech and makes it far more versitile then your average IS back field lerm spammer.

#13 Bigbacon

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Posted 12 February 2015 - 10:10 AM

View PostTygerLily, on 12 February 2015 - 09:07 AM, said:


I try to LRM from ~500 meters or less, from inside the death ball. That way the travel time is so low there's no chance to miss and the main thing is that you are taking advantage of a 'vertical' lane of fire...

That's worked well for me anyway...but I'm pretty aggressive. xD


yea this.

Close support LRMing is the best. Don't stay back like a tard and expect targets and expect your LRM60 from 900m away to actually hit the target.

Also, never start a round saying "LRMs here, lock targets plz." people will hate you.

#14 RedDevil

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Posted 12 February 2015 - 03:50 PM

Wait, do clan LRMs have a minimum range?

#15 Escef

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Posted 12 February 2015 - 04:57 PM

View Postreddevil, on 12 February 2015 - 03:50 PM, said:

Wait, do clan LRMs have a minimum range?


Yes and no. Inner Sphere LRMs have a hard minimum range of 180 meters, Clan LRMs have a soft minimum of 180 meters. At point blank range clan LRMs do almost no damage, and the damage slowly ramps up as you gain distance. From about 100 meters to 180 meters the damage on clan LRMs starts to ramp more drastically until you reach full damage.

For contrast, in table top Battletech, Inner Sphere LRMs have a soft minimum range under 180 meters (6 hexes), where the missiles simply become less accurate as you get closer. Clan LRMs have no minimum range in table top (making them one of the most stupid good weapons in the game).

Edited by Escef, 12 February 2015 - 07:52 PM.


#16 BUDFORCE

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Posted 12 February 2015 - 11:08 PM

View PostBigbacon, on 12 February 2015 - 10:10 AM, said:

Also, never start a round saying "LRMs here, lock targets plz." people will hate you.


lol.

I translate that sentence it to "I am a completely lazy/skilless idiot, please do all the work while I sit back and roughly aim in the direction clicking my mouse button and rack up loads of points on your behalf."

#17 Escef

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Posted 12 February 2015 - 11:27 PM

View PostBUDFORCE, on 12 February 2015 - 11:08 PM, said:


lol.

I translate that sentence it to "I am a completely lazy/skilless idiot, please do all the work while I sit back and roughly aim in the direction clicking my mouse button and rack up loads of points on your behalf."


Spend some time spectating the next time you get killed. Because I don't know about you, but I see a LOT of people that seem to be allergic to hitting R. Just getting people in the habit of locking on would do wonders all around, not just for LRM boats, but for them seeing the enemy mech's weak spots and situational awareness for the rest of the team.

As for "skillless", that applies to lasers as well. They are literally point and click weapons. You don't lead the target, you don't compensate for ballistic drop, you just move your mouse and click.

#18 BUDFORCE

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Posted 13 February 2015 - 07:17 AM

View PostEscef, on 12 February 2015 - 11:27 PM, said:

Spend some time spectating the next time you get killed. Because I don't know about you, but I see a LOT of people that seem to be allergic to hitting R. Just getting people in the habit of locking on would do wonders all around, not just for LRM boats, but for them seeing the enemy mech's weak spots and situational awareness for the rest of the team.


This I dont argue with, there are many benefits to targetting people whenever possible.

#19 Dauphni

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Posted 15 February 2015 - 10:42 AM

View PostZyne, on 11 February 2015 - 04:13 PM, said:

6 LRM 5s, 4 SPL, cAP, tag. 2DHS in legs and in carries 2160 ammo
This build make people rage, put the LRMs on chain fire and you will always be hitting the mech getting all the component distructions and kills, it's also great support as they can't see your team m8s to shoot at. Lasers are for defense against lights.

That's way too much ammo. Any ammo you have left at the end of the match is essentially wasted tonnage that you could have spent on equipment, making you even more effective. I have 5 tons of ammo in my 6 LRM5 MDD, and even that rarely runs out.

#20 DeviantWolf

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Posted 16 February 2015 - 01:50 PM

I appreciate the suggestions, but there any suggestions on the modules that i should use?

I am running with the 6 x LRM5 build, and i'm enjoying it, i'm sure the enemy isn't, i could imagine the frustration they have. But i know i could be more effective with the right modules.

Also, is it worth the C-Bills and time to unlock the Elite skills, or should i just buy various mechs?





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