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What Is Mad Good For?


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#21 El Bandito

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Posted 03 December 2015 - 09:58 AM

View PostLugh, on 03 December 2015 - 09:49 AM, said:

The timers I've killed in my MAD disagree Posted Image

BOUNTY HUNTER II
http://mwo.smurfy-ne...15e13a6dad8f0e5
Not ammo dependent you can do the same thing with an XL 300 and a UAC 5

http://mwo.smurfy-ne...f4fa2da3f6050a9
UAC5 Durable version.
You can go much more firepower with the XL 300 and MPLasers + more ammo if you are feeling cheeky.



Dear Lord, those loadouts are hot. Literally. I have more sustained fire with my laser vomit Timbie than those, even after the Clan DHS nerf. Even after swapping CLPLs with CERPPCs.

Edited by El Bandito, 03 December 2015 - 09:59 AM.


#22 Gas Guzzler

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Posted 03 December 2015 - 10:00 AM

2 ER PPC and 3 ML = a good build on a 75 tonner?

Still scratching my head on that one.

FYI, on that BH build, you can add endo, 2 more DHS and another JJ.

#23 Malagant

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Posted 03 December 2015 - 10:02 AM

I've been using a 4 lpl build that runs rather cool so long as you don't alpha all the time. Chain fire is your friend and you can shoot quite a bit before overheating.

#24 Lugh

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Posted 03 December 2015 - 10:50 AM

View PostEl Bandito, on 03 December 2015 - 09:58 AM, said:



Dear Lord, those loadouts are hot. Literally. I have more sustained fire with my laser vomit Timbie than those, even after the Clan DHS nerf. Even after swapping CLPLs with CERPPCs.

through those together at work away from the gaming pc. They may not reflect the reality of the builds that don't seem all that hot. (Not any hotter than the Laser Vomit Timby anyway)

#25 Sandpit

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Posted 03 December 2015 - 11:40 AM

Tanking, sniping, energy and ballistic platforms.

Those areas are where I've seen the Mad really shine thus far. It's not much of a short range "brawler" because most of the builds don't do a lot of FLD/PPD, BUT it will tank a LOT of damage (it's on par with the Stalker in this area in my opinion) before it gets taken down.

If you spread that damage, reposition when needed, and stand back with the "big boys" on your team, I think you'll find you have more success with it.

The loadouts vary so just go with a loadout that you're comfortable with and plays to your style.

#26 Roughneck45

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Posted 03 December 2015 - 11:49 AM

Been using triple AC5 and 4 mediums or AC20 6 meds. Standard engines too. The fire power is solid and you are not getting anywhere quickly but those side torsos are an XL deathtrap.

Really want to take advantage of those PPC velocity quirks but haven't decided how I want to put it together yet.

#27 Pr8Dator

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Posted 03 December 2015 - 08:08 PM

View PostRoughneck45, on 03 December 2015 - 11:49 AM, said:

Been using triple AC5 and 4 mediums or AC20 6 meds. Standard engines too. The fire power is solid and you are not getting anywhere quickly but those side torsos are an XL deathtrap.

Really want to take advantage of those PPC velocity quirks but haven't decided how I want to put it together yet.


AC20 + 6ML sounds awesome! I used to run around with an AC20+4ML Flame with much success. This version seems to be a the heavier and slower version of that concept. I am doing triple AC5 + 4ML with much success as well. This is where I think the MAD3R is pretty unique, carrying three ballistics high on the torso, that's the only thing I can't do on another mech. However, that is clearly not the Dev's intention for this mech given the PPC quirk. But if you carry twin PPCs, then your setup will be just a lesser Awesome as you really can't do much with the thriple ballistics slots then. Also, given that the PPC quirk is a velocity quirk and that carrying PPCs mean you can pretty much only carry AC2s in the ballistic slots, the 3R is clearly intended to be a long range sniping mech. But, long range sniping without Gauss sucks. So, all in all, its really hard to love. I am having fun with another setup, a 4 LPL + 2 SRM6 setup.... crazy firepower, big close up. Had to manage the heat though, but its really fun. BUT, a Marauder without some gun on top just don't look right. Just like Timberwolves without the ears. So, its fanfare against competitiveness... I always struggle with that. I am governed by fanfare, which is why my fav mech so far is another hard to love mech, the Masakari (warhawk) as I played that on TT always. Trying to make fanfare work in this game is hardwork except for the timberwolf, sadly I wasn't a fan of.

#28 Stelar 7

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Posted 03 December 2015 - 08:42 PM

I went with the xl300 2x ppc 3x ac2 on my 3r. It is a mixed bag. When I keep range open it can open a can. Up close the ac can usually hurt or kill whatever got in my face, the first time but close is bad. Speedy ppc shots are nice. I wish I could have the PPC and two UAC 5 but XL does not play that.

I'm still looking for an energy bike I like have 4x MPL and 2 srm4 with an error large atm. It is ok. Last chassis has the ac20 5ml which is good if I can brawl.

The mech can spread damage well at range so my other 2 are using standard 300's.

#29 LordNothing

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Posted 03 December 2015 - 08:45 PM

View PostJun Watarase, on 03 December 2015 - 07:42 AM, said:

Well i saw a marauder with LRMs earlier...


been doing a mixed loadout which aside from having 30 tubes still mounts effective firepower. with an erppc up high in the torso as an anti-ecm weapon, and if i get stuck in a brawl i have 4 medium lasers too. so essenially a catapult's big brother. a good all rounder.

another varient is an ok brawler so long as you are not outnumbered, 5 medium lasers and an ac20. there are better brawlers out there but it can do the job, the gun being up high really helps too.

3rd one is kind of a question mark, 2ppc and 2 ac5, i suppose its an ok intermediate range sniper. with a 30 ppfld alpha it kind of puts it in the same league as any dual gauss platform. so long as it doesnt get flanked or swamped by lights it can put up a decent fight.

overall its a good head to head mech and can be configured for effective combat at any range. i like it.

Edited by LordNothing, 03 December 2015 - 08:53 PM.


#30 GreyNovember

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Posted 03 December 2015 - 08:54 PM

4ML 3AC5, STD and Endo.

5 tons of AC5 ammo FEELS limited when you're plinking away with it at a distance, but come mid-brawl range, it really starts to shine. Use a Dakka stream for a manageable heat curve, have a button to fire all 3 at once to clip that annoying light who wants to run around you for 15 pinpoint. Like a Dakka dragon, without the ability to aim up, or carry a lot of ammo.

The MLs are, ironically, really really hot. More than once they've shut me down when riding the heat curve. A 4PPC MAD actually feels like it'd manage heat better in the testing grounds.

#31 Nauht

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Posted 03 December 2015 - 09:00 PM

To me the MAD is a pure nostalgia mech. It's the chassis I take out to have fun and remind me the kid in me of those early BT days. It's not my work horse.

So I run mine close to stock as possible. Always have PPCs and some ac up top.

And actually playing for fun and nostalgia has been somewhay liberating.

#32 Navid A1

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Posted 03 December 2015 - 09:22 PM

Use this:
MAD-3R Dakka

or this:
MAD-3R PPC+mini dakka

and initiate fun mode... you'll never look back.


NEVER, EVER use an XL.... like... ever!

Edited by Navid A1, 03 December 2015 - 09:23 PM.


#33 Narcissistic Martyr

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Posted 03 December 2015 - 11:27 PM

I've got a 5M with 2LBX10 and 5ML. It's a bit silly but... good gods does it take out the trash.

You won't win 1 on 1 vs a dire wolf or anything but if you focus medium mechs, damaged mechs, and anything that's fat you'll find that between the lasers and LBX10s enemies die pretty quick.

Granted 2UA5 is lighter and more powerful and better... but it's not as fun.

My 3R has 4ML and 3AC5.

My useless one with a single high mounted energy point and pointless missile hardpoints (my SRM hit reg is awful these days) doesn't get played.

My BH is running an AC10 and 6 ML. Also a TAG in the head to call in the LRM support.

#34 Pr8Dator

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Posted 03 December 2015 - 11:58 PM

View PostGreyNovember, on 03 December 2015 - 08:54 PM, said:

4ML 3AC5, STD and Endo.

5 tons of AC5 ammo FEELS limited when you're plinking away with it at a distance, but come mid-brawl range, it really starts to shine. Use a Dakka stream for a manageable heat curve, have a button to fire all 3 at once to clip that annoying light who wants to run around you for 15 pinpoint. Like a Dakka dragon, without the ability to aim up, or carry a lot of ammo.

The MLs are, ironically, really really hot. More than once they've shut me down when riding the heat curve. A 4PPC MAD actually feels like it'd manage heat better in the testing grounds.


This is how I configured my 3R... feels kinda generic and boring though even though the 3 AC5 providing non stop dakka is pretty cool.

View PostNauht, on 03 December 2015 - 09:00 PM, said:

To me the MAD is a pure nostalgia mech. It's the chassis I take out to have fun and remind me the kid in me of those early BT days. It's not my work horse.

So I run mine close to stock as possible. Always have PPCs and some ac up top.

And actually playing for fun and nostalgia has been somewhay liberating.

View PostNauht, on 03 December 2015 - 09:00 PM, said:

To me the MAD is a pure nostalgia mech. It's the chassis I take out to have fun and remind me the kid in me of those early BT days. It's not my work horse.

So I run mine close to stock as possible. Always have PPCs and some ac up top.

And actually playing for fun and nostalgia has been somewhay liberating.


Yeah, trying to play this to win can be frustrating...

View PostNarcissistic Martyr, on 03 December 2015 - 11:27 PM, said:

I've got a 5M with 2LBX10 and 5ML. It's a bit silly but... good gods does it take out the trash.

You won't win 1 on 1 vs a dire wolf or anything but if you focus medium mechs, damaged mechs, and anything that's fat you'll find that between the lasers and LBX10s enemies die pretty quick.

Granted 2UA5 is lighter and more powerful and better... but it's not as fun.

My 3R has 4ML and 3AC5.

My useless one with a single high mounted energy point and pointless missile hardpoints (my SRM hit reg is awful these days) doesn't get played.

My BH is running an AC10 and 6 ML. Also a TAG in the head to call in the LRM support.


I have an IM running 3 LBX10 and 3 ML... now that rocks! That is why I won't be using LBX with the MAD... the IM is the only LBX mech I go to.

#35 KuroNyra

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Posted 04 December 2015 - 12:08 AM

The Maraudr is a decent heavy for thoses who seek an easy 75 tonner to play. Not a lot of weapon but still enought do dish lots of damage. A superbe resistance when you use an STD Engine for a decent speed with the 300 STD.


It's a Heavy that feels like a Heavy. Not too fast nor to slow and with the resistance expected from a Heavy.
I love mines and don't think I will ever sell them.

#36 chewie

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Posted 04 December 2015 - 12:51 AM

MAD-3R +R(S)
triple AC5 + 6.5t ammo
4 small lasers
Std 300 + 1DHS
Endo Steel chassis

MAD-5D
XL360 + 4DHS
2 DHS (L + R Torso)
For weapons I either run 3 Lrg Pulse and 2 Streak 2's + 2.5t ammo or 1 Lrg + 4 Medium Pulse Plus the 2 Streaks and ammo
Cant make my mind up on this one.

MAD-BHII
STD 300 + 2 DHS
1 DHS in side Torso
AC20 + 6t Ammo
5 Small Pulse Lasers
Trying out the smalls for refire rate etc when pesky critters get too close.

MAD-5M
Still stock, haven't used it yet :D

#37 Kilo 40

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Posted 04 December 2015 - 12:57 AM

MAD, huh yeah
What is it good for?
Absolutely nothing, oh hoh, oh
MAD huh yeah
What is it good for?
Absolutely nothing, say it again y'all

MAD, huh good God
What is it good for?
Absolutely nothing, listen to me


Oh, MAD, I despise
'Cause it means destruction of innocent sides
MAD means tears to thousands of players eyes
When their Mechwarriors go off to fight and lose their lives

Edited by Kilo 40, 04 December 2015 - 12:57 AM.


#38 Alistair Winter

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Posted 04 December 2015 - 12:59 AM

With a tiny front profile, some high mounted ballistics and relatively good vertical distribution of weapons in relation to the height of the cockpit... it's good for two things. Sniping and holding corridors. By corridors, I mean that it's good for holding streets on urban maps, holding alleys on Mining Collective, etc. In these conditions, its large side profile doesn't matter.

Having a big engine is good for getting in and out of cover quickly, but I think a lot of Marauder pilots get too excited in a brawl and start to charge in, exposing their sides. That's not what the Marauder is good for. That's something the Black Knight can do, since it has a very slim side profile and can block incoming fire with its arms. Same with Thunderbolt, Banshee, etc.

#39 Duke Nedo

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Posted 04 December 2015 - 01:49 AM

Also having trouble to build something that works really really well on the MAD, these are the best I've tried so far:

MAD-BHII - very limited range and quite hot, but a lot of fun. My best k/d ratio of the four.
MAD-5D - 5x LL or 3x LPL/2x SRM4 and JJ
MAD-3R: - 3x AC/5, 4x ML or 2x UAC5, 2x PPC/LPL
MAD-5M - AC/20, 2x LPL, 2x ML

Running STD in all atm, may try an XL in the 3R.

#40 Automan

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Posted 04 December 2015 - 03:02 AM

Yes , i too has problems getting the MAD work for me, it was THE mech i was waiting for when i started playing MWO long time ago.
I have 4 versions and i have not been successful in any of those.Tried 50 different load outs and they are all masterd.

I see other ppl doing well in them so i wonder what i do wrong , i think i'm used to playing the Topdog too much in a "get in, wub, get out" kind of deal. i think ive only managed around 720 dmg max in 100 or so matches. usually i land around 350.
i usually run large pulse lasers with medium lasers .

i want the MAD to be better then it really is i guess.





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