Jump to content

Rate My Build On My Mad Dog Prime...


8 replies to this topic

#1 Ximineto

    Member

  • Pip
  • Knight Errant
  • 10 posts

Posted 18 February 2016 - 01:47 AM

http://mwo.smurfy-ne...960bf773ee48d1a

I usually kill someone on every pug i do,sometimes i do 2 or 3 kills,one match this night ive did the jhonny five. So i think its good for a lrm boat :)

#2 Nightshade24

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 3,972 posts
  • LocationSolaris VII

Posted 18 February 2016 - 02:16 AM

Well 2500 LRM's are quite a lot of ammo... and TAG does not stack. It's kinda alright overall but...
this http://mwo.smurfy-ne...21695bab26ff0cc has 4 ER medium lasers now with same LRM's, less ammo, and more heatsinks. It'll help a bit and make you more viable up close. if you want to keep the TAG you can add http://mwo.smurfy-ne...02936ce775e55af with the Mad Dog B arm and losing it's omnipod set bonus (basically just Exp bonus... minor)

Even then I can still think of ways to shave that excess ammo out for say twin LRM 20's + A or medium pulse lasers or something.
My Mad Dog Prime runs twin LRM 20's with 4 Medium pulse lasers and BAP In comparison.

#3 Ximineto

    Member

  • Pip
  • Knight Errant
  • 10 posts

Posted 18 February 2016 - 02:28 AM

I always prefer more cooling and less firepower than a lot of firepower and less cooling,because a shutdown on a bad moment can cost u ur mech. If u have more cooling and the enemy shutdown first is ur chance to win the 1 vs 1 battle and i talk on my own experience.

Edit: Oh and sorry for two tags,but i think that if an arm is destroyed,i always have the other. About that amount of ammo,believe me,on every match u must have ammo reserves a lot for dont arrive to 0 ammo when the enemy is hurt. Its very punishing when u find a hurt enemy mech and u have 0 ammo and because i only have equipped lrms,i need a lot of ammo. Still on some matches i run close to 0 ammo.

Edited by Ximineto, 18 February 2016 - 03:31 AM.


#4 DoubleFlip

    Member

  • PipPipPip
  • Moderate Giver
  • 87 posts
  • LocationUnder a hail of LRM fire.

Posted 18 February 2016 - 05:08 AM

View PostXimineto, on 18 February 2016 - 02:28 AM, said:

I always prefer more cooling and less firepower than a lot of firepower and less cooling,because a shutdown on a bad moment can cost u ur mech. If u have more cooling and the enemy shutdown first is ur chance to win the 1 vs 1 battle and i talk on my own experience.

Edit: Oh and sorry for two tags,but i think that if an arm is destroyed,i always have the other. About that amount of ammo,believe me,on every match u must have ammo reserves a lot for dont arrive to 0 ammo when the enemy is hurt. Its very punishing when u find a hurt enemy mech and u have 0 ammo and because i only have equipped lrms,i need a lot of ammo. Still on some matches i run close to 0 ammo.


Accounting for your high ammo use and heat eff, i've made this.

http://mwo.smurfy-ne...2f8f0a94113bffe

Added an AMS to counter enemy missle boats, and 3CSMPL to deal with lights while keeping 2000ammo (66 2xLRM15 shots)

Edited by DoubleFlip, 18 February 2016 - 05:09 AM.


#5 Exterminan

    Member

  • Pip
  • Warrior - Point 2
  • Warrior - Point 2
  • 14 posts

Posted 18 February 2016 - 06:39 AM

NightShade and Doubleflip addressed the first issue that jumped out at me. His addition of the AMS to help when trading LRM volleys, and the lasers for close encounters truly rounds this build out into a much more consistent fighter.

The problem with having only 1 weapon system is that when it works, it works excellently. However in non-optimal situations such as when the enemy is below cover, has several AMS mechs next to them, or simply you cant keep target lock because you are dodging those medium/light harassers that just came up behind you you are doing zero contribution. So lets say it averages out to about 50% efficiency.

When you can trade 1 ton of ammo for something like AMS, or a laser, its generally worth it as long as you keep it reasonable.

Now you are still have the same damage output for those long range fights, just a slightly lower time in the long range fight, but you also contributing in those non-ideal situations. Since you are not ideally suited to those brawls, you don't have the same as LRM efficiency, so you are not 100% efficient all the time, but now you are 75% efficient.

My personal Mad Dog variant runs 5 ER Medium lasers in the arms.

Edited by Exterminan, 18 February 2016 - 06:44 AM.


#6 Sniper09121986

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Sickle
  • The Sickle
  • 2,161 posts

Posted 18 February 2016 - 10:32 AM

Just my two work credits: here is one MDD-PRIME
Why the LRM 5? Good question! As you know, pilots get an early warning whenever they are being fired upon by LRM. The most common, natural and quite correct strategy in that case is to run for cover. However, other than actually looking up, they have no way of knowing HOW MANY missiles are flying to them! You can see the implications, quiaff? With minimum effort you can troll an entire lance into cover almost at no cost! Posted Image

#7 ImperialKnight

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,734 posts

Posted 16 March 2016 - 04:01 AM

Run this or this

Artemis is not as important on Clan LRMs since they stream. You get 30 missiles per salvo with a lot more weight savings with LRM5 builds. Always have MLasers so you're not completely F-ed if a Light Mech finds you. Firing 3/3 also lets you get all the missiles out faster than 2x15 streams.

Edited by knightsljx, 16 March 2016 - 04:02 AM.


#8 Bluttrunken

    Member

  • PipPipPipPipPipPipPip
  • The Patron Saint
  • The Patron Saint
  • 830 posts

Posted 16 March 2016 - 04:19 AM

I'd give it a C- for minimum viability.

#9 Starbomber109

    Member

  • PipPipPipPipPipPip
  • The Sureshot
  • The Sureshot
  • 387 posts

Posted 28 March 2016 - 04:00 AM

If only you had a CT or side torso tag that might actually work out, because even though you can only apply one tag to one target, you can tag two different targets, the arms can be made to point at a different target. There's not really a benefit to doing this I just wanted to point it out.

I like having a backup weapon on my lrm mechs, either an AC or a couple of lasers.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users