Mad Dog Builds
#1
Posted 09 July 2016 - 07:46 PM
Except...besides my Splat dog...this mech SUCKS...it doesnt have the tonnage to make a good lrm support mech, the Madcat does it much better. with more support weapons, ammo and heatsinks...WITH jumpjets...
so besides a splat Dog what else is there to this mech? I'm at a loss.
#2
Posted 09 July 2016 - 07:56 PM
Brawler srm only builds generally suck on the MDD because the torsos are so easy to remove.
#3
Posted 09 July 2016 - 07:58 PM
#4
Posted 09 July 2016 - 08:27 PM
Someone in CH just got them too and was asking for builds...Tag in the right arm, 2SL in each arm. Then, either 4xaLRM10's or 3xLRM15's. Just ran each of those builds and wrecked people, 480 and 493 match scores respectively. ML's get get those rides too hot.
http://i.imgur.com/oiw0AZS.jpg
http://i.imgur.com/JT7s6AZ.jpg
edit: rebuilt the 3rd one last night to 6xaLRM5's and did a 591 match score, same with tag/4SL's. Those chained aLRM5's really do go straight to the core for the most part!
http://i.imgur.com/1er7DqS.jpg
Edited by Orbit Rain, 10 July 2016 - 07:59 AM.
#5
Posted 10 July 2016 - 08:00 AM
xXBagheeraXx, on 09 July 2016 - 07:58 PM, said:
You lie! Even after packing 2xCLRM15s with Artemis, the Mad Dog will have 17 tons of weight left over, after maxing armor. Plenty for ammo + lasers backups.
Edited by El Bandito, 10 July 2016 - 08:02 AM.
#7
Posted 10 July 2016 - 09:28 AM
The Mini-Thug - 2xERPPC, 4xSRM6, 4t ammo, +5DHS, 364 points armor
Essentially A less-punchy splatdog that can still kick at range, works well enough heatwise as long as I focus on the using weapons groups in their ideal ranges.
The Omni-Dog - 2xALRM15, 3xER Md Las, 2x Md Pulse Las, 1x SSRM6, 4t LRM ammo, 1t SSRM ammo, 1xCAP, 2xDHS , 364 points armor
A build that focuses on doing a bit of everything. Works alright, but a bit hot, especially if you don't practice weapon-group discipline. Short on ammo for missile work, but has enough backup that after they're empty you can still work over the opponent with laser firepower. The streak I kept for anti light work, and honestly I've thought of removing it in the past, but it has proven useful to deter the new tiny locusts running around.
The Almost-Prime - 2xERLrgLas, 2xERMedLas, 2xLRM20, 4t LRM ammo, +3 DHS, 364 points armor
I like the stock prime, so I made one that wasn't as heat-burdened and had slightly better armor. This is the one I struggle with the most in the current environment, as it will run out of ammo very quickly if you spam at every radar contact you get. Best on focusing in the 400 meter range at targets you have direct line of sight to. Not ideal in the slightest but I get plenty of nostalgia from the MW2 days.
And a point about all three- I've got the elites doubling my cooling bonuses, so that might be why I'm okay with every build being as hot as it is.
Edited by TheMadTypist, 10 July 2016 - 09:39 AM.
#8
Posted 10 July 2016 - 09:30 AM
El Bandito, on 10 July 2016 - 08:00 AM, said:
You lie! Even after packing 2xCLRM15s with Artemis, the Mad Dog will have 17 tons of weight left over, after maxing armor. Plenty for ammo + lasers backups.
I actually lke to carry ammo and heatsinks sir. Since pubbies dont hold locks. Trust me any LRMS the mad dog does, the Madcat does better. I think the only decent LRM build is the LRM5 spam build which i was trying to avoid just because its so incredibly LAME.
#9
Posted 10 July 2016 - 09:34 AM
xXBagheeraXx, on 10 July 2016 - 09:30 AM, said:
The timberwolf can't get 32% cooldown on two launchers.
#10
Posted 10 July 2016 - 09:40 AM
Also good luck trying to keep 32% cd lrm 15's cold....
#11
Posted 10 July 2016 - 09:43 AM
xXBagheeraXx, on 10 July 2016 - 09:40 AM, said:
Also good luck trying to keep 32% cd lrm 15's cold....
Its a 75 ton mech vs a 60 ton mech.
The maddog can carry comparable firepower for 15 tons less (A thing that matters in CW and group queue), and in most cases it can launch missiles better than the timberwolf because of quirks or 6 launchers, depending on what you're doing.
Not to mention an SRM maddog beats a brawler timberwolf almost every time.
#12
Posted 10 July 2016 - 09:46 AM
xXBagheeraXx, on 09 July 2016 - 07:58 PM, said:
Don't use 15's 10's are much better, and will remain so until P.G.I figure out how to make larger tube launchers missile grouping better.
5 tubes are even better as they are more flexible and don't need Artemis to be good.
I found all builds to be good on the M/dog if used intelligently, its a support close second line or hit and run mech, my favourite was my hybrid streak/lurmboat, tag and sl's. Lights would often think it was a dumb LRM boat, only to get close and get streaked and lasered or my paired Ultra AC10
Edited by Cathy, 10 July 2016 - 09:47 AM.
#13
Posted 10 July 2016 - 09:56 AM
Sader325, on 10 July 2016 - 09:43 AM, said:
Its a 75 ton mech vs a 60 ton mech.
Not to mention an SRM maddog beats a brawler timberwolf almost every time.
Because of cool down quirks ?
Haven't run my SRM TBR or MD's for ages, and I used them differently.
The TBR was pure Sarm6 alpha splat, with sl's backing up
MD I chained SRM2 with a LBX10 for maximum flash and confusion, heat was virtually nuetral. I might have to try MD as a hit and run splat, if the quirks work well with it, not checked
#14
Posted 10 July 2016 - 10:12 AM
Cathy, on 10 July 2016 - 09:56 AM, said:
Because of cool down quirks ?
Haven't run my SRM TBR or MD's for ages, and I used them differently.
The TBR was pure Sarm6 alpha splat, with sl's backing up
MD I chained SRM2 with a LBX10 for maximum flash and confusion, heat was virtually nuetral. I might have to try MD as a hit and run splat, if the quirks work well with it, not checked
SRM 6 maddog doesnt have cooldown quirks.
It beats the timberwolf because it does more damage in a more heat efficient way in a brawl.
#15
Posted 10 July 2016 - 10:30 AM
Finally settled on one with 3 srm6es 1 uac10 and 3 medium lasers, Las one is 2erll 2 lrm10s for simple long range harrasment.
ITs just so dam HOT tho....
#16
Posted 10 July 2016 - 10:43 AM
xXBagheeraXx, on 10 July 2016 - 10:30 AM, said:
Finally settled on one with 3 srm6es 1 uac10 and 3 medium lasers, Las one is 2erll 2 lrm10s for simple long range harrasment.
ITs just so dam HOT tho....
I stream @ www.twitch.tv/Sader325 . Maddogs are my favorite mechs, and I run them a lot. Drop by the stream and I can run my builds for you to show you how I make them work. It's not a easy mech to play correctly, and often people do it wrong.
#17
Posted 10 July 2016 - 10:44 AM
#18
Posted 10 July 2016 - 11:26 AM
2xLRM15+A, 4xMPL
4xSRM6+A, 4xERML
1xUAC/10, 2xSRM6+A, 3xERML
All 3 have enough ammo to feed each weapon appropriately for the whole match, and all run near or above 1.2 heat. All but the LRM mech have netted me 700+damage games this weekend since I bought them on sale, and none are even through basics yet. Even the LRM mech gets me an average of 1 kill (2 KMDD) per match and 350+ damage. I tried the 6xLRM5 version, but I felt it was wasting too much weight for so little benefit on the LRMs. I prefer not to rely on LRM damage. Since switching to the lighter launchers and upgrading to MPLs, my numbers improved with this one, as it can now fight better up close and runs cooler.
The full hybrid build netted my 4 kills, 3 of which were solos, in my last turn out of the garage.
#19
Posted 10 July 2016 - 12:18 PM
xXBagheeraXx, on 09 July 2016 - 07:46 PM, said:
Except...besides my Splat dog...this mech SUCKS...it doesnt have the tonnage to make a good lrm support mech, the Madcat does it much better. with more support weapons, ammo and heatsinks...WITH jumpjets...
so besides a splat Dog what else is there to this mech? I'm at a loss.
My personal favorite is 1x UAC10 and 6x SRM4
#20
Posted 10 July 2016 - 03:47 PM
I have run UAC 10 +lrms, and this works, but MDD's arms are so lightly armoured they don't last long.
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