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Mad Dog Builds


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#21 GreenHell

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Posted 10 July 2016 - 04:19 PM

I call it "The Tripple Threat"

http://mwo.smurfy-ne...7bb1f61226dba0f

Mostly I call it that because it has 3 of 3 different weapons. This was my idea for getting around the silly 3 or 4 launcher ghost heat problem. Simply combine both, with backup lasers. 72 point alphas are nice, but hot. The real meat is the constant LRM-5 CT Drill with added thump from the massive Streak-18 hits. I've considered using SSRM4's, but haven't messed with it yet.

P.S. - For those of you saying you don't need Artemis, it's not about the spread. It's the lock-on time. If you are getting your own locks (as you should) you will see a huge reduction in the time it takes to lock-on with Artemis vs. without. Getting those missiles out faster should be a top priority, and faster locks facilitates that. The reduced spread is just an added bonus.

#22 MauttyKoray

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Posted 10 July 2016 - 05:59 PM

View PostTeam Chevy86, on 09 July 2016 - 07:56 PM, said:

No tonnage?? Clan LRM's weigh almost nothing compared to IS. Slap x6 lrm5 or x6 lrm10 and go to town. You should have lots of room for back up weapons on the lrm5 build.
Brawler srm only builds generally suck on the MDD because the torsos are so easy to remove.

****, slap in 4x15 and go to town.

#23 Malachy Karrde

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Posted 10 July 2016 - 08:00 PM

Mad dogs are not good brawlers. That said here is my favorite build: 6x Lrm 5 plus Artemis, 5 er small lasers, and the rest ammo. It does really well if you treat those lrm as streaks.

#24 jjm1

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Posted 10 July 2016 - 08:40 PM

I ran the PRIME as soon as I won it with 2x SRM-6 w/Artemis, AMS and 4 MPLs. I find that big alphas are usually counter productive to just playing carefully with what you have.

SRMs on PRIME torsos are quirked with 20% cooldown and 20% velocity which is IS levels of quirkness and actually makes them half decent.

Running 6 SRMs -or even 4 with one PRIME side torso- I found myself struggling more because you have to be on the front line with what is really a hit and run mech. You will probably get shot to bits in milliseconds if you find yourself in a brawl with mechs that can take more than a few of your SRMs alphas.

So despite the unquirked, low slung laser mounts. They are still your best bet for getting big damage numbers.

I also ran the 'C' near stock. That is enjoyable, but flawed by ammo requirements. Its better if you swap out the right arm and put on 3 MPLs with one gauss.

Edited by jjm1, 10 July 2016 - 08:44 PM.


#25 kesmai

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Posted 10 July 2016 - 11:07 PM

May I propose to not use Artemis with clan lurms?
Also you.may refrain from using anything else but lrm15's (for.lurming 4 seem the sweet spot. :-)).

Let it rain.

#26 Malcolm Vordermark

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Posted 10 July 2016 - 11:19 PM

Pretty much just focus on missiles.

6 x SRM6 + Artemis
6 x Streak 6
6 x LRM5 + other stuff

Those seem the obvious choices. You can make other stuff work, but really if you have other clan heavies you already have a better option for laser and ballistic builds.

#27 Lily from animove

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Posted 10 July 2016 - 11:29 PM

wat? MDD is great,

you can make it laservomit, but sure its a bit hotter than a timby, 6lrm 5 are also nicely working. I really love my mad dogs. And hey are looking great.

#28 Tarogato

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Posted 11 July 2016 - 01:42 AM

Three builds I've been using have actually been working pretty well...

4x SRM6A + 5x cSPL (probably the best loadout for the chassis, honestly)

4x SRM4 + LB-20

Gauss + 2x cERPPC (it's like a less forgiving Timberwolf, so good training.)

#29 Alistair Winter

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Posted 11 July 2016 - 03:00 AM

I like 2cUAC5 and 4xSRM6. The amount of noise and screenshake seems to have an adverse effect on opponents.

#30 Magnumaniac

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Posted 11 July 2016 - 05:09 AM

Don't dismiss Artemis with LRM5's so quickly - the boost to lock-on time and tracking it gives is invaluable if you are playing line-of-sight LRMs (which you shoud be). Combined with Active Probe you can get locks very quickly and get those missiles on their way to targets much faster.

#31 El Bandito

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Posted 11 July 2016 - 05:48 AM

Best I could do. I believe no one else has this particular build in this thread. Chose the MDD-C CT cause of the 60% accel/decel.

MDD-C Shoot n Scoot.

Mostly pick off the enemy from mid range, and the 32% quirked ASRM6s on the Prime STs will be your main weapon should someone closes in.

Edited by El Bandito, 11 July 2016 - 10:50 PM.


#32 Paigan

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Posted 11 July 2016 - 06:19 AM

View PostxXBagheeraXx, on 09 July 2016 - 07:46 PM, said:

Got the freebie, and grinded a metric ton of cbills during the event, so was able to buy 2 more....

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.

6xLRM-5 with chain fire (constant missile rain, something the TBR cannot do).
Hilarious Posted Image.
And surprisingly good, given the right terrain and usage.

#33 Revis Volek

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Posted 11 July 2016 - 06:42 AM

View PostxXBagheeraXx, on 09 July 2016 - 07:46 PM, said:

Got the freebie, and grinded a metric ton of cbills during the event, so was able to buy 2 more....

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.


6x LRM 5, 2x ER LL and TAG

2x LRM 15 w/ art and Sm pulse lasers

Splat dog is great, Streak Dog for maximum lolcaust carnage.



There is plently of tonnage, get out of here with dat noise!

Edited by Revis Volek, 11 July 2016 - 06:45 AM.


#34 0bsidion

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Posted 11 July 2016 - 06:58 AM

View PostSader325, on 10 July 2016 - 08:27 AM, said:


This build is very similar to my favorite MDD build, except I only have Artemis on one of them and all of them are packing some form of AC/20.

The key to the MDD is in it's IS designation, the Vulture. That build, in particular, use it as a stand off mech until LRMs run out and move in to finish off wounded mechs. That's how I play it anyway and it works for me, although I've seen some players pull off the SplatDog pretty well.

I've tried the dual UAC5s before but the arms are so far apart it doesn't have very good convergence, especially close up. I find the asymmetrical ballistics builds tend to work better on the MDD. That's just me though.

#35 Pariah Devalis

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Posted 11 July 2016 - 07:26 AM

I used to run something like this before:

http://mwo.smurfy-ne...a03dc90091f45bc

Weapon group heavy, but hilarious because it is armed well enough to be a capable threat even under 180 meters. Nevermind that Clan LRM do still deal appreciable damage at 150 meters or so. Ideally, though, you burn through your LRMs throughout the game, then go offensive about halfway through and take the fight to them. You have proper guns, so there's no good reason not to join the fight. You're certainly not helpless, and if you can get a mech in your sights that is within the range for all your weapons? God help them.

#36 Hit the Deck

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Posted 11 July 2016 - 07:42 AM

I too, picked the event prize Mad Dog. Found out that it works well when configured like a vulture - the IS callsign/nickname, which is basically 6x Streak SRM6s. It plays like the scavenging bird of prey because you only hunt those who are wounded or dying. Juicy little 'Mechs are also your natural preys. BTW the arm hardpoints are rather low in relation to the cockpit which make me hit dirt sometimes (sucks).

It is an infamous "skill" build but works rather well in QP. Bonus point for matching the Vulture image.

#37 Kalleballe

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Posted 11 July 2016 - 03:09 PM

My favourite.

Posted Image

#38 crashlogic

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Posted 11 July 2016 - 05:51 PM

View PostMagnumaniac, on 11 July 2016 - 05:09 AM, said:

Don't dismiss Artemis with LRM5's so quickly - the boost to lock-on time and tracking it gives is invaluable if you are playing line-of-sight LRMs (which you shoud be). Combined with Active Probe you can get locks very quickly and get those missiles on their way to targets much faster.

Yes the target aquistion is faster, but I find 4erl lasers to be a better back up than the small lasers necessitated by artemis, The extra bit of range is helpful. I run about ten tons of ammo and won't compromise that. And the CAP increases my lock time. I take adv. target decay because a bigger issue for me is keeping locks rather than getting them. Your point is a good one, but having played a lot of games in a MDD, the trade off is minimal and well worth it.
Another option I run is 6 x cssrm4s or 5 x cssrm6's. The cssrms6's are a bit hotter, but its good to watch lights evaporate. As always however, the MDD is a bit frail as a brawler-staying in motion is key.

#39 kf envy

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Posted 11 July 2016 - 06:22 PM

View PostxXBagheeraXx, on 09 July 2016 - 07:46 PM, said:

Got the freebie, and grinded a metric ton of cbills during the event, so was able to buy 2 more....

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.

hear an build for you OP left and right torso A pods, right arm prime pod, left arm C pod then load 5 LRM5 with 6 tons LRM ammo 2 ERML and 1 UAC5 with 3 tons UAC5 ammo and a targeting comp MK2.

the key is to chain fire the LRM5 so its non stop LRM rain an you fallow it up with UAC5 "aim at the pilot they tend to panic when they see UAC round going boom in there face" an the lasers our there if "a big IF" you run out of LRMs an UAC





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