Jump to content

Mad Dog Builds?


10 replies to this topic

#1 Urist Axebeard

    Rookie

  • Overlord
  • Overlord
  • 2 posts

Posted 22 September 2017 - 01:57 PM

So I have the three MDD variants (A, B, and Prime(I)) that came with the clan invasion bundle, but I haven't the foggiest what to really do with them. Does anyone have any builds they can suggest? My A and B are stripped at the moment and my Prime(I) is sitting on 2xcLRM20 2xcLPL 2xcMPL with two tons of LRM ammo and the 8/8 omnipod bonus.

#2 VonBruinwald

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Undisputed
  • The Undisputed
  • 3,460 posts
  • LocationRandis IV

Posted 22 September 2017 - 03:48 PM

Heavy Lasers and a max TC make my MDD-B a beast. You just have to control those itchy trigger fingers.

Edit: ProTip: Swap the side torsos to the C variant for that extra armour.

Edited by VonBruinwald, 22 September 2017 - 03:52 PM.


#3 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,679 posts
  • LocationSeraphim HQ: Asuncion

Posted 22 September 2017 - 04:10 PM

View Postwolf mcwolf, on 22 September 2017 - 01:57 PM, said:

So I have the three MDD variants (A, B, and Prime(I)) that came with the clan invasion bundle, but I haven't the foggiest what to really do with them. Does anyone have any builds they can suggest? My A and B are stripped at the moment and my Prime(I) is sitting on 2xcLRM20 2xcLPL 2xcMPL with two tons of LRM ammo and the 8/8 omnipod bonus.


Don't know what you like to play. Without that information, it's hard to recommend builds for you to use.

However, I can recommend a two LRM20 and four ERML build. It works well if you like a bit of a front line bombardment/support mech. The key is to be moving with your team and shooting with your LRMs while you get into position for your ERMLs.

Besides that, I've seen a six SRM6 build work well (though not for me). It's a reasonable brawler build, if that is what you are looking for. Could probably even get a dual UAC10 build going if you worked on it. Lots of options if you desire.


So, my question to you would be, what are you expecting to get out of the mech? What is your play style, if you have even found it yet?

#4 Exilyth

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 2,100 posts
  • LocationTerra

Posted 23 September 2017 - 02:25 AM

Can't go wrong with 4x ER-ML + any missile combination.

#5 Shade4x

    Member

  • PipPipPipPipPip
  • Bridesmaid
  • 190 posts

Posted 10 October 2017 - 06:51 AM

The closest to the original loadout that is functional is 2 LRM 15's, 2 ER Large and 2 Heavy Med's with 5 tons of ammo and heat sinks.

The best Brawler version is 6 SRM - 4's, 5 ER Med Lasers

the best hybrid is 4 ER Med, 1 tag, 6 LRM - 5's (with one button on chain fire for {LT-MOB-25} pit jiggle and one for mass fire)

However with new tech, running a 5 ER Med laser, 2x ATM 12 build you can play a pretty good mid ranged brawler.

The other thing is it's very easy to just go 5 ER LL and be done with it.

The problem with the frame is that it's fragile. even the brawler builds are more about flanking and backstabbing then actually going toe to toe. Your the smallest and weakest heavy, so you kinda gotta treat it like a medium with a huge loadout. The one thing it has in spades is aggresive LRMing (where you don't just sit behind a hill, but charge with your lance while LRMing. It's a support mech, so build it to protect the assults or provide support fire for the mediums. It also makes a wicked bodyguard with 6 SSRM's and small pulse lasers. Also it's bonus's are meh compared to what you get with the extra hard points IMHO.

#6 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,679 posts
  • LocationSeraphim HQ: Asuncion

Posted 10 October 2017 - 09:33 AM

View PostShade4x, on 10 October 2017 - 06:51 AM, said:

The closest to the original loadout that is functional is 2 LRM 15's, 2 ER Large and 2 Heavy Med's with 5 tons of ammo and heat sinks.

The best Brawler version is 6 SRM - 4's, 5 ER Med Lasers

the best hybrid is 4 ER Med, 1 tag, 6 LRM - 5's (with one button on chain fire for {LT-MOB-25} pit jiggle and one for mass fire)

However with new tech, running a 5 ER Med laser, 2x ATM 12 build you can play a pretty good mid ranged brawler.

The other thing is it's very easy to just go 5 ER LL and be done with it.


Before I go any farther, I want to mention now that if these builds work for you than by all means keep using them. But as far as builds for the Mad Dog, I've seen ones that work better that can hit harder and run cooler.



For your first build, I don't see your build as being "closest to the original and still functional". I believe two LPLs and two LRM15s would be closer to that goal, or the proposed two LRM20s and four ERML build (which still fills in the intended role of the stock loadout within this game). With your build, the LRM15s are a nice and solid amount of LRM support.

The two ERLLs have good range, but is hindered by rather low mounts. Then you tossed in two HMLs, which is what throws a lot of this off. Your build has a bit too much divide, and will run hot at nearly any range besides "indirect". It does avoid Ghost Heat though. If you don't mind it as hot as I believe your build would be, why not do two HLLs and two ERMLs? The energy weapons share a very similar range bracket and have a 50 damage alpha punch. At the 500 or closer recommended range engagement for the direct fire weapons, your lower mounts should have less of an impact, and you can still indirect. (Spec your skills for cool run...)


Six SRM4s and five ERMLs sounds far too toasty, not to mention Ghost Heat. What about 4 SRM4s instead? Use the extra tonnage gained for some heat sinks. I just can't imagine that build being able to shoot more, leading it to want to engage more at mid range. Overheating in a brawl, unless it's a killing blow to the threat, is a bad thing. If you have good heat control though, I could see your build working, but you are talking about shooting your SRMs in batches of 3-4.


Your six LRM5 build can be solid, but I'd recommend one rarely to almost never alpha the LRMs off at once. LRM5s have a ghost hate I believe to be around three launchers. This build is better as a harasser, were you can get and keep a lock and chain fire those LRMs onto a target non-stop. I've seen it work well with and without TAG, though I personally prefer the single punch effect of two LRM20s instead. This is a preference thing.


Your ATM build looks solid. I personally haven't had much luck with ATMs, but I've seen them used to good effect.


Your five ERLL build...? Seems way too hot, has a huge ghost heat potential (they provide ghost heat after 2 are fired), so you are looking at low weapon mounts with long range weapons that want to chain fire in groups of two lasers per 0.5 seconds spacing (from moment of shooting, not when the beam is done FYI)... It looks way too toasty for most players to use and has low alpha damage potential. Personally, I'd rather see two HLLs and three ERMLs or something similar (57 alpha with no ghost heat), or maybe even 5-6 ERML or MPLs even (a little light for a heavy). I have a triple ERLL Adder, and it's pushed to operate, and that's with every weapon at or above cockpit height. I can't imagine a Mad Dog pulling five such lasers with low mounts performing much better...


I'll mention again, if it works for your I'm not knocking your build. I wont tell people what to use or not, as I encourage experimentation. I just feel, as an overall suggestion, that the builds you presented could probably use some more refinement for average player use. I wouldn't blame them for trying your builds though if they wanted.

#7 Audacious Aubergine

    Member

  • PipPipPipPipPipPipPipPip
  • The Death Wish
  • The Death Wish
  • 1,035 posts

Posted 10 October 2017 - 10:23 PM

I'm considering putting 2x ATM12 on the -Prime with some lasers in the arms for covering that minimum range. I'm thinking 4x cSPL, maybe something you can try?

#8 Phelan Boots

    Member

  • Pip
  • The Wolf
  • The Wolf
  • 14 posts

Posted 15 October 2017 - 07:01 PM

I've been running the Prime with a B-Right Arm. It runs 2x ATM12s, 4x cHSL, 1x Light TAG, a Clan Active Probe, and a cDHS in each leg. The rest of the tonnage is filled with armor, and this thing is a monster. The key is not to shoot the ATMs unless you can get in TAG range. With high mounted missile racks, I use dips in terrain to brutalize enemies from behind cover. The 20% Missile Cooldown quirk keeps the ATMs streaming. Just take turns wide to keep enemies out of your minimum range. If something gets real close though, you have the small heavies to fend them off.

#9 krevLL

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 100 posts
  • LocationPolar Highlands - wait, no, Canada.

Posted 21 October 2017 - 07:22 AM

View PostVonBruinwald, on 22 September 2017 - 03:48 PM, said:

Edit: ProTip: Swap the side torsos to the C variant for that extra armour.


This. If you're rolling in a laservomit or ballistic build take the C Torsos. I went a bit far gone with survival skills but now my 6xMPL Mad Dog has 91 Side Torso armor, and 90 on the CT. You know how weird it feels to tank in a Mad Dog!?

Also, of late I've gone to using 6 lasers or a UAC10 +4 SRM6+AIV. No ghost heat, Side Torso profile is slightly smaller.

The last build I currently run (I own 4 MDDs for reasons) is 2xATM9, 2xATM6, 6xERSL. Only has tonnage for 6 tons of ATM Ammo +1DHS so you need to make them count, but when you're under 400m with a decent line of sight you can rain hurt down like a superdakka Kodiak.

Edited by krevLL, 21 October 2017 - 07:32 AM.


#10 Exilyth

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 2,100 posts
  • LocationTerra

Posted 17 February 2018 - 06:48 AM

Does anyone have some recommendations for the MDD-C (ballistics variant)?

Tried 2x LBX20 - it was nice, but the range leaves much to be desired and I found my armour to be rather low for getting up close.
Tried 2x LBX10 - it was better ranged but the dps leaved much to be desired
Tried 2x UAC20 - it was too hot and jammy for my taste

Have not tried 2x AC20 yet, but I guess that it will be like the LBX but requiring more accuracy.

I'm currently back to 2x Gauss.

The MDD is just better with missiles, quiaff?

#11 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,679 posts
  • LocationSeraphim HQ: Asuncion

Posted 17 February 2018 - 09:37 AM

View PostExilyth, on 17 February 2018 - 06:48 AM, said:

Does anyone have some recommendations for the MDD-C (ballistics variant)?


I don't have that specific variant, but my brother does. He likes it with UAC2s and a mix of LRMs and SRMs. Of course, one could do just SRMs or LRMs instead of a mix. If you do SRMs, it's a multi-range build where you can SRM up close and then crit seek with the UAC2s (they could also be LBx2s for better crit, seen as UAC2s actually had crit buffs removed).

If you are looking for a heavier ballistic, you start really having to commit to it as those side torsos don't exactly have any energy options. It's harder to mix ballistics and missiles due to weight limits... but not impossible.

PS: You could also use ATMs easily enough, but weight really starts to become an issue...





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users