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Mad Dog Atm Build


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#1 Feezou

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Posted 08 February 2018 - 08:22 AM

http://mwo.smurfy-ne...7088e80df8c48ba

I tried to take advantage of the MDD-A’s 6 missile hardpoints. I tend to chainfire a lot. Unlike traditional 24 ATM builds, I used a 30 one instead. It could use more ammunition, but I think it is enough. I noticed heat management is good, as long as I don't fire the lasers. Even though ER-Meds fit the range bracket, I tend to only use the Heavy Mediums to finish off a target, or when a target is in less that 120m and I can't reposition well. Anyone have any suggestions on how I could tweak the build? I tend to rely on my own locks, so I wouldn't want to strip armor. I could use more ammo, and better heat dissipation. What would be a good compromise on the build?

#2 Zh0u

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Posted 08 February 2018 - 09:43 AM

I personally use the MDD-H with ATM12 x 2 and HML x 3 with a Light Tag. I like the quirks on the MDD-H, but I generally feel MDD-A is better boating streaks or SRMs.

I probably would remove the ATM3s to bring more ammo and 1 more HML, using the MDD-H right arm, put 3x HML on 1 arm (easier to track), and light tag on the other arm. But you will lose the set of 8 quirks which is still fine I guess.

#3 Feezou

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Posted 08 February 2018 - 10:09 AM

View PostZh0u, on 08 February 2018 - 09:43 AM, said:

I personally use the MDD-H with ATM12 x 2 and HML x 3 with a Light Tag. I like the quirks on the MDD-H, but I generally feel MDD-A is better boating streaks or SRMs.

I probably would remove the ATM3s to bring more ammo and 1 more HML, using the MDD-H right arm, put 3x HML on 1 arm (easier to track), and light tag on the other arm. But you will lose the set of 8 quirks which is still fine I guess.


True, the quirks such as increased velocity would help against AMS. I might as well make those changes. Traditionally, I run a 6 ASRM 6 on the Mad Dog, but I don’t want to buy another variant.

#4 Spare Parts Bin

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Posted 08 February 2018 - 08:01 PM

I love ATMs when they are between 127-275 meters but they are hard to use. I mix Clan SRM-4 or 6s with ATM 6 or 9s. Don't hate me because I mix weapons, hate me because I am beautiful(LOL!!!!).

#5 justcallme A S H

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Posted 10 February 2018 - 02:37 AM

Smaller launchers just aren't efficient, hence people don't use them really.

Anyway don't chain fire, it's a bad habit to get into and means you spend too much time facing enemies

#6 Feezou

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Posted 12 February 2018 - 08:03 AM

View PostSpare Parts Bin, on 08 February 2018 - 08:01 PM, said:

I love ATMs when they are between 127-275 meters but they are hard to use. I mix Clan SRM-4 or 6s with ATM 6 or 9s. Don't hate me because I mix weapons, hate me because I am beautiful(LOL!!!!).


I ended up getting 1.4k damage by firing over hills on mining collective.

#7 Spare Parts Bin

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Posted 12 February 2018 - 08:14 AM

View Postjustcallme A S H, on 10 February 2018 - 02:37 AM, said:

Smaller launchers just aren't efficient, hence people don't use them really.

Anyway don't chain fire, it's a bad habit to get into and means you spend too much time facing enemies

View PostFeezou, on 12 February 2018 - 08:03 AM, said:


I ended up getting 1.4k damage by firing over hills on mining collective.

View PostSpare Parts Bin, on 08 February 2018 - 08:01 PM, said:

I love ATMs when they are between 127-275 meters but they are hard to use. I mix Clan SRM-4 or 6s with ATM 6 or 9s. Don't hate me because I mix weapons, hate me because I am beautiful(LOL!!!!).


1400 damage is great the most damage I ever got with LURMs was 500-900.

#8 nehebkau

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Posted 12 February 2018 - 07:00 PM

View PostFeezou, on 08 February 2018 - 08:22 AM, said:

http://mwo.smurfy-ne...7088e80df8c48ba

I tried to take advantage of the MDD-A’s 6 missile hardpoints. I tend to chainfire a lot. Unlike traditional 24 ATM builds, I used a 30 one instead. It could use more ammunition, but I think it is enough. I noticed heat management is good, as long as I don't fire the lasers. Even though ER-Meds fit the range bracket, I tend to only use the Heavy Mediums to finish off a target, or when a target is in less that 120m and I can't reposition well. Anyone have any suggestions on how I could tweak the build? I tend to rely on my own locks, so I wouldn't want to strip armor. I could use more ammo, and better heat dissipation. What would be a good compromise on the build?


here is your problem. If you are using a missile boat and you come up to any competent player they are going to close the distance to you as quick as they can. That means that you may not have time to cycle through your missiles. It also means that your arm weapons need to have enough DPS to finish off an enemy that is closing with low enough heat to not shut you down. Unless you are excellent at aiming, the burn time of the HML and its associated heat makes it problematic. I would suggest going for a Medium pulse or ERMLs. When you get better, you can go back to HML.
In regard to the ATM, First, NEVER fire down on an enemy with an ATM if you can help. The way the missiles fly makes them spread more damage when you are shooting down on an enemy. ATMs wreck CT and legs if you are on the SAME level as the target you are fighting. Likewise you are going to want to fire, hit and torso turn your mech to spread out any incoming damage so you are not going to want a huge chain of weapons fire to go through. I would suggest going with 2 ATM 12s and maybe use the maddog b arms to get 4 erml and 1 tag. Add a clan active probe and a targeting comp and ammo and you should be effective.
Remember, fire and move and also remember just because you have the hard points you don't need to use them -- many times its better not to use them.





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