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Mia: Mdd?


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#1 w0qj

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Posted 23 May 2021 - 05:52 AM

Mission in Action: Mad Dog?

Since the ATM adjustment or nerf April 2021 (aka Weapons Pass #1), have hardly seen anyone use Mad Dog anymore.
Is this so? Why?

#2 martian

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Posted 23 May 2021 - 06:21 AM

View Postw0qj, on 23 May 2021 - 05:52 AM, said:

Mission in Action: Mad Dog?

Since the ATM adjustment or nerf April 2021 (aka Weapons Pass #1), have hardly seen anyone use Mad Dog anymore.
Is this so? Why?


Hey!

I still use my Vulture. The last time I used it was on Solaris about two hours ago. Posted Image

See the screen capture.

Posted Image

I had a good game on Solaris, even though my cherry red CT gave up a few seconds before the end. Posted Image

Posted Image

#3 Papa Varken

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Posted 23 May 2021 - 07:17 AM

View Postw0qj, on 23 May 2021 - 05:52 AM, said:

Mission in Action: Mad Dog?

Since the ATM adjustment or nerf April 2021 (aka Weapons Pass #1), have hardly seen anyone use Mad Dog anymore.
Is this so? Why?


The carrion bird is still strong, just needed a shift in loadout. My last three matches with the Solaris version netted me 750 damage plus in each match using SRM+A, 2 x ERPPC and a couple of small pulse lasers.

However, yes, their popularity does seem to have dwindled.

#4 Leone

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Posted 23 May 2021 - 01:34 PM

I saw plenty last night, including a laser vulture that definitely stood out as not what I was expecting.

~Leone.

#5 FupDup

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Posted 23 May 2021 - 01:37 PM

The Vulture is just an okay mech. Far from the worst, but not particularly exceptional either. As a result, it's not going to be super common since there are equal or better choices available.

#6 w0qj

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Posted 23 May 2021 - 02:01 PM

Finally saw a few today, sporting ATM too...

But definitely rare nowadays...

#7 MechB Kotare

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Posted 23 May 2021 - 02:34 PM

You can still do Splat dog build, using 6x SRM + Artemis ft. what ever back up lasers. I personally use 6x aSrms + 4x cErSl.

Its around 90 alpha. You have to get close though, and cant get prioritized, or you are done. Pretty fragile mech...

Edited by MechB Kotare, 23 May 2021 - 02:35 PM.


#8 Teenage Mutant Ninja Urbie

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Posted 23 May 2021 - 02:51 PM

View PostMechB Kotare, on 23 May 2021 - 02:34 PM, said:

You can still do Splat dog build, using 6x SRM + Artemis ft. what ever back up lasers. I personally use 6x aSrms + 4x cErSl.

Its around 90 alpha. You have to get close though, and cant get prioritized, or you are done. Pretty fragile mech...



but it is SO. MUCH. FUN. Posted Image

also, I don't do lasers on top. 6x asrm6, heatsinks, more ammo. not using lasers lets you twist incoming damage a bit (granted, it's Silhouette isn't the best for it, but it's better than staring), and the extra ammo allows you to fire at everything within range.

now, if that thing had policehorns&lights... Posted Image

Edited by Teenage Mutant Ninja Urbie, 23 May 2021 - 02:52 PM.


#9 Moldur

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Posted 23 May 2021 - 07:30 PM

Never saw it to begin with. A blind man can focus the side torsos, and it's a clan mech so good luck ever getting decent structure quirks.

#10 Wildstreak

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Posted 23 May 2021 - 07:52 PM

Mad Dog not favored due to low slung arm mounts, limited options for torso weapons and easy to hit CT even when it twists, seems only the 2 Heroes are considered worth using, anything else is fun but even on a fun tier list would not rate high.

#11 Hiten Bongz

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Posted 23 May 2021 - 08:09 PM

View PostWildstreak, on 23 May 2021 - 07:52 PM, said:

Mad Dog not favored due to low slung arm mounts


This is a bit of a misconception. The arms aren't particularly low (they're average I would say); it's just that the cockpit is at the very top of the mech, so the weapons seem lower than they actually are.

#12 martian

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Posted 23 May 2021 - 08:44 PM

View PostMechB Kotare, on 23 May 2021 - 02:34 PM, said:

Its around 90 alpha. You have to get close though, and cant get prioritized, or you are done. Pretty fragile mech...

Yeah, this is my usual problem. Taking a short ranged 'Mech - getting Polar Highlands or Alpine Peaks four times in a row. Posted Image


View PostTeenage Mutant Ninja Urbie, on 23 May 2021 - 02:51 PM, said:

now, if that thing had policehorns&lights... Posted Image

Go to this section Feature Suggestions and ask PGI to create such bolt-on.

After all, they can use the set from the "K-9". Posted Image


View PostMoldur, on 23 May 2021 - 07:30 PM, said:

Never saw it to begin with. A blind man can focus the side torsos, and it's a clan mech so good luck ever getting decent structure quirks.

When piloting the Vulture, you should never be the first 'Mech the enemy team sees.


View PostHiten Bongz, on 23 May 2021 - 08:09 PM, said:

This is a bit of a misconception. The arms aren't particularly low (they're average I would say); it's just that the cockpit is at the very top of the mech, so the weapons seem lower than they actually are.

I agree.

#13 FupDup

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Posted 24 May 2021 - 02:59 AM

View PostMoldur, on 23 May 2021 - 07:30 PM, said:

Never saw it to begin with. A blind man can focus the side torsos, and it's a clan mech so good luck ever getting decent structure quirks.

Actually, the variants with 0-1 hardpoints in the ST's get fairly good armor quirks. This mech actually compensates you for giving up hardpoints.

#14 Teenage Mutant Ninja Urbie

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Posted 24 May 2021 - 04:26 AM

View PostWildstreak, on 23 May 2021 - 07:52 PM, said:

Mad Dog not favored due to low slung arm mounts, limited options for torso weapons and easy to hit CT even when it twists, seems only the 2 Heroes are considered worth using, anything else is fun but even on a fun tier list would not rate high.


contrary, I'd say you don't need the 2 heroes.

atm-maddog does FINE, the 6xsrm6 is(or can be) a staple of a good push deck for FW and also does very fine in QP (you gotta pick your fights well, but then it performs). and I'm not comfortable saying that, but the lrmdog does good, too - if piloted accordingly (not gonna open that can of worms).

#15 MechB Kotare

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Posted 24 May 2021 - 06:49 AM

View PostTeenage Mutant Ninja Urbie, on 23 May 2021 - 02:51 PM, said:



but it is SO. MUCH. FUN. Posted Image

also, I don't do lasers on top. 6x asrm6, heatsinks, more ammo. not using lasers lets you twist incoming damage a bit (granted, it's Silhouette isn't the best for it, but it's better than staring), and the extra ammo allows you to fire at everything within range.

now, if that thing had policehorns&lights... Posted Image


Yeah i know, support weapons in arms are more of a cosmetic/nostalgic thing for me. :)

#16 Wildstreak

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Posted 24 May 2021 - 11:15 AM

View PostHiten Bongz, on 23 May 2021 - 08:09 PM, said:


This is a bit of a misconception. The arms aren't particularly low (they're average I would say); it's just that the cockpit is at the very top of the mech, so the weapons seem lower than they actually are.

Not Executioner level low but still low enough to matter and not clear some areas.

On my one and only Mad Dog I have only used 2 builds successfully.
All lasers. Always stay mid range from enemy locations.
Laser + Missiles. EVen with Missiles for burst damage when going over certain terrain, need lasers and refuse to run those, "**** the GH," builds.

#17 w0qj

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Posted 06 July 2021 - 05:39 AM

Definitely seeing a lot less of Mad Dog MDD mechs...

1) MDD chassis definitely used much less nowadays...

2) With the ATM nerf, MDD not quite as useful as it was... (personally I feel MDD + LRM still works)

#18 Captain Caveman DE

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Posted 06 July 2021 - 06:33 AM

View Postw0qj, on 06 July 2021 - 05:39 AM, said:

Definitely seeing a lot less of Mad Dog MDD mechs...

1) MDD chassis definitely used much less nowadays...

2) With the ATM nerf, MDD not quite as useful as it was... (personally I feel MDD + LRM still works)


yup. ofc the lurms still work. in fact, for QP it is an excellent lurmer, as it gets out the missiles quickly with quirks, has good speed to reposition and doesn't "take away" too much tonnage for what it does.

agree on the atm-"hit".

srm-splat is way too situational to perform in QP consistently - but that's a playerbase problem; neither the mech nor the weapons are to blame.
it rocks your socks in FW with the right crowd, and it's just a sad, sad mech in QP with the usual passive crowd there.

#19 Gagis

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Posted 06 July 2021 - 06:56 AM

brawl and laser vomit mad dogs are still good, although a bit too fragile to catch my interest.

LRM and ATM MDD were not good. The mech doesn't have the hardpoints or tonnage to boat them hard enough. You may see them occasionally played by new players or for the sake of nostalgic love for the chassis, but they were never worth it. If you saw them often, that was an anomaly.

#20 Captain Caveman DE

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Posted 06 July 2021 - 07:02 AM

View PostGagis, on 06 July 2021 - 06:56 AM, said:

brawl and laser vomit mad dogs are still good, although a bit too fragile to catch my interest.

LRM and ATM MDD were not good. The mech doesn't have the hardpoints or tonnage to boat them hard enough. You may see them occasionally played by new players or for the sake of nostalgic love for the chassis, but they were never worth it. If you saw them often, that was an anomaly.


it's 2x 20 (or 12 if you go the now-meh-atm-route) with a hefty cooldown quirk. mine do their 600-800 consistently, with often going out of ammo at ~1400-1500.
now, is it the best mech out there for atms or lurms? no. does it still good with it, if used actively? hellyeah.





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