Casual MDD-H 'Rain of Fire' (2xATM12, 3xHML, 1xcTAG, cAP)
5/5,

2 ratings

Thread in 'Mad Dog Omni Builds' started by Aylek, Aug 16, 2017.

  1. Aylek

    Aylek Administrator Staff Member

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  2. Excalibaard

    Excalibaard 101 010 Staff Member

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    Absurd. I'll have to get this MDD. I love the distinction between the HML and TAG arm as well.
     
    Aylek likes this.
  3. How is the heat with the missile cooldown quirks?
    I tend to run a lot more cooling skills.
     
  4. Aylek

    Aylek Administrator Staff Member

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    Although having more than 24k GSP lying around I tend to level new mechs the classic way, at least partially. Therefore I can't give you a comprehensive answer yet. After some matches I found ammo to be a bit short, so I switched to HSL instead of the HML in favor of additional ammo.

     
  5. Excalibaard

    Excalibaard 101 010 Staff Member

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    Ammo is short, yes. <20 salvos, with 30% Missile cooldown quirks. I'd try to get around 35-40 salvo's (25/0.7=35.7, and I try to equip 25 salvo's on mechs without CD quirks). Using missile rack skills, and probably by going down to a 12 and a 9 (or 2xATM9). This build has 36 salvo's with missile rack.

     
  6. Shock

    Shock Patron of the Underdog Staff Member

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    On my ATM9x3 Mad Dog, I bring 800 missiles and have managed to run out. With that cooldown boost, I would expect that ATM12x2 would need similar ammo levels
     
  7. I find that ATM ammo count is very dependent on Range Discipline. If you wait until you can see the whites of their eyes 800 missiles is 2,400 damage.

    If you are firing at 550+ you are going to burn through ammo fast and have a much lower hit percentage.
     
  8. Aylek

    Aylek Administrator Staff Member

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    [​IMG]

    Seems as if there are slight problems applying targeted damage and securing kills... :D
     
  9. Excalibaard

    Excalibaard 101 010 Staff Member

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    I moved the tag to the left arm, removing 1 HML. Removed tonnage from my RA and that way mounted plenty of ammo for dual ATM12, while keeping the range and improving the heat profile!

    I have a recording where I played this during community drops in Baradul's stream. 1100 damage without strikes, just because I could fire down a hill with TAG assistance. I'll try to find the time mark.
     
    Last edited: Sep 8, 2017
    Valistan likes this.
  10. Ragnahawk

    Ragnahawk Well-Known Member

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    This explains why my locust vaporized to a maddog.
     
  11. CabooseR

    CabooseR New Member

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    This build is amazing. I've consistently topped 1k damage with my highest at 1226. Probably 6 of my first 20 games were over 1k with another 10 or so between 600-800. ATMs are amazing.
     
    Aylek likes this.
  12. Valistan

    Valistan New Member

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    5/5,
    Very Good build. My result is here
     
  13. TheOddball

    TheOddball New Member

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    5/5,
    Good build. Bought the MDD-H specifically to try this.
     
    Aylek likes this.
  14. IronEleven

    IronEleven Active Member

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    Made room for an extra ton of ammo downgrading the TAG and reducing armor on the associated arm, It breaks off pretty quickly but to me it beats sacrificing firepower.
     
    Last edited: Apr 6, 2018
  15. Falconium

    Falconium Administrator Staff Member

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    I generally use a Light Tag with my ATMs as well. Because the range coincides so well with the ATM mid-damage range, it makes for a nice fit. You don't want to remove ECM on targets beyond 500 meters anyway, it'd be a waste of ammo to fire on them. ;)

    You can put another 10 points of armor on that right arm by dropping 10 from the head. I know it's generally considered bad form to reduce head armor that much, but the Maddog head is almost impossible to hit, even by accident. Worth the risk in my opinion, to keep the tag arm.
     
    IronEleven likes this.
  16. IronEleven

    IronEleven Active Member

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    Honestly not sure why I overlooked the head, it's usually one of the first things I strip for spare tonnage.
     
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