MDD-A "Not the hero we need right now" (4x cERML, 6x cSSRM4, cAP)

Thread in 'Mad Dog Omni Builds' started by Saux, Sep 23, 2014.

  1. Saux

    Saux New Member

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    But the hero we deserve?
    "updated"


    +ammo +armor -1dhs


    Or this, not sure if this is anymore efficient though :mellow:

     
    Last edited by a moderator: Oct 3, 2014
  2. schnaetz

    schnaetz Benefactor

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    Just lower your armor a bit and exchange 50 ammo (2 volleys) for a cAP +1 DHS.



    I would never run this without cAP or cTAG. The huge cooldown on cSSRMs already lowers your effective time on a target...ECM on any enemy mech in range will nullify your main weapons.
     
    Last edited by a moderator: Oct 3, 2014
  3. I_AM_ZHOUL!!!

    I_AM_ZHOUL!!! Well-Known Member

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    Moving the SSRMs down to 2s and upping the ERMLs to MPLs. With a SSRM 2 Cooldown 5 module & Fast Fire gives the streaks a continuous chainfire effect with .089 seconds to spare.
     
    Last edited by a moderator: Oct 3, 2014
  4. schnaetz

    schnaetz Benefactor

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    I'd still go with MLas, just for the way way better heat management:

     
    Last edited by a moderator: Oct 3, 2014
  5. I_AM_ZHOUL!!!

    I_AM_ZHOUL!!! Well-Known Member

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    That heat management number is misleading... it's a stuffed bra equivalent. Since the whole point is to chainfire the 6 2s the heat curve will be lower than how its being projected to go since that is if all 6 are fired at once. I'm gonna run this when I get home but I feel that it should run pretty cool, but the real test which I doubt anyone is testing at yet is once they are elited. Using basic mechs is not an accurate judgement of a builds potential.
     
  6. schnaetz

    schnaetz Benefactor

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    You are right about the misleading heat, but I don't see a real use of 5 cMPLas while you chainfire the cSSRMs with 18DHS.
    If you look at the heat via the "Weaponlab" function of smurfy you can see, that you have a standard heat statistic while not firing streaks at all. In my experience this means you will also chainfire the MPLas almost all the time while in serious combat. When you enter combat and start the streak-chainfire, there will be no alpha without overheating, at maximum 1 shot of all your MPLas (and only chainfire afterwards).
    For me MLas just seem more consistent (range, heat, weight) for this build, but I will test that.
     
  7. I_AM_ZHOUL!!!

    I_AM_ZHOUL!!! Well-Known Member

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    You could be right.... I probably won't play this til I at least get the basics done (end of tonight) cause LRM xp farming is so much easier and this mech handles like a brick so far. I find it clunkyer than my spelling of clunkyer... I just love cMPLs so I might be partial.

    Edit: I know about the sliders but they dont work very well (or at all really) on my phone & when I'm home I dont go on smurfys since I'm killing mechs.



    or



    A different take on it... making it a true knife fighter with the single ERLL to have a little bit of range so you can feel useful until you get in close to make them die.
     
    Last edited by a moderator: Oct 3, 2014
  8. KJack

    KJack New Member

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    I have been playing this build non-stop. It's a vicious fighter.

    Today I did make one amendment:


    Using the 'B' right arm, I moved 3 lasers there and dropped the fourth, adding another DHS in its place. This allows you to peek around corners with more firepower, and limited exposure. I find the heat of three cERML to be very manageable. That fourth turned out to be unnecessary.

    Just had this match:

    [​IMG]

    I've never even done 1k damage before. I may have found my new favorite mech.^_^
     
    Last edited by a moderator: Oct 3, 2014
    S Morgenstern likes this.
  9. schnaetz

    schnaetz Benefactor

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    You can always make that trade for better heat management..I like it, plays a bit smoother with no serious down times of any weapons.
     
  10. enileph

    enileph Star Lord

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    With tag.

    Seems to work better in ECM situations.
     
  11. Motörhead

    Motörhead Benefactor

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    TAG is mandatory on heavy streak builds if you have the option, makes the mech so much better, because you still have to lock and the faster the better, I agree with this version.

    Having it in the arms, with the actuator, unlike the SCR version that stores it in the head, means even more brawling manouvers, so it's a great thing to have.
     
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