Easy 1K DMG. ATM Mad Dog Build - Mechwarrior Online The Daily Dose

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  • เผยแพร่เมื่อ 30 พ.ย. 2024

ความคิดเห็น • 100

  • @YoggAwesome
    @YoggAwesome 7 ปีที่แล้ว +37

    Ah the Vulture, my favorite mech

  • @shamefurudispray4193
    @shamefurudispray4193 7 ปีที่แล้ว +3

    @12:09 I agree that it is the missile users responsibility to get their own locks. But everyone should be targeting the opposition all the time using the "R" key in order to identify damaged components so that you and your team can bring down enemy mechs down faster, it's just better play technique. If an enemy has been targeted by a team mate it is easier to get a missile lock, easier to kill, so it's easier to win.

  • @aarondyer1537
    @aarondyer1537 7 ปีที่แล้ว +4

    Baradul, you can tilt your torso up with unlocked arms and hold control to move your arms down and target lock, while keeping your torso pointed up (with your missiles aimed skyward) so you don't have to jerk your view and miss half your salvo. Hope this helps!

    • @Baradul
      @Baradul  7 ปีที่แล้ว +1

      Oh! That's interesting. I probably have to practise that!

    • @aarondyer1537
      @aarondyer1537 7 ปีที่แล้ว

      MoltenMetal looking forward to seeing it in action!

    • @kumarsalib722
      @kumarsalib722 7 ปีที่แล้ว

      It didn't work for me. Is there a trick to it?

    • @aarondyer1537
      @aarondyer1537 7 ปีที่แล้ว

      Ryan Butler mostly on default control scheme, you need have locked arms toggled off, where you aren't holding shift. Then hold control and your arms will move without your torso moving. You can use this to look around your cockpit too.

  • @WookieeRage
    @WookieeRage 6 ปีที่แล้ว +1

    Thank you for the video! Heat seemed to be the biggest hindrance to damage output. I haven't done much with ATMs but from this they appear to be worth it. I'll have to try this and maybe look into cooler builds with them.

  • @ChurchAutoTest
    @ChurchAutoTest 7 ปีที่แล้ว +15

    Judging by your ammo usage, I'd say downgrading the ERML to ERSL and adding 1.5 tons of ammo would be nice.

    • @MrJw2319
      @MrJw2319 7 ปีที่แล้ว +8

      I use the arms with 3 laser hardpoints each so I can carry 5 ER Small and a Tag of choice. You get extra ammo and you do more damage where it counts (under your minimum range of the ATMs). Your focus is where it should be then, on the missiles... with your backup weapons truly being used only when needed.

    • @ChurchAutoTest
      @ChurchAutoTest 7 ปีที่แล้ว +9

      All you're really giving up is range. 21 dmg vs. 15 dmg sounds like a lot, but don't forget that the combined cycle time of the ERML is 5.75 seconds vs. 4.3 for the ERSL, so your dpm is about the same and you generate a lot less heat. ERSLs are also a little easier to track lights with and they're the ones that are probably going to close on you. Or you could do what MrJw2319 suggests... :)

    • @MrJw2319
      @MrJw2319 7 ปีที่แล้ว +5

      ^^^ This guy gets it! I used to roll a troll-build 6xLRM-5 Vulture and this allowed me to literally give zero concern to missed shots due to the ludicrous amount of ammo I was able to carry. Lights were quick to think I was an easy kill but 5xER Small with more cooling than the heat they generate means a dead light.

  • @twokharacters
    @twokharacters 7 ปีที่แล้ว +1

    MWO needs more content creators like you these days.

  • @L337f33t
    @L337f33t 7 ปีที่แล้ว

    That missile arc technique reminds me a lot of the first Titanfall's Multi-missile weapon, hold locks and arc it over and around targets. I love it!

  • @brett76544
    @brett76544 7 ปีที่แล้ว

    I use the TAG 2 ERML's, 3 ATM 12's the normal CAP and 8 tons of ATM ammo with full armor. Having the two ERML's helps a lot with heat build up. One other way I have run it was with 4 ERSL's.

  • @alexanderewing6312
    @alexanderewing6312 4 ปีที่แล้ว +1

    just got this build going, did 1116 damage, on my second game it works.

  • @zark474
    @zark474 7 ปีที่แล้ว

    ATMS are really fun, especially with the supernova 4x ATM9 4x MPL, works like a charm

  • @elrictchernovkov8083
    @elrictchernovkov8083 7 ปีที่แล้ว

    I run a very similar build on my prime. ER Smalls instead of medium. I get a lot better heat management, plus I can run 4 tons of ammo per launcher. I also use the 1 ton Active Probe. The 10% quicker lock on time is noticeable.

  • @KageRyuu6
    @KageRyuu6 7 ปีที่แล้ว +3

    ATM's shouldn't be able to indirect fire, it's one of the things that set them apart from LRMs on the table top.
    Also LAMS generate 3 HPS and fire 30 times a second, so each LAMS shot generates .1 heat a shot, and on average without range buffs AMS will fire 47 shots at an IS volley killing, killing 2 within their 85m max range bracket then another 10 within their 165 effective range before the remainder of the volley strikes home, generating on average 4.7 heat. Given that LRM 20s are the most popular LRM boat weapon, that means for IS volleys you only generate 4.7/4.3= 1.09 HPS when against your typical IS LRM 40, far more reasonable than the listed HPS stat would imply.
    Against chain IS 80's though the LAMS would on average fire another 15 shots at the second volley destroying another 5 missiles, and generating another 1.5 heat for an average of 6.2/4.3=1.44 HPS.
    Clan LRMs are a bit more difficult to calculate given that I do not have any to test, however presumably they either add a .1s firing delay between missile, resulting in a CLRM20 having a 2s long stream, or they are more like MRMs and fire their missiles out over the course of a second, in which case that would be a .05s delay. Either case at best it takes .2 s to kill a missile, or .3 without upgrades.
    To that end CLRM 20s streams will be exposed for another 2-1 seconds, take taking 107 shots or 77 shots along the way, for 10.7 and 7.7 heat, or generating 10.7/6.6=1.62 HPS or 7.7/5.6=1.38HPS.
    (as the cool down doesn't begin until the last missile is fired)
    Or in the case of a SNV boat 18.2/6.6=2.76 HPS or 12.2/5.6=2.18 HPS.
    Assuming only one LRM boat. Still, so long as you're seeking shelter rather than trying to fight in the rain, it'd take over 18 to 22s or about 3 and 4 volleys respectively.
    All assuming you are the target of course, if you aren't and heat become an issue, that's what ~ is for.
    So not really an issue on a cool map with tons of cover like HPG. Perhaps more of an issue on a more open map or on a hotter map, but most hot maps have relatively good cover, and only Highlands has an issue with cover when it comes to cool maps.

  • @UberDAHnooB
    @UberDAHnooB 7 ปีที่แล้ว

    You can also try 4 heavy mediums lasers. You take a risk without a tag, but you can always dumbfire the atms.

  • @Maniac742
    @Maniac742 7 ปีที่แล้ว

    ATMs shine on mechs with jump jets. Since the Mad Dog can't get them, it just does OK. Try a Timber Wolf with JJs and you'll always have 800 damage or more. Jump jets make ATMs amazing.

  • @VorKragresh
    @VorKragresh 7 ปีที่แล้ว +1

    I use the MDD-A with 2x ATM 9's and 4 HML's and my son Breel uses the H with pretty much this build.

  • @sovietalex
    @sovietalex 7 ปีที่แล้ว

    Replace the ERM lasers with ERS to save weight for full-sized Active Probe & TAG.

  • @marshall104
    @marshall104 5 หลายเดือนก่อน

    I wish ATMs worked like this on the Table Top, more damage as you get closer, rather than requiring different ammunition for the various ranges and damage values.

  • @Zhou86
    @Zhou86 7 ปีที่แล้ว

    Watched this just in time for the upcoming mech sales! MDD will be one of the mechs on sale. :)

  • @davidclarke4301
    @davidclarke4301 6 ปีที่แล้ว

    You dont need to worry about tag. They can be dumb fired so I just use them as MRMs against ECM :)

  • @nerdly44
    @nerdly44 5 ปีที่แล้ว

    My favourite mech. It will always be the Vulture to me.

  • @Ancient0fDays
    @Ancient0fDays 7 ปีที่แล้ว

    ...thanks for the info on the Prime and the H variants...!

  • @theOrkinman09
    @theOrkinman09 7 ปีที่แล้ว +1

    Awesome videos! Just got back into MWO after a long break and having a blast. Your videos help a ton with build ideas. Been playing around with a dual Heavy Gauss Cyclops Sleipnir, you should give it a try some time, would love to see your take on it.

    • @Baradul
      @Baradul  7 ปีที่แล้ว +1

      Yes! It's on the list already! Welcome back man :D

  • @WolfHreda
    @WolfHreda 5 ปีที่แล้ว

    This is my only build for this 'mech now. One of my last matches I got 1343 damage and 3 kills. It is a menace.

  • @aarongreenwell9251
    @aarongreenwell9251 7 ปีที่แล้ว

    I'd like to suggest a build for ATMs that I've had a lot of fun with! Shadowcat w/ ECM, 2xATM 9s, a tag and a small pulse. It is sneaky, fast, and jumpy enough that you can get really good ATM Skirmish kills in, and it is a lot of fun to play too!

    • @ShadowCatGambit
      @ShadowCatGambit 7 ปีที่แล้ว

      That's an EXCELLENT build for scouting. Really really fun!!

  • @igorbukovy4313
    @igorbukovy4313 7 ปีที่แล้ว

    Yeah i agree, MLs are better only in 1 arm in this build

  • @laffing_hwhitee
    @laffing_hwhitee 9 หลายเดือนก่อน

    Excellent content!!!

  • @ccaron42
    @ccaron42 7 ปีที่แล้ว

    You should try this build with the Mad-H and heavy medium lasers. The quirks are nice.

    • @robo8919
      @robo8919 7 ปีที่แล้ว

      He said so himself from 0:17 on forward that the prime- and h- variant are better thanks to the quirks. However, he doesn't own those variants.

  • @Adulf472
    @Adulf472 5 ปีที่แล้ว +1

    Great build, love your videos :) BTW. Any idea where to get the small mech statues from?

  • @kobolddraconneon679
    @kobolddraconneon679 7 ปีที่แล้ว

    You can run a much lighter build and arguably better build on the huntsman PA. 2 ATm 12's in the shoulders with 6.5 tons of ammo, or 7 without light probe, 2 micro lasers per arm, and a full sized tag in the right arm (can downsize). It's arguably better due to the extreme mobility the huntsman mechs have, including their jumpjets.

    • @articarcher3769
      @articarcher3769 7 ปีที่แล้ว

      I have to say I prefer the maddog prime due the quirks that increase speed reduce cooldown and I believe with the set bonus spread. And as pointed out there is also the armor advantage for sharing armor.

  • @HHHThanatos
    @HHHThanatos 6 ปีที่แล้ว

    I bought a MDD-H in the sale today, made a build with 2 ATM12 and 3 HML. Works amazingly well, thank you! I just wonder what I have to do to get the 500 match score for the "try hard" event, when even 4 kills, 3 solo kills 3 kills most damage and 698 dmg are not enough. My best performance in that mech so far. WTF?! ;)
    tha

  • @Glowhyena
    @Glowhyena 6 ปีที่แล้ว

    Cool, it looks intense! I'd like to try out Mad Dog and the missiles!

  • @CyborgNinja442
    @CyborgNinja442 7 ปีที่แล้ว

    Favorite heavy mech chassis

  • @appleseedfanatic
    @appleseedfanatic 7 ปีที่แล้ว

    I use 6x lrm 5s, 6x heavy med lasers, arms and legs at 40 each. No skill tree. Head is at like 12, I hit 1 , 100 damage once and average 600 damage a match. I group missiles as chain stream, and 3x 3x lob from each side

  • @blacklight4720
    @blacklight4720 7 ปีที่แล้ว

    So I started playing not too long ago but there are certain things I dont seem to understand.
    Mech I use is Catapult K with 2 ac10 and 4 med lasers or 2 rotary and 3 /4 med lasers.
    1. What are benifits of certain engines? I use XL280 and I understand its lighter but fragile in terms of side torso. Does heatsink holder is meant to save space on mech or its extra heatsink to activate engine benifiets? Is there drawback of increasing from 280 to higher values or benefiets of decreasing to lower values?
    2. Machines guns from what I understand effective only when shooting internal components but how do I figure what are internal componets and when they are exposed? Can I see it visually on enemy mech body or only visible on enemy mech UI.
    3.what skills rotary benefiets from and which are has no effect.
    4. In survival tech tree there are armor upgrade skill and internal structure upgrade,whats the diffrence?
    5. Mad cat Assault Mech cannot be acquired trough simple game currency but only through real money game currency?
    Thanks ahead!
    P.s great content!

    • @Baradul
      @Baradul  7 ปีที่แล้ว +3

      Hey Black Light! That's a lot of questions to answer :D But first of all: Congrats on your K2. It's a solid choice!
      1: Engine types. The Inner Sphere Mechs have 3 Engine types - standard, light fusion and xl. Standard engines take up 6 only slots and are the heaviest engines, leaving you less weight to put weapon systems in your Mech. Light Fusion Engines take up 10 slots and give you a weight advantage over the standard variants. BUT: if you lose both side torsos your Mech will be destroyed. XL engines take up 12 slots and save you the most weight. However, with a single torso gone your Mech is immediately destroyed. Most people go for the light fusion engine in heavies and assaults as a compromise of survivability and weight. XLs are really good for most medium and light mechs for they don't have a lot of weight to work with.
      1a: The higher your engine rating the faster your Mech will go. You will get a higher speed increase the lighter your Mech is. Also there are diminishing returns compared to weight vs. speed increase. You have to invest more tons for a certain speed bump the higher the engine rating gets. Hover over the engines in the Mech lab for further information. 3 common engine sizes are 250/275/300. The 250 rated engine is the lowest engine that you can run without having the need of additional heat sinks in your Mech because it comes with the default 10 that are needed to run a Mech. If you go lower you have to fill them up. At 275 you get the first heat sink slot that you can fill up. It just saves you space in your loadout and protects it from critical hits. The second free slot comes with the 300 rated engine, third with 325 and so on. Also, beyond the 300 the weight increases significantly. Most of my Heavy Mechs run engines between 275 and 300.
      2: We can not see it visually on the Mech but when you target a Mech (hit "R" in front of him) you will get the target info screen on the top right corner of your screen. You will see a paper doll model of your opponent's Mech. The colored outline represent the armor of each component, the inner part is the structure. So if there is no outline around a component try to target this spot on the Mech!
      3: Rotary Autocannons benefit from the "Enhanced UAC/RAC" nodes which decrease the jam duration. I usually go for both nodes in a RAC build. I also use "Heat Gen" a lot since this weapon is pretty toasty. Velocity and Range are nice to have but not necessarily needed. The nodes that don't apply at all are (of course) the Missile and Laser nodes and...cooldown since this is a click and hold weapon.
      4. Mechs have 2 types of hitpoints which combine to an overall hitpoint pool on each component - structure and armor. As soon as a component has 0 structure it gets destroyed. Take a look at a Mech in your Mech Bay. You will see 3 numbers there: armor front/rear and structure. The armor is basically the first layer of defense before your internals get exposed and potentially get critical damage. The rule of thumb is: you have half as much structure than armor in a single component except for the head. Usually it is better to amplify armor with the skills because it's more efficient to not run around with exposed internals. Some Mechs however have some additional structure values (quirks) to balance them against other Mechs. In this scenario you could go for the structure skill. Since the skill point upgrade works percentage based you get more raw hitpoints out of skilling structure instead of armor. ... or you go for both for a really beefy Mech.
      5. PGI rotates the Mechs into the game in a certain pattern. First the early adopters get a chance to buy them with real money, after a while it will be released for MC and a month later it is a vailable for C-Bills. These are the Mad Cat MKII release dates:
      MC Release Date: January 9th 2018
      C-Bill Release Date: February 6th 2018
      If you want to get your hands on the Mech now you could buy it here: mwomercs.com/civil-war
      I hope this answers your questions! :)
      Have a steady aim, fun on the battlefield and may your autocannon never jam!

    • @blacklight4720
      @blacklight4720 7 ปีที่แล้ว +1

      Thanks alot! You should consider make an in depth tutorial relevant to date. I'm sure there are more pilots like me who join the game and not sure whats going on. You provided me with much more efficient information than what I found google it. Also enjoyed at your stream,keep good work!

  • @PhoenixPhell
    @PhoenixPhell 7 ปีที่แล้ว

    Always with the Potato Tornado in pub queue

  • @stephenhowell7029
    @stephenhowell7029 3 ปีที่แล้ว

    Great Video! Thank You!

  • @Madchris8828
    @Madchris8828 7 ปีที่แล้ว +10

    72 alpha strike? This is why I laugh when people say that clan mechs are bad. They aren't any worse than IS. If anything clan mechs have better lasers by a long shot. IS have better ballistics. Really to me just different play styles

    • @cmnhrnytoad2003
      @cmnhrnytoad2003 7 ปีที่แล้ว +7

      People say that clan mech are bad? who is this disillusional person?

    • @TimberWulfIsHere
      @TimberWulfIsHere 7 ปีที่แล้ว

      Clan mechs have better balistices, weigh less and more range

    • @Madchris8828
      @Madchris8828 7 ปีที่แล้ว +1

      Morgan Grossman believe it or not a lot of people I've talked to in game. (I don't get it either)

    • @arsarma1808
      @arsarma1808 7 ปีที่แล้ว +2

      JustJake That’s a fucking joke. Everyone knows front loaded makes IS ballastics much better. Lower round count on ultra 10 and 20. CAC20 is the worst weapon in the game.

    • @Seranov
      @Seranov 7 ปีที่แล้ว

      It's a ton of fun, though. My 2 UAC20 + 2 HML Deathstrike is a blast to play and actually works quite well. People don't expect you to want to try and brawl in it, so it takes them off guard.

  • @H4WK6969
    @H4WK6969 5 ปีที่แล้ว

    I like playing my Mad Dog with 3x ATM 9 and 5 HSL

  • @ne0fenris
    @ne0fenris 7 ปีที่แล้ว

    the probe will only help you with lock time, if they are close enough to disrupt you, then they are under you min range.

    • @MrJw2319
      @MrJw2319 7 ปีที่แล้ว

      But they won't prevent him from locking onto targets beyond the min range. Just because the ECM 'mech is up close doesn't mean he's shooting at it specifically. That's a classic way to stop Skill-crows, hug them with ECM while you shoot their friends. You effectively take two out of the fight that way when without an active probe.

    • @Seranov
      @Seranov 7 ปีที่แล้ว

      It actually appears the Probe (IS and both Clan versions) actually bust ECM out to 240m. Makes it perfect for ATM boats.

    • @MrJw2319
      @MrJw2319 7 ปีที่แล้ว

      I think the light probe has reduced range. How much I can't say off the top of my head.

  • @rokinz3270
    @rokinz3270 3 ปีที่แล้ว

    I looked this up to see if I was doing it right. Looks like I did the same build

  • @NaturalBornGriller
    @NaturalBornGriller 6 ปีที่แล้ว

    tag isn't very useful on this mech due to the low hardpoints in the arms. So frequently the tag hits obstructions when you should be firing your ATMs. I Run this build with four heavy mediums personally. I believe I use a regular active probe instead of the light variant for increased range

  • @1228carlito
    @1228carlito 7 ปีที่แล้ว +4

    Baradul over here curving the missiles like Angelina Jolie did in the movie Wanted ;-)

  • @naomy1701
    @naomy1701 7 ปีที่แล้ว

    actually, how many skill point nodes can be unlocked per mech? or is it different per weightcless? realy curious since cant find any info on that on MWO forums

    • @Baradul
      @Baradul  7 ปีที่แล้ว

      +ɳɐɸɱɣ Ɖᴙσאϵ you can unlock all of them but only have 91 active at the same time. The number is the same for every mech no matter which weight class

    • @naomy1701
      @naomy1701 7 ปีที่แล้ว

      also, what would u say is the better Missle Variant if u have enough weight free and limited hardpoints? for long range i mean, or mid-long?

    • @naomy1701
      @naomy1701 7 ปีที่แล้ว

      alrighty so i can unlock them, and switch them on the go in mechlab? and does it cost me cbills/MC then or is it free when they are unlocked already? thx for hhe quick answer btw, keep it up, love ur MWO vids

    • @NaturalBornGriller
      @NaturalBornGriller 6 ปีที่แล้ว

      it used to be XP to re-equip unlocked nodes but now it's free after the most recent patch

  • @Sherudons
    @Sherudons 6 ปีที่แล้ว

    Got myself a supernova and 4 atm12 racks...
    Delete button on anything lower than heavy.

  • @brandonkurz2623
    @brandonkurz2623 5 ปีที่แล้ว

    he cant be holding the tag button (4) how are you toggling it???

  • @ElijahG98
    @ElijahG98 7 ปีที่แล้ว

    If you want to be ultra skillbased you can roll a 4 atm-12 supernova.............. Mech requires top tier talent to play (sarcasm). I love having a random like atm 12 as a bonus backup for mega damage but right now theres so much ams it never hits anything unless Im really lucky lol. I'd prefer ams meta tho than lrm meta so I'll deal.

  • @RiffDevin
    @RiffDevin 7 ปีที่แล้ว +1

    Vulture is one of my favourite mechs but... why does this video seem so much lower visual quality compared to your normal offerings? It's blurry, like low res.
    PS I hate hate hate HPG because it's dreadful ubiquity!

  • @TheRealDjKi
    @TheRealDjKi 7 ปีที่แล้ว

    how about the hbk iic as a atm platform?

    • @Baradul
      @Baradul  7 ปีที่แล้ว

      It works very well! Check this: th-cam.com/video/-ymn2XzObkI/w-d-xo.html

    • @narcissus79
      @narcissus79 6 ปีที่แล้ว

      I saw 07 using HBKiic with ATM's during scouting around Xmas.. it was pretty hard to beat..

  • @John_Conner222
    @John_Conner222 7 ปีที่แล้ว

    I never wanted to play the mad dog as my primary but with pugs it kind of became that way for me. You seriously need to get prime with the massive boost to velocity. In fact I had this build for awhile but I changed back to LRMs. With artemis and tag plus a fully skilled mech I can rain down double 20s and force the enemy team into cover just because my LRMs are moving so fast. I have even killed light mechs at long range with them. It's one of the few mechs I enjoy killing Locusts with as my missiles + skills easily hit and take them out. clan LRMs can also do damage up close unlike ATMs. With a full tree of cooldowns, sensors, +veloctiy, and some surviability I can pound the entire team into submission then finish them off with medium pulses. I barely have a second between volleys, plus I insta lock. Have I said how big of a smile it brings to my face on my ability to kill +150kph light mechs in one or two volleys at long range?

  • @Bigbacon
    @Bigbacon 7 ปีที่แล้ว

    need a maddog-c video.

  • @diekartoffel9687
    @diekartoffel9687 7 ปีที่แล้ว +5

    1-First comment
    2-Can you make timberwolf (new loadout) video. I want to see another timberwolf loadouts

    • @c182SkylaneRG
      @c182SkylaneRG 6 ปีที่แล้ว +1

      To that end, I think he'd be really interested in the stock -E or stock -H loadouts. :) The H is 2 LRM 20's with Artemis, and 2 Heavy Large Lasers. The E is 2 ATM 9's, and 2 ER Large Lasers. (One of them has a light tag to use up the extra half-ton, and I forget what the other one has for that).

  • @alexsola8023
    @alexsola8023 5 ปีที่แล้ว

    Lol this is my TBR-D build

  • @TheGantus
    @TheGantus 6 ปีที่แล้ว

    I know this Mech as the Vulture. I played the Tabletop in the 80s, Tech Readout 3025 best book i know. 😊
    Why the name is Mad Dog and not Vulture, sorry i am absolute not up to date. 😊

    • @Shedovv
      @Shedovv 6 ปีที่แล้ว

      The actual name given to it by the Clans themselves is Mad Dog apparently and Vulture was just how the Inner Sphere designated that mech when they first encountered it.

    • @FearTheZoom
      @FearTheZoom 5 ปีที่แล้ว

      You played tabletop Battletech in the 80s and don't know where the name "Maddog" came from? lol wut?

  • @intheforest44
    @intheforest44 6 ปีที่แล้ว

    i use 4 atm 9

  • @igorbukovy4313
    @igorbukovy4313 7 ปีที่แล้ว

    As an IS player you should use IS names. :)

    • @Baradul
      @Baradul  7 ปีที่แล้ว +1

      Ooookay....vulture then :P

    • @igorbukovy4313
      @igorbukovy4313 7 ปีที่แล้ว

      High five. :)

  • @social3ngin33rin
    @social3ngin33rin 4 ปีที่แล้ว

    wtf 1k dmg?!?!?!

  • @XM1nd
    @XM1nd 7 ปีที่แล้ว

    Why not MDD-Prime or MDD-H? -20% missile cooldown, -5% spread, +10%(5%) velocity, +15 LT and RT armor. They have more DPM and toughness.

    • @Baradul
      @Baradul  7 ปีที่แล้ว +4

      I am talking about that in the intro :D

    • @MrJw2319
      @MrJw2319 7 ปีที่แล้ว

      Thanks for listening to Baradul... it's not like he didn't say why in the video.

    • @XM1nd
      @XM1nd 7 ปีที่แล้ว +2

      Sorry, I watched this video at night without sound, fight part only :)

    • @WookieeRage
      @WookieeRage 6 ปีที่แล้ว

      Those are good mentions. But with the heat wall the mech keeps running into, I'm not sure decreased cool down is the best change for the mech. Every other perk is solid though. I'm going to play around and see what ways I can improve heat management while keeping the build relatively the same.