Author Topic: Two D's  (Read 653 times)

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Online Vlaad

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Two D's
« on: January 20, 2012, 01:38:50 AM »
Being the guy who pushed the change for MKIId I hoped for more positive response, and being a regular player I saw very little/no usage of old one and literally blasting open one when I find it. In my opinion old one faired poorly couse of 4hsl witch require long discharge time on worst torso twist wise chassis. 2LL backup barely tickles anything bigger. With new assaults, new MKIID feels outclassed according to what I read, although I did have success using it (laser/ppc/lrm15 combo does wonders versus big slow targets). I guess what it boils down to is JJ as little of assault class actually have it and skyhigh price even compared to new assaults. So, id like to know what community thinks about it since change made had community in mind (unlike basp d/c where I had myself in mind *applies self-hug*).

Opinions?
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Offline TAX_MAN!

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Re: Two D's
« Reply #1 on: January 20, 2012, 02:01:45 AM »
I was just using it on a ToS server earlier today.  It's a great mech with the LRM buff recently. 

It surprisingly manages its heat very well and has a tremendous amount of damage at all ranges under 900 meters.

Offline linkinfrost

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Re: Two D's
« Reply #2 on: January 20, 2012, 02:18:38 AM »
I think people don't realize how awesome that mech is. I've had the funds to take BASP's and grabbed it anyway (maybe that's not the most effective choice, but I really enjoy it). Having LRMS and the large lasers makes the mech feel much more powerful.

Offline =KoS= Eldragon

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Re: Two D's
« Reply #3 on: January 20, 2012, 02:21:50 AM »
Madcat Mk2 D is in fact one of my favorite assaults right now (and my dirty little secret)... mostly because it is very good at killing Blood Asps and Fafnirs.

Unfortunately for you, the Mk2 D came out the same time we got the Basp/Fafnir, so it isn't getting much play time. Sure its expensive, but Fafnir/Basp are going up in price, so I expect it to get more use.

 I wonder how it will fare in the the Build Rules variant revamp? Seems like its underweight.

Offline Cloudburst

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Re: Two D's
« Reply #4 on: January 20, 2012, 02:22:33 AM »
Current D is GREAT!....

Except, it's on a MKII. Every damn time I take one, I get headshot before I do much useful.
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Online Vlaad

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Re: Two D's
« Reply #5 on: January 20, 2012, 02:41:02 AM »
...Seems like its underweight.

Nah, it holds the stuff that it does bearly. Wanted a JJ's on it though... But it would be too similar to prime.
"The howler monkey is the guy who calls in a meeting just to avoid doing real work. He never shuts up, challenges every opinion and opens EVERYTHING up fo debate. He thinks he's helping but hes really just mindlessly shreaking into the jungle. Without him tigers would be inventing jet-skis. Rhinos would be speaking Japanese. Shit would get DONE."

Online ELH_Vivicector

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Re: Two D's
« Reply #6 on: January 20, 2012, 02:47:45 AM »
I am the one, who loved old Mk 2 D way more. Yes, new is better in terms of firepower. But old Mk2 D was simply the only useful AS mech with JJs. That allowed to survive against LRMs, Arrows, LTs, bombs... No other assault was capable of it, really. 2*ATM12 were giving a great firepower with HSL as a back up. Also, the only big ATM+JJ combo. May be it needed something other in place of HSL (for better range brackets), but it was otherways fine.

Offline xInVicTuSx

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Re: Two D's
« Reply #7 on: January 20, 2012, 02:58:11 AM »
^^^ What he said.

Old MKIID so much better...

It could do what no other heavy could do... much less assault.

It was unique and boss... :(

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Offline Terragent

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Re: Two D's
« Reply #8 on: January 20, 2012, 03:36:07 AM »
I also quite liked the old Mk2 D variant - for me, it was all about the ATMs and jump jets; the laser weapons were secondary.

Offline Waffnuffly

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Re: Two D's
« Reply #9 on: January 20, 2012, 03:37:31 AM »
How about JJs, 2 ATM-12s, two CLPLs, a Narc launcher, and a 3-4 tons of spare ammo? A jumping, Narcing ATM devastation machine would be interesting, I think, since you can't really camp with it (ATMs pull you in closer) and LPLs aren't as long a range either. But Narc + ATM would allow for some cool trick shots when jumping, letting you fire without getting a lock first once you have a target painted.

Offline IG142

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Re: Two D's
« Reply #10 on: January 20, 2012, 04:57:57 AM »
I do like the current D variant, but I really think the MKII should take further advantage of its ability to mount JJs. There are currently only two jump-capable variants, the Prime and C, which is a bit of a waste of the chassis's most unique feature compared to other assaults.

I'm guessing, though, that the JJs might be part of the reason MKIIs seem underwhelming at times, since they must be sacrificing a lot of tonnage for jets that can kick an Assault into the air. Still worth the tradeoff in my opinion, but they'll never quite match the raw umph of other Assaults that way.


A pulse laser variant might be interesting, since not many Assaults feature them prominently.
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Offline Waffnuffly

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Re: Two D's
« Reply #11 on: January 20, 2012, 05:13:59 AM »
OK I just played a game with the new MKII D and I have to say, it's a godlike rapetrain compared to the original. Holy crap. STICK WITH THIS!

Offline Kelmola

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Re: Two D's
« Reply #12 on: January 20, 2012, 10:49:02 AM »
The new Black Wolf D is almost exactly the build I used to make out of most 'Mechs way back in MW2, so it gets my approval.

Online ELH_Vivicector

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Re: Two D's
« Reply #13 on: January 20, 2012, 11:07:27 AM »
Ok, we may have some jump-capable Mk2 F or so... Mk2's point is in having JJs. But now we have no good jumping variants (Prime... No ammo).

Offline xInVicTuSx

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Re: Two D's
« Reply #14 on: January 20, 2012, 12:05:36 PM »
Can we get rid of the MKII-B for the old MKII-D? Two birds with one stone!  :D

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