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Marauder Builds


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#21 GroxGlitch

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Posted 02 December 2015 - 12:34 AM

Aside the usual LPL and MPL combos I've been running my MAD-3R with STD 300, AC/20 and 4 MPL.

While it isn't great on range and it's a little slow for a brawler it's great for once the fight begins and people close in with you, or you can close with them. Once there, the MAD rolls damage pretty well with those wide ST's and you can pretty easily spread damage to take a lot, especially with the STD engine. 2.5t ammo keeps that AC/20 well-fed and overall, it's fun and fares pretty well.

#22 Tanus Dimitrov

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Posted 02 December 2015 - 09:52 AM

MAD-5M - 300 STD Eng - ? DHS
2x LPL / 2x MPL / 2x SRM-6 (A) with 2 1/2 tons of ammo
I did remove the JJs

MAD-3R - default Eng - ? DHS
2 ERPPC / 2x MPL / 1x AC/5 with 1 1/5 tons of ammo

Both have Max armor except for the legs

Edited by Cole Williams, 02 December 2015 - 09:53 AM.


#23 Mad Dog Morgan

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Posted 02 December 2015 - 10:53 AM

MAD-3R (Strangelove)
1x AC20, 5t ammo
4x MPL
1x AMS 1t ammo
STD 300
Max armor (except legs)
Really brawly and fun

MAD-3R (Robotnik)
1x PPC
2x AC5 5.5t ammo
2x ML
STD 300
2x DHS
-7 armor per leg
-16 armor on left arm (rather that thing go than lose the PPC if possible)

MAD-5D (Feelgood)
3x LPL
2x MPL
XL360
4JJs
Rest heatsinks and armor
Fast and deadly

Untested
MAD-5M (Loveless)
2x LPL
2x MPL
1x LB 10-X 2.5t Ammo
4 JJs
XL 320
3+DHS
Max Armor Except Legs

Edited by Vaskadar, 05 December 2015 - 11:15 AM.


#24 ShadowbaneX

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Posted 02 December 2015 - 11:06 AM

2.5 tons is fine for an AC/10, but I think it's a little light for an AC/20.

I ran one match stock with the 3R because and then upgraded it. DHS (13), Endo & Ferro (448/462). AC/5 out. AC/10 in. 2.5 tons of ammo. I guess it's a little light on fire power in close, but 30 damage at 450 meters is a nice punch.

Trying the 5M as Gauss & 4 MPL. I seemed to have more success with this build on the CTF-0XP though. Might need to switch to an AC/20.

#25 PeeWrinkle

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Posted 02 December 2015 - 11:54 AM

I don't have the Marauder, I actually held off from getting it, which could be a first for me! LOL

The reason I did so is it seemed like it would play very similar to an Orion. Very similar weapon hard points. My question would be how are the hit boxes? My guess is they are a lot different because of the difference in shape. I just wonder how vulnerable the Side Torsos are. My thinking is this mech would need to be XL friendly to take advantage of it.

Please blast these thoughts if I am off, because I have no real basis to make them since I don't own the mech.

Thanks

#26 Intactus

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Posted 02 December 2015 - 12:30 PM

View PostPeeWrinkle, on 02 December 2015 - 11:54 AM, said:

I don't have the Marauder, I actually held off from getting it, which could be a first for me! LOL

The reason I did so is it seemed like it would play very similar to an Orion. Very similar weapon hard points. My question would be how are the hit boxes? My guess is they are a lot different because of the difference in shape. I just wonder how vulnerable the Side Torsos are. My thinking is this mech would need to be XL friendly to take advantage of it.

Please blast these thoughts if I am off, because I have no real basis to make them since I don't own the mech.

Thanks


Got very little experience with the mech since i've only played 10 games or so but the hitboxes seem good enough as long as you keep enemies off your (rather massive) rear. Torso twist quirks make the lower engines seem much more responsive than expected.

Due to the long, large torso and fast twisting, its really easy to spread damage around since the components are moving pretty long distances fast. Thus far the thing seems one of the XL-friendliest IS mechs i've played.

Have yet to try it with XL360 but with that engine, i think it might play much like an IS Timber Wolf.

#27 Veolfen

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Posted 02 December 2015 - 12:31 PM

Well I came to say something about the Marauder, and it will answer your question too PeeWrinkle.

The frontal Hitboxes of the Marauder are amazing. With his armor & twist quirks it's really the tankiest heavy mech in the game.
The damages are spreading so well on it it's really really good. There's a lot of games where you end up taking a giant beating, but still having all your parts, like they're all damaged but nothing destroyed, and if you take a too big beating, you often end up as a torso on legs.
I feel so tanky in the Marauder I'm really in love !
I survived a lot of game, and in a few I ended up at 16%, 20% etc...

Edited by Veolfen, 02 December 2015 - 01:29 PM.


#28 Alaric Hasek

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Posted 02 December 2015 - 12:57 PM

It's also a short hunched-over 'mech. I was playing matches in my Enforcers and noticed how much shorter Marauders were than my 'mech. It seems like a good profile, especially for a 75-ton 'mech.
I'm not even that afraid of lights in this 'mech - it moves fast if you put in a big engine and with 4-5 LLs you end up having a lot of firepower. This feels like a Battletech heavy - moderate speed, lots of firepower. I like it.
I was worried that if i put all my weapons in the arms I'd lose them quick - not so far. I'm losing torsos and heads before arms.

#29 Intactus

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Posted 02 December 2015 - 01:02 PM

Now since this thread is about builds, here's my favorite Marauder thus far:

http://mwo.smurfy-ne...43a9a28919b8f8a

Bounty Hunter II - STD300, AC20, AMS, 6xMlas, 1xJJ.

I think the BH2 is much better suited rocking that AC20 than 3R. (Put XL320, AC5, UAC5, 4xMlas to that 3R instead.)
Its got jump jets for a quick poptart. Mlas/energy range quirks + module makes those 6 Mlas reach out around 350m optimal, so it extends your range a fair bit. Fire lasers 3+3 and it runs really cool. With those turn and twist quirks you can really brawl with that 20.

Finally, you can take out that 1ton AMS+ammo and replace it with either an extra jumpjet, Mlas, 1t of ammo or shave leg armor to 42 and stick a BAP innit. Which ever suits your style. Posted Image

#30 Reno Blade

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Posted 02 December 2015 - 02:02 PM

My takes so far:


BH-2, XL300, 4x LPulse, 3x MLaser, 17DHS, 4JJ
BH-2, STD280, 4x LL, 3x ML, 17DHS, 4JJ

Mad-3R, XL325, 2x PPC, 2x ML, Gauss (or using STD300 with UAC5 instead) +3t ammo, 14DHS
Mad-3R, XL300, 2x (er)LL, 2x ML, 3x AC2 +8t ammo, 13DHS

Mad-5D, STD300, 1x LLaser, 4x MPulse, 2x SRM6 +2/3t ammo, 16DHS, 4JJ
Mad-5D, XL325, 4x ML, 1x ERPPC, 2x, LRM15 + 6t ammo, 1JJ

Mad-5M, XL340, 2x LLaser, 3x MLaser, LBX10 +3t ammo, 15DHS, 4JJ
Mad-5M, STD300, 4x ML, 2x LBX +5t ammo, 10DHS, 1JJ

Edited by Reno Blade, 02 December 2015 - 02:22 PM.


#31 ExplicitContent

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Posted 02 December 2015 - 02:35 PM

http://mwo.smurfy-ne...ec11a086c2e32e9

Running this on the 3R. 3xAC2, 2xLL, 2xML

Not going to shatter any damage records, but the sustained DPS and heat management is good.

#32 Katpocalypse Meow

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Posted 02 December 2015 - 03:27 PM

These are what I've been running and so far they are working pretty well for me.

MAD-3R
Max FF Armor
XL320 Engine
2 AC5 w/ 5t of ammo
4 MPL
AMS w/1t ammo
Beagle Probe
4 DHS - 2 in engine and 2 in torso

MAD-5D
Max FF Armor
XL320 Engine
2 Art LRM10 w/5t ammo
4 MPL
AMS w/1t ammo
Beagle Probe
4 Jump Jets
4 DHS - 2 in engine and 2 in torso

MAD-5M
Max FF Armor
XL320 Engine
Gauss Rifle w/3t ammo
5 ML
AMS w/1t ammo
Beagle Probe
4 Jump Jets
4 DHS - 2 in engine and 2 in torso

#33 Moldur

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Posted 02 December 2015 - 04:09 PM

Asymmetric builds pretty much allow you to tank a good 70-90 points of damage with proper shielding give or take (between the arm and ST depending on what falls off first.)

Slap some dakka on your RT, clear your left, and you're ready to go.

#34 Black Ivan

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Posted 02 December 2015 - 11:28 PM

I want to try MAR 5D With the following:
XL300, 2 ER PPCs,Gauss, 2 M-Puls.

Any thoughts on it.

Does somebody have CW exprience with Marauders yet? What config works best there?

#35 Lunatic_Asylum

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Posted 03 December 2015 - 12:20 AM

View PostBlack Ivan, on 02 December 2015 - 11:28 PM, said:

I want to try MAR 5D With the following:
XL300, 2 ER PPCs,Gauss, 2 M-Puls.

Any thoughts on it.

Does somebody have CW exprience with Marauders yet? What config works best there?


That is a great build!

#36 Steel Raven

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Posted 03 December 2015 - 01:36 AM

Found this one on Smurfy, might give it a try;
http://mwo.smurfy-ne...2485d6e1f215b78

#37 xengk

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Posted 03 December 2015 - 02:09 AM

So far, I have only figure out the MAD-5D, still trial and error with the other variant.

The frontal hitbox is so good, I can afford to face tank enemy and pick my shots with the dual LL and SRM6s.
A single PPC for range and part time poptarting.

Edited by xengk, 03 December 2015 - 02:11 AM.


#38 Digimat

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Posted 03 December 2015 - 03:05 AM

Yeha i often end up with 30% or less health and surviging the game (even got braidsmaid title really fast) the hitboxes are awesome.

i like the BH2 with 6ML und LB10X + STD300. Its a bit slow but maneuvers around quite nice, you can spread damage with the autocanon hiding behind obstacles and then move in with the lasers. you can dump armor and put an AC20 in there, too. but i like the range of the AC10 better because its a bit slow.

btw: the 5R makes a funny quad ppc mech, especially with that +50% ppc velocity quirk. if you dont go ER it manages heat nicely - works better then the clan warhawk in my opinion.

#39 Helene de Montfort

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Posted 03 December 2015 - 07:57 AM

For the 3R, i decided to keep the PPCs, so :

MAD-3R

2 x PPC, 1 x AC2, 2 x MPL, 2 x MG

tried with an UAC5, but it wasn't easy to use...

For the 5D, i switched from SRM to LRM :

MAD-5D

and got rid of JJ... In fact, none of my MAD have JJ

#40 Tom Sawyer

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Posted 03 December 2015 - 08:11 AM

Had to ditch the gauss on my builds. The new 5 second cool down just not my cup of tea

Been trying various odd ball builds such as 4 PPC and a UAC5 AC5 combo.

2 LPL and 5 MPL on the bounty hunter has proven its worth. 500 to 800 point games if played well.





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