Marauder Builds
#21
Posted 02 December 2015 - 12:34 AM
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
Posted 02 December 2015 - 09:52 AM
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
Posted 02 December 2015 - 10:53 AM
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
Posted 02 December 2015 - 11:06 AM
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
Posted 02 December 2015 - 11:54 AM
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
Posted 02 December 2015 - 12:30 PM
PeeWrinkle, on 02 December 2015 - 11:54 AM, said:
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
Posted 02 December 2015 - 12:31 PM
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
Posted 02 December 2015 - 12:57 PM
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
Posted 02 December 2015 - 01:02 PM
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.
#30
Posted 02 December 2015 - 02:02 PM
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
Posted 02 December 2015 - 02:35 PM
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
Posted 02 December 2015 - 03:27 PM
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
Posted 02 December 2015 - 04:09 PM
Slap some dakka on your RT, clear your left, and you're ready to go.
#34
Posted 02 December 2015 - 11:28 PM
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?
#36
Posted 03 December 2015 - 01:36 AM
#37
Posted 03 December 2015 - 02:09 AM
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
Posted 03 December 2015 - 03:05 AM
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.
#40
Posted 03 December 2015 - 08:11 AM
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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