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Marauder Builds


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#61 fighterguy899

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Posted 06 December 2015 - 11:21 AM

I have a good build for my marauderPosted Image

uca five with m lazers

#62 ExplicitContent

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Posted 06 December 2015 - 07:50 PM

Latest fun build and I really have a blast with it

MAD-5M "MurderFace"
300 STD, 2xLBX10, 5xML, 4 tons ammo
Need to drop legs to 44 pt armor and head to 12.

Its a fun face wrecker.

Edited by ExplicitContent, 06 December 2015 - 07:50 PM.


#63 Krispy Fiend

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Posted 07 December 2015 - 01:50 PM

I was running this build on my 3R: MAD-3R

And the damage output and heat efficiency was surprisingly good. You'll be in trouble in a face brawl, but if you stay at medium-long range you can really pound them with those PPCs for a hot minute.

#64 Veolfen

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Posted 08 December 2015 - 08:24 AM

View PostExplicitContent, on 06 December 2015 - 07:50 PM, said:

Latest fun build and I really have a blast with it

MAD-5M "MurderFace"
300 STD, 2xLBX10, 5xML, 4 tons ammo
Need to drop legs to 44 pt armor and head to 12.

Its a fun face wrecker.


You don't need to drop any point of armor, i have the exact same build on my 5M with full armor ^^

#65 Digimat

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Posted 08 December 2015 - 12:39 PM

atm i run the following configs

3R(s) with 3 AC5, 4 ML, STD255

BH2 with LB-10X, 6ML, STD300

5D with 4 Large Pulse and XL300.

The 3R is also quite fun with 4 PPC (and full heatsinks) due to the velocity quirks.

Edited by Digimat, 08 December 2015 - 12:44 PM.


#66 hobbez84

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Posted 08 December 2015 - 07:56 PM

View PostDigimat, on 08 December 2015 - 12:39 PM, said:

atm i run the following configs

5D with 4 Large Pulse and XL300.



I have a similar build with my 5M. 4 LPL, 1JJ, 16 DHS, riding on XL360. Only -7 armor on both legs, so it's fast and sturdy. Pissed off many brawler builds, as I was fast enough disengage and relocate out of thier sweet spot. It's still no Timberwolf, but 83.5 kph on an IS heavy with 4 LPL is pretty nasty.

ETA: It's not meta, but I read up on the Clan varient of the Maurauder, and wanted to try it out (with IS weaponry of course)

2 LPL, 2 ML, 1 UAC/5 + 2 tons of ammo, BAP, AMS + 1 ton of ammo, 16 DHS, XL345

It's a "versatile" mech, probably best kept on the 2nd line supporting other heavies with the AC/5 and LPL. It's a really easy build to play, since it can sustain fire, keep up with the push, and engage at most ranges comfortably.

Edited by hobbez84, 08 December 2015 - 08:07 PM.


#67 Digimat

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Posted 09 December 2015 - 12:13 AM

hm ich have 20 DHS on that 4 LPL Build instead of the bigger engine. but i might try to switch to a faster engine :)

Edited by Digimat, 09 December 2015 - 12:21 AM.


#68 Kelenas

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Posted 10 December 2015 - 12:31 AM

I've just been playing a boring old cataphract build on my MAD-3R and I've been loving how tanky it is(on top of how much better it's weapon mounts are than the cata). It's slow for a heavy but it tanks like an assault with good hit boxes and those juicy structure quirks the 3R has. It's also deceptively agile and easy handling with all the mobility quirks.

#69 WANTED

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Posted 10 December 2015 - 07:17 PM

Good builds here. I've tried to a couple thanks to you guys. So far I don't do well with multiple Pulse lasers and PPC's. I tend to overheat to much due to my inability to stop firing at the bad guy mech ;) Also is it just me or does this mech have some great durability! Man I can take a pounding using ST engines and still keep going strong. None of my other mechs seem to handle that much damage and live.

Finally I been getting good results from a 5D with a lot JJ's and ST engine. Using ER PPC for the right main torso gun and 4xMDL's in arms with 2xSRM6's in Left torso. I have enough JJ's I can pop tart early on firing the ER PPC. Then go brawly a bit when something gets closer with the MDLs and SRM6s. I also put as much armor and double heat sinks. I don't have this up on smurfy or I would link it.

#70 Black Ivan

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Posted 11 December 2015 - 02:49 AM

Marauder with 3 AC5 and 4 Med Laser works. Tried 2 LB-X 10 yesterday and neither in chain fire or fired together they make serious damage. It is spread too much over the target Mech.

#71 Psibelius

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Posted 11 December 2015 - 03:08 AM

Thanks for the tips everyone! Lots of great builds for the Marauder.

I've been having a blast with a 3R with a STD 275, 3 AC5, 4ML, as well as the BH with a STD 300, 2 LPL and 5 ML.

Edited by gwie21, 11 December 2015 - 03:09 AM.


#72 Helene de Montfort

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Posted 11 December 2015 - 05:38 AM

I definitely gave up on being meta, but i don't care about meta, i'm a die hard fan of BT, and i prefer to stay as canon as possible. That's why all my Marauders have the typical silhouette with cannon in right torso... Also as i don't like how JJ work in MWO, not one of my Marauders have JJ...

So, my final builds for all 4 Marauders :

MAD-3R

weapon grouping :

group 1 : 2xPPC AC2
group 2 : 2xMPL 2xMG AC2
group 3 : AC2

Damage record 974

MAD-5D

weapon grouping :

group 1 : PPC
group 2 : 4xMPL
group 3 : 2xLRM10

Damage record 890

MAD-5M

weapon grouping :

group 1 : 2xLPL AC2
group 2 : 3xSPL MG AC2
group 3 : AC2

Damage record 885

BOUNTY HUNTER II

weapon grouping :

group 1 : 2xLPL AC2
group 2 : 5xSPL AC2
group 3 : AC2

Damage record 910

These are also my all time damage records as i never did more than 600 before having the marauders, my PSR is only 4 (but it's going up)

My Faction warfare dropdeck is composed of :

LCT-PB
MAD-3R
MAD-3R(S)
MAD-BH2

My damage record with this deck is 1473, as member of a PUG against a premade.

As you can see, all my builds are noob friendly, easy to use, few weapon groups to manage, easy on heat management. Well, i'm a noob... I tried also to make best use of weapon quirks as often as possible, i use all hardpoints, and always max the armor. I find the 300 engine perfectly adequate once the mech is elited. I have already mastered the 3R and BH-2, and elited 5D and 5M.

#73 Krispy Fiend

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Posted 11 December 2015 - 10:04 AM

Been using this one on my MAD-5D for LRMs. Makes use of the stock 300 XL engine. You can harass pretty well with the LRMs, and poke with the ER LLaser in between cooldowns. You can also alpha with the lasers and manage the heat easily.

#74 Not A Real RAbbi

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Posted 11 December 2015 - 08:06 PM

View PostKrispy Fiend, on 04 December 2015 - 08:34 AM, said:


I fixed it for you and made it better. So OP.


Son of Death Star? I like it.

#75 Not A Real RAbbi

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Posted 13 December 2015 - 08:14 PM

Haven't run any of these yet. That said, here's what I'm thinking of going with first:

MAD-3R

All right-side pokey. With the PPC quirks on that chassis, I'd be dumb to NOT use 'em. Works with PPC and ERPPC, so they're interchangeable for this build. It's a slow landlubber, and it takes some practice to get the timing right on the weapons. But those faster PPC shots ARE easier to land.

MAD-5D

NOT terribly heat-efficient. One could ditch one of the JJs for more SRM ammo. One could also turn the SRM6's into ASRM4's, and get a lot more mileage out of 2 tons of ammo. I DO so love the IS LPL, though. The concept here is to use the right side at medium range, and the left up close. Not sure how well it'll work. Guess we'll see soon.

MAD-5M

Don't have a feel for this one yet. I'm like Glenn in "Accepted": "WHAT ARE YOU?!?!?!?!" (If you haven't watched that film, and you've ever been a college-bound kid, you are SO missing out.) The LB-10X is a better weapon than it gets credit for, but it's more of a late-match thing. It's kinda MEH for doing damage at medium range early (though it can be helpful for scaring off squirrels), but when the armor gets stripped down it's a fearsome beast. AGAIN, love the IS LPLs. Right arm for early mid-range engagements, left arm for up-close work, RT for finishing. One could ditch a JJ for more ammo, were one so inclined.

MAD-BH2


So, this one I haven't figured out at all yet. Seriously, the big shortcoming of the MAD chassis is that most don't have anything going on in the LT. That means spreading things out to the arms, and those just aren't great for this game. That said, having THAT many energy hard points kinda leads you off in a certain direction. So, it boats MLs. Sue me. Also, one of the very few IS mechs I have that uses CASE. It's a STD engine, and I can retain half of my MLs if the worst were to happen. It's a 300STD, though, so this is no slower than any other typical MAD out there. And it jumps, because REASONS!

I just don't really have a good feel for this mech yet. Maybe AC/2 IS the way to go. Two of the variants have multiple RT ballistic hard points. That limits you to only one Gauss, AC/20, or AC/10, in that location, though. And the AC/20 is ONLY with a STD. So, perhaps the single-critical-slot AC/2 is a good deal. It's got range and projectile velocity, and the ghost heat isn't what it used to be. Combine that with solid energy backups. Hmm...

EDIT: Perhaps THIS.

Edited by TheRAbbi, 13 December 2015 - 08:19 PM.


#76 Black Ivan

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Posted 14 December 2015 - 08:53 AM

What are good CW builds for the Marauders?

#77 hobbez84

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Posted 14 December 2015 - 11:32 AM

Finally settled on a 3R build I can have fun with. Built up a mini-Misery build that can really put a dent on other heavies and assaults. Speed tweak gives you 69.6 KPH, which is more than enough to move with assaults, but with only 15 DHS, sustained LL fire is difficult to pull off. Armor on the legs take a big hit, -16 on both legs, -6 on arms (not a big deal imo, since the arms are rarely targeted), and -2 for the head.

4 LL, 1 Gauss + 2.5 ammo, XL300, 15 DHS

#78 BoldricKent

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Posted 14 December 2015 - 02:14 PM

Gauss in ST with XL engine is instant death option....and from my experience, losing ST weapon is quite common.

#79 scp

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Posted 14 December 2015 - 02:50 PM

for fun MAD-3R 4PPCs 3 machineguns :DD XL 300

Edited by scp, 14 December 2015 - 02:51 PM.


#80 Malgus Kerensky

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Posted 14 December 2015 - 02:58 PM

My main mech is the MAD-5M:

Max armor except in the legs
14 DHS
300 Standard Engine
3x ML
1x LL
1x AC/20 & 3 1/2 tons of ammo

You could trade a DHS for ML, if you are good with heat management.





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