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New Mech Details For December 1St Patch


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#1 InnerSphereNews

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Posted 30 November 2015 - 02:07 PM

Greetings MechWarriors,

This post details the Loadout information for all variants of the Marauder chassis, releasing in-part to eligible pilots with the December 1st patch.


Pictured variant: MAD-3R [S]

Marauder

Release date for MC: March 15th 2016
Release date for C-Bills: April 19th 2016

One of the first designs to embrace a non-humanoid configuration, the Marauder was hailed as the pinnacle of BattleMech design when it was unveiled in 2612. As with the Warhammer, the Marauder quickly became a heavy BattleMech of choice across the Star League Defense Force. Its battlefield performance—along with its unusual, menacing outline—even gave birth to the belief that claiming a kill against a Marauder was a hallmark of personal prominence.


Marauder MAD-3R [S]

The MAD-3R [S] is a Special version of the MAD-3R, and features a custom Classic IS Collection Pattern and a 30% boost to C-Bill earnings. It is only available through the Marauder Collector Pack.

Tonnage: 75
Engine: 300 Standard

Top Speed: 64.8 kph
Max Engine Rating: 360

Torso Movement:

85 degrees to each side.
20 degrees up and down.

Arm Movement:

20 degrees to each side.
30 degrees up and down.

Armor: 368 (Standard)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: PPC, Medium Laser
Left Torso: AC/5 Ammo
Center Torso: Engine
Right Torso: AC/5
Right Arm: PPC, Medium Laser
Left Leg: Heat Sink x2
Right Leg: Heat Sink x2

Hardpoints:

Left Arm: 2 Energy
Left Torso: 1 AMS
Right Torso: 3 Ballistic
Right Arm: 2 Energy

Heat Sinks: 16 Single
Jump Jets: 0 (0 Max)
ECM Capable?: No
MASC Capable?: No
Module Slots:

Mech: 1
Consumable: 2
Weapon: 2

Movement Archetype: Large
Quirks:

+50% Acceleration Rate (All Speeds)
+50% Deceleration Rate (All Speeds)
+35% Turn Rate (All Speeds)
+23 Additional Structure (CT)
+16 Additional Structure (LT)
+16 Additional Structure (RT)
+12 Additional Structure (LA)
+12 Additional Structure (RA)
+16 Additional Structure (LL)
+16 Additional Structure (RL)
+45% Torso Turn Rate (Yaw)
+10% Ballistic Range
+10% Ballistic Velocity
-5% Energy Heat Generation
+50% PPC Velocity
-5% PPC Heat Generation

30% C-Bill bonus


Marauder MAD-3R

The MAD-3R is the standard version of the MAD-3R [S]. It does not posses the C-Bill boost of its [S] counterpart.

Tonnage: 75
Engine: 300 Standard

Top Speed: 64.8 kph
Max Engine Rating: 360

Torso Movement:

85 degrees to each side.
20 degrees up and down.

Arm Movement:

20 degrees to each side.
30 degrees up and down.

Armor: 368 (Standard)
Internal Structure: Standard
Weapons & Equipment:

Left Arm: PPC, Medium Laser
Left Torso: AC/5 Ammo
Center Torso: Engine
Right Torso: AC/5
Right Arm: PPC, Medium Laser
Left Leg: Heat Sink x2
Right Leg: Heat Sink x2

Hardpoints:

Left Arm: 2 Energy
Left Torso: 1 AMS
Right Torso: 3 Ballistic
Right Arm: 2 Energy

Heat Sinks: 16 Single
Jump Jets: 0 (0 Max)
ECM Capable?: No
MASC Capable?: No
Module Slots:

Mech: 1
Consumable: 2
Weapon: 2

Movement Archetype: Large
Quirks:

+50% Acceleration Rate (All Speeds)
+50% Deceleration Rate (All Speeds)
+35% Turn Rate (All Speeds)
+23 Additional Structure (CT)
+16 Additional Structure (LT)
+16 Additional Structure (RT)
+12 Additional Structure (LA)
+12 Additional Structure (RA)
+16 Additional Structure (LL)
+16 Additional Structure (RL)
+45% Torso Turn Rate (Yaw)
+10% Ballistic Range
+10% Ballistic Velocity
-5% Energy Heat Generation
+50% PPC Velocity
-5% PPC Heat Generation


Marauder MAD-5D
Tonnage: 75
Engine: 300 XL
Top Speed: 64.8 kph
Max Engine Rating: 360
Torso Movement:
85 degrees to each side.
20 degrees up and down.
Arm Movement:
20 degrees to each side.
30 degrees up and down.
Armor: 448 (Standard)
Internal Structure: Standard
Weapons & Equipment:
Left Arm: ER PPC, Medium Pulse Laser
Left Torso: Streak SRM 2, Streak SRM Ammo, CASE, Double Heat Sink x2
Center Torso: Engine
Right Torso: Large Pulse Laser, Double Heat Sink x2
Right Arm: ER PPC, Medium Pulse Laser
Left Leg: Jump Jet x2
Right Leg: Jump Jet x2
Hardpoints:
Left Arm: 2 Energy
Left Torso: 2 Missile, 1 AMS
Right Torso: 1 Energy
Right Arm: 2 Energy
Heat Sinks: 16 Double
Jump Jets: 4 (4 Max)
ECM Capable?: No
MASC Capable?: No
Module Slots:
Mech: 1
Consumable: 2
Weapon: 2
Movement Archetype: Large
Quirks:
+35% Acceleration Rate (All Speeds)
+35% Deceleration Rate (All Speeds)
+25% Turn Rate (All Speeds)
+12 Additional Structure (CT)
+8 Additional Structure (LT)
+8 Additional Structure (RT)
+6 Additional Structure (LA)
+6 Additional Structure (RA)
+8 Additional Structure (LL)
+8 Additional Structure (RL)
+35% Torso Turn Rate (Yaw)
-10% Energy Heat Generation
+10% Missile Velocity
+20% Missile Cooldown

Marauder MAD-5M
Tonnage: 75
Engine: 300 XL
Top Speed: 64.8 kph
Max Engine Rating: 360
Torso Movement:
85 degrees to each side.
20 degrees up and down.
Arm Movement:
20 degrees to each side.
30 degrees up and down.
Armor: 368 (Standard)
Internal Structure: Standard
Weapons & Equipment:
Left Arm: Large Pulse Laser, Medium Pulse Laser, Double Heat Sink
Left Torso: LB 10-X Ammo, CASE, Double Heat Sink x2
Center Torso: Engine
Right Torso: LB 10-X AC, Double Heat Sink
Right Arm: Large Pulse Laser, Medium Pulse Laser
Left Leg: Jump Jet x2
Right Leg: Jump Jet x2
Hardpoints:
Left Arm: 3 Energy
Left Torso: 1 AMS
Right Torso: 2 Ballistic
Right Arm: 2 Energy
Heat Sinks: 16 Double
Jump Jets: 4 (4 Max)
ECM Capable?: No
MASC Capable?: No
Module Slots:
Mech: 1
Consumable: 2
Weapon: 2
Movement Archetype: Large
Quirks:
+30% Acceleration Rate (All Speeds)
+30% Deceleration Rate (All Speeds)
+15% Turn Rate (All Speeds)
+12 Additional Structure (CT)
+8 Additional Structure (LT)
+8 Additional Structure (RT)
+6 Additional Structure (LA)
+6 Additional Structure (RA)
+8 Additional Structure (LL)
+8 Additional Structure (RL)
+25% Torso Turn Rate (Yaw)
-5% Energy Heat Generation
-10% Laser Duration

Marauder MAD-BH2 'Bounty Hunter'
The MAD-BH2 'Bounty Hunter' is the Hero variant of the Marauder, and until its in-game MC purchase release date on March 15th 2016 is only available through direct purchase. It features a custom Bounty Hunter Pattern and a 30% boost to C-Bill earnings.
Tonnage: 75
Engine: 225 XL
Top Speed: 48.6 kph
Max Engine Rating: 300
Torso Movement:
95 degrees to each side.
20 degrees up and down.
Arm Movement:
0 degrees to each side.
40 degrees up and down.
Armor: 462 (Standard)
Internal Structure: Standard
Weapons & Equipment:
Head: Medium Laser
Left Arm: ER PPC, Medium Laser, Double Heat Sink
Left Torso: Double Heat Sink x3
Center Torso: Engine, Jump Jet
Right Torso: Gauss Rifle, Gauss Ammo x2
Right Arm: ER PPC, Medium Laser, Double Heat Sink x2
Left Leg: Jump Jet
Right Leg: Jump Jet
Hardpoints:
Head: 1 Energy
Left Arm: 3 Energy
Left Torso: 1 AMS
Right Torso: 1 Ballistic
Right Arm: 3 Energy
Heat Sinks: 15 Double
Jump Jets: 3 (4 Max)
ECM Capable?: No
MASC Capable?: No
Module Slots:
Mech: 1
Consumable: 2
Weapon: 2
Movement Archetype: Large
Quirks:
+65% Acceleration Rate (All Speeds)
+65% Deceleration Rate (All Speeds)
+30% Turn Rate (All Speeds)
+12 Additional Structure (CT)
+8 Additional Structure (LT)
+8 Additional Structure (RT)
+6 Additional Structure (LA)
+6 Additional Structure (RA)
+8 Additional Structure (LL)
+8 Additional Structure (RL)
+40% Torso Turn Rate (Yaw)
+10% Energy Range
-5% Energy Heat Generation
+10% Medium Laser Range


#2 Twilight Fenrir

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Posted 30 November 2015 - 02:49 PM

pretty good quirks n.n Nothing stupendous excepting the 50% PPC velocity, which is awesome. The structure quirks, and the movement quirks are all big plusses n.n This will be a nimble, and durable mech :D Well done!

Was kinda hoping the BH2 would have at least a 10% energy heat gen quirk... but anything is better than nothing n.n

Those structure quirks will go a long way towards making an XL viable.

Edited by Twilight Fenrir, 30 November 2015 - 02:50 PM.


#3 Stingray Productions

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Posted 30 November 2015 - 02:52 PM

Boy is that a thing of beauty! I'm so excited for this!

#4 cazidin

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Posted 30 November 2015 - 03:04 PM

Yey... PPC velocity quirks... was there a typo on the heat generation quirks? 5% seems very small compared when most other mechs get 10-12.5%. (Can anyone explain why PGI still hasn't changed PPC velocity? Any mech known for carrying PPCs or ER PPCs have 30-50% greater velocity from quirks alone!)

#5 A sebaceous cyst

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Posted 30 November 2015 - 03:09 PM

Again with the structure buffs...please buff armor not structure, armor provides protection, structure provides a greater chance for internal components to be criticaled and destroyed.

#6 Twilight Fenrir

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Posted 30 November 2015 - 03:15 PM

View PostA sebaceous cyst, on 30 November 2015 - 03:09 PM, said:

Again with the structure buffs...please buff armor not structure, armor provides protection, structure provides a greater chance for internal components to be criticaled and destroyed.

I'm fine with it on this mech. There's nothing in the left torso except on the one variant few people will use... Losing the ballistic weapon will leave plenty of other firepower on this chassis. The structure quirks will be nice for enhancing XL survivability, nothing else. And I'm fine with that n.n

#7 -Ramrod-

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Posted 30 November 2015 - 03:15 PM

Sub-par quirks as usual. I like the structure stuff but cmon with the weapon stuff. We have to fight Clans too you know.

#8 Mcgral18

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Posted 30 November 2015 - 03:18 PM

View Postcazidin, on 30 November 2015 - 03:04 PM, said:

Yey... PPC velocity quirks... was there a typo on the heat generation quirks? 5% seems very small compared when most other mechs get 10-12.5%. (Can anyone explain why PGI still hasn't changed PPC velocity? Any mech known for carrying PPCs or ER PPCs have 30-50% greater velocity from quirks alone!)


An 9 heat PPC is still adequate, and 1650M/s makes it a viable option. Remember, the dreaded PPC meta had 8 heat PPCs and 2KM/s speed.


Of course, this won't have the other benefits, but you might be able to use PPCs effectively on it, unlike other mechs.

#9 Luscious Dan

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Posted 30 November 2015 - 03:29 PM

Interesting to see that they made the one with no Jump Jets more significantly durable. Especially since the Marauder wasn't known for its durability in the lore. The big maneuverability quirks will be interesting, I wasn't expecting the massive accel/decel boosts.

Bit of a shame none of them have really amazing weapon quirks, though with +50% velocity I might actually hit something with a PPC in the 3R. Still, no ballistic cooldown quirks anywhere to be found. Especially with the gauss rifle nerf coming up. Sad face.

<edit> Overall they look good I am eager to give them a shot, as they will feel very different from my other IS heavies (i.e., fast and nimble). I'm just sad they won't have the firepower quirks to match my T-bolts :P </edit>

Edited by Luscious Dan, 30 November 2015 - 03:32 PM.


#10 IronEricP

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Posted 30 November 2015 - 03:30 PM

View PostA sebaceous cyst, on 30 November 2015 - 03:09 PM, said:

Again with the structure buffs...please buff armor not structure, armor provides protection, structure provides a greater chance for internal components to be criticaled and destroyed.


Actually, there is one BIG advantage of structure buffs over armor buffs, but I never hear anyone mention it.
Back shots! All that extra armor up front doesn't help you when a Cheetah hits your back for 36 pts, but an extra few points of structure may mean your XL didn't get you killed B) Heck, even without XL, keeping your side torso (or CT) alive from back shots might give you a chance to turn around and make a fight of it!

Edited by Eric Portenelli, 30 November 2015 - 03:35 PM.


#11 Twilight Fenrir

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Posted 30 November 2015 - 03:34 PM

View PostEric Portenelli, on 30 November 2015 - 03:30 PM, said:


Actually, there is one BIG advantage of structure buffs over armor buffs, but I never hear anyone mention it.
Back shots! All that extra armor up front doesn't help you when a Cheetah hits your back for 36 pts, but an extra few points of structure may mean your XL didn't get you killed B)

Hey, that's a great point I never thought about! Kudos to you good sir!

#12 A sebaceous cyst

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Posted 30 November 2015 - 03:38 PM

View PostTwilight Fenrir, on 30 November 2015 - 03:15 PM, said:

I'm fine with it on this mech. There's nothing in the left torso except on the one variant few people will use... Losing the ballistic weapon will leave plenty of other firepower on this chassis. The structure quirks will be nice for enhancing XL survivability, nothing else. And I'm fine with that n.n


but thats the whole problem, the larger the structure the more chance there is for components to be crit hit and that includes the engine...buffing structure is never as good as buffing armor. If you want a mech to be as XL friendly as possible you would want as large a buff as possible to armor and structure to be at its base value. adding a few structure points adds a few more opportunities to score critical hits

#13 A sebaceous cyst

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Posted 30 November 2015 - 03:43 PM

View PostEric Portenelli, on 30 November 2015 - 03:30 PM, said:


Actually, there is one BIG advantage of structure buffs over armor buffs, but I never hear anyone mention it.
Back shots! All that extra armor up front doesn't help you when a Cheetah hits your back for 36 pts, but an extra few points of structure may mean your XL didn't get you killed B) Heck, even without XL, keeping your side torso (or CT) alive from back shots might give you a chance to turn around and make a fight of it!


And that was the whole benefit to the % armor bonuses, because they would be bonuses to rear armor as well (although my understanding was the +X armor to a torso wasn't front specific, but maybe it is...either way as I said every extra point of structure is just an extra chance that a component will be crit hit and destroyed)

#14 Twilight Fenrir

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Posted 30 November 2015 - 03:46 PM

View PostA sebaceous cyst, on 30 November 2015 - 03:38 PM, said:


but thats the whole problem, the larger the structure the more chance there is for components to be crit hit and that includes the engine...buffing structure is never as good as buffing armor. If you want a mech to be as XL friendly as possible you would want as large a buff as possible to armor and structure to be at its base value. adding a few structure points adds a few more opportunities to score critical hits

I don't think the engine takes crits? I've never died from Engine Destruction without losing the whole side torso at least.... And I've plinked away with machine guns at mechs with open torsos and never gotten a kill until the torso was blacked out...

#15 WVAnonymous

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Posted 30 November 2015 - 03:46 PM

Question for PGI:

I bought the base package. Do I only get two Marauders on December 1st???

"The MAD-3R is the standard version of the MAD-3R [S], and will only become available starting March 15th 2016."

#16 Twilight Fenrir

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Posted 30 November 2015 - 03:49 PM

View PostWVAnonymous, on 30 November 2015 - 03:46 PM, said:

Question for PGI:

I bought the base package. Do I only get two Marauders on December 1st???

"The MAD-3R is the standard version of the MAD-3R [S], and will only become available starting March 15th 2016."

No, you get 3... that's bad wording on their part.

#17 Antares102

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Posted 30 November 2015 - 04:12 PM

Seriously.. who is doing all these quirks?
Mech looked good form a silhouette point but the quriks make it rubbish.
I am looking forward killing tons of these things in my Clan mechs....

One version got ERPPC stock and not even a single ERPPC heat generation quirk.
Three version got ballistic slots and not a SINGLE ballistic cooldown quirk.
Structure quirks when you need armor quirks. Actually the Marauder MAD-3R would make some sense if it had armor instead of structure quirks.

Oh dear...
I can already see the cries of all the MAD fanboys expecting their favourite mech to perform great
when they constantly get shot out of their cockpits.

Edited by Antares102, 30 November 2015 - 04:36 PM.


#18 WVAnonymous

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Posted 30 November 2015 - 05:48 PM

View PostTwilight Fenrir, on 30 November 2015 - 03:49 PM, said:

No, you get 3... that's bad wording on their part.


It's my hope that you're correct, and my fear that you're not.

#19 Gas Guzzler

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Posted 30 November 2015 - 05:52 PM

View PostWVAnonymous, on 30 November 2015 - 05:48 PM, said:


It's my hope that you're correct, and my fear that you're not.


Read the order page.

Standard pack will get 3 mechs.

Collector pack will get 4 mechs (two 3Rs, one is special)

Same deal as the Urbanmech package. That is simply a cut and paste from all of the pack releases that says that it won't be in game until the MC release.

#20 Alexander Garden

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Posted 30 November 2015 - 05:53 PM

View PostWVAnonymous, on 30 November 2015 - 05:48 PM, said:


It's my hope that you're correct, and my fear that you're not.

Fear not, I just made a dumb oversight in the original text. Fixed!





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