What Is Mad Good For?
#61
Posted 05 December 2015 - 10:16 AM
Marauder hitboxes are decent, easy to spread damage if you want to facetank. Buit it's also easy to get caught from a side and lose a torso. Not XL friendly, but not XL unfriendly either.
The 300 standard engine is ok, but you will probably want a 325 instead. If you go XL, take at least a 350, otherwise it isn't worth the added vulnerability.
Arm mounts are kinda' low, you can make PPCs work, but you're better off with lasers.
If you can mount jets, do it, the mobility advantage combined with the ability to more easily spread damage to your legs is worth it.
The missiles on the 5D are probably best for SRMs, but a token LRM system (say, 2xLRM5) can easily be used to feel like you're doing something while hanging back and waiting. You CAN boat LRMs on the MAD-5D if you want to, and it can do it better than a C1 Catapult (4xML, TAG, 2 big LRM racks, jets...), but I can't recommend it.
Big ballistics are totally worth it; AC10, AC20, or Gauss will work. I've tried lighter ACs with less than great results, but if you use them yourself and get results than you are obviously doing something right that I wasn't. If you go AC20 I recommend a 325 engine, you will want to get that gun to where it will do the most good as fast as practically possible.
#62
Posted 05 December 2015 - 10:34 AM
I've only had the previously linked build on my BHII so all the results are with this build.
Only 16 games though so take it or leave it I might update later with a higher amount of games played but I doubt the numbers will be all that different. With an average of 614 damage a game though I would say the build is working reasonably well for the pugs.
#63
Posted 05 December 2015 - 11:14 AM
if I had a 3rd party host, I'd put the screen shot up, lets just say it works with a standard nicely
#64
Posted 05 December 2015 - 11:30 AM
Escef, on 05 December 2015 - 10:16 AM, said:
Marauder hitboxes are decent, easy to spread damage if you want to facetank. Buit it's also easy to get caught from a side and lose a torso. Not XL friendly, but not XL unfriendly either.
The 300 standard engine is ok, but you will probably want a 325 instead. If you go XL, take at least a 350, otherwise it isn't worth the added vulnerability.
Arm mounts are kinda' low, you can make PPCs work, but you're better off with lasers.
If you can mount jets, do it, the mobility advantage combined with the ability to more easily spread damage to your legs is worth it.
The missiles on the 5D are probably best for SRMs, but a token LRM system (say, 2xLRM5) can easily be used to feel like you're doing something while hanging back and waiting. You CAN boat LRMs on the MAD-5D if you want to, and it can do it better than a C1 Catapult (4xML, TAG, 2 big LRM racks, jets...), but I can't recommend it.
Big ballistics are totally worth it; AC10, AC20, or Gauss will work. I've tried lighter ACs with less than great results, but if you use them yourself and get results than you are obviously doing something right that I wasn't. If you go AC20 I recommend a 325 engine, you will want to get that gun to where it will do the most good as fast as practically possible.
Actually...I agree with all of this, with the addition that PPCs are actually very good on the MAD-3R when run with a UAC/5. It's not a pop-tart, but it's pretty devastating when you use it to circle around the primary engagement zone and pound away on enemies trying to advance. And although it's sort of mediocre at ridge-humping, it's excellent for rounding corners with its weapons clustered fairly close to center and having a narrow frontal view.
And 2xASRM4 on the MAD-5D is pretty awesome. The ability to laser vomit with 3xLL and 2x ML is alright, but those SRMs have been fairly decisive in many engagements for me, they are basically a light-weight, short-ranged AC/17. I actually run those three tons of ammo I bring all the way down, frequently.
#65
Posted 05 December 2015 - 11:34 AM
Tool Box, on 05 December 2015 - 10:34 AM, said:
I've only had the previously linked build on my BHII so all the results are with this build.
Only 16 games though so take it or leave it I might update later with a higher amount of games played but I doubt the numbers will be all that different. With an average of 614 damage a game though I would say the build is working reasonably well for the pugs.
The only reason I don't want to do that is because the BK/GHR can do that, just better..
#66
Posted 05 December 2015 - 11:43 AM
Tool Box, on 05 December 2015 - 10:34 AM, said:
I've only had the previously linked build on my BHII so all the results are with this build.
Only 16 games though so take it or leave it I might update later with a higher amount of games played but I doubt the numbers will be all that different. With an average of 614 damage a game though I would say the build is working reasonably well for the pugs.
I've been running a similar BHII, though mine is all wubs and max JJs because 20x DHS is more than enough to cool this beast already.
#67
Posted 05 December 2015 - 11:46 AM
I've been tooling around with the Marauders this weekend with mixed results. I'm still trying to dial in what I want and trying to see what works.
I did run a XL355 on the 5D as a quick-ish SRM machine. 3 LLasers, 2 MLasers, with 2 SRM4s. It wasn't bad but the speed advantage just seemed negligible and being that up close with an XL just made me uneasy.
The Tripple A/C5 build with 4 MLasers and a STD 300 is fun. I oddly seemed to run a similar setup better in the Ilya, but I think it is too early to tell.
Oddly the best performing Marauder I have is the Bounty Hunter. The Bounty Hunter is currently netting me a KDR of 2.40 where the next highest (MAD 3R) is earning a 1.17. The mech that I thought would be the hardest to do well in is the easiest. Although I know many will think it is too hot, it is 4 LLasers with 3 MLasers and a STD300 with JJs. It just seems to work so I don't question it lol.
Anyway, I like the Marauder a lot. I'm still tooling with the 5M. I have it with an A/C20 and 5MLasers right now. I had some bad matches and the last one was really good with 4 kills and 600ish damage (and died by an accidental TK :/ ).
Overall, best heavy I have had in a while. IMO, I like it better than the last couple heavies (Black Knight or Grasshopper).
#68
Posted 05 December 2015 - 11:53 AM
The triple AC/5 build (+4 MPL) on the 3R is better than any other heavy that can do it due to grouping. (4X, I'm looking at you bub.)
The 5M does AC/20 + 5 ML at least as well as any other heavy, plus it's more tanky.
Haven't found anything I love for the 5D yet. 5 LPL is okay, but not great. I'd rather bump up 10 tons and take a BLR-1G with 6 LL instead. I could do a mix of LPL, MPL, and SRMs but... meh.
#69
Posted 05 December 2015 - 11:56 AM
Gas Guzzler, on 05 December 2015 - 11:34 AM, said:
The only reason I don't want to do that is because the BK/GHR can do that, just better..
Grasshopper very possibly, Black Knight I disagree. It isn't related to the quirks as much as the Marauders hard points (even the low arm ones) are very close to the level of the cockpit. When I pull the trigger in a Marauder I am far more confident my lasers will clear terrain vs my Black Knight. Plus the Marauder has a low silhouette from the front helps too IMO.
Anyway, it is opinion, but I feel it isn't that crazy to pick a BH over a BK or Grasshopper.
#71
Posted 05 December 2015 - 11:59 AM
Roadkill, on 05 December 2015 - 11:53 AM, said:
The triple AC/5 build (+4 MPL) on the 3R is better than any other heavy that can do it due to grouping. (4X, I'm looking at you bub.)
I would actually rather use the JM6-S or -DD for 3x AC/5. It has quirks that better support it, the grouping is almost as good, and the guns are on high-mounted arms.
But if we're going to talk 3x AC/5, I think an AC/10 and an AC/5 is worth mentioning because you trade a little bit of DPS for four more tons to do stuff with.
Edited by Yeonne Greene, 05 December 2015 - 11:59 AM.
#72
Posted 06 December 2015 - 07:57 PM
Steinar Bergstol, on 05 December 2015 - 08:44 AM, said:
Now, granted I live and fight in the Tier 4 underhive, so that may have an effect as well, but I regularly find myself having games where I do 500 to 700+ damage and get at least a couple of kills more often in the MAD than in any other mech I own.
This has been my experience so far in my MAD too! I run brawler setups with 5M being my fav with AC20 + 3MPL + 2LPL. With over 400 armor, this MAD feels more like a scaled down assualt than a heavy mech to me. Furthermore, running it close to other assaults generally give me lower priority as a target to the enemy than the assault beside me, giving me time to go around picking targets off one by one. I average 3 to 5 kills in this and thats WAY more than any other mechs that I have ever piloted. I last fav was a Masakari (warhawk) with almost the same high alpha setup but because its a freaking assault, it usually gets dropped too quickly in a brawl as enemies tend to prioritise it as a target for focus shooting. The MAD on the other hand, carrying slightly less armor and firepower behaves more like a ninja assault which nobody pays too much attention to when I run with King crabs and Direwolves etc. Enemies usually regret too late when I pump 60+ damage straight into a single area close up.
#73
Posted 06 December 2015 - 08:09 PM
#74
#75
Posted 06 December 2015 - 10:30 PM
#76
Posted 06 December 2015 - 10:35 PM
Pr8Dator, on 03 December 2015 - 07:28 AM, said:
MAD 5M with endo, 300 std engine 3 jumpjets AC20 4x Med Laser (jumping brawling) Can also be made on the BH.
Mad 5D with endo, 300 std engine 4 jumpjets 3x Lrg Laser 2x Sml Laser 2X SRM 4 (Line fighter with mobility)
Mad 3R with endo, 300 std engine 4x Med laser 2x AC5
#77
Posted 06 December 2015 - 10:53 PM
Yeonne Greene, on 06 December 2015 - 12:37 PM, said:
MAD-3R
MAD-5D
MAD-5M
They are all consistent at 500+, with the -5D being a regular 700+ machine that approaches 1000 with alarmingly awesome frequency. The key to playing the MAD is aggression. This 'Mech is balls at defensive play since it has neither the range nor the heat dissipation to sustain that and its hard-points are mostly down low. However, it has excellent mobility and can pack amazing striker payloads, so use it as such. Perform flanks, run down assaults, get in their faces. Jam up Lights into walls and wail on them. Circle battlefields and plug targets focusing on your friends. Don't let the enemy breathe. Even with an XL, it can take fierce amounts of punishment so don't be afraid to take the risk on a big, fragile engine, because it's very rewarding.
#79
Posted 07 December 2015 - 02:03 AM
3R - xl340 2PPC 2ML AC10
Edited by Haunt Steiner, 07 December 2015 - 02:09 AM.
#80
Posted 07 December 2015 - 03:57 AM
Haunt Steiner, on 07 December 2015 - 02:03 AM, said:
3R - xl340 2PPC 2ML AC10
Yes, it is so incredibly tanky, even with XL engine as long as we pump torso armor to the front by about 60.
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