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Marauder Taking Way Too Much Damage For It's Size


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#101 Walsung

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Posted 09 April 2016 - 08:16 PM

View PostTarl Cabot, on 04 December 2015 - 12:07 PM, said:

Posted Image


very nice I so have to spend some time with my paint brushes .. your work?

#102 Chados

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Posted 09 April 2016 - 08:51 PM

There ain't anything wrong with the Marauder. It doesn't need any adjustments. It's supposed to be one of the scariest mechs the IS fields. And none of the four variants can pack a whole lot of firepower, so they need that structure to stay in the match long enough to use what they have. The base 3R has a firepower rating of 35. A Jenner IIC, at half the weight, has double that.

Marauders are not XL friendly, so they give up weight to pack heat sinks and weapons. They are vulnerable to getting their side torsos taken out because of the YUUGE side profile and larger than life backside. And there's a reason you don't see the 3-AC5 builds so much right now-those are limited in ammo carriage unless the pilot isn't bringing anything in the arms, and that's a pretty brave strategy when that side torso is so vulnerable to said Jenner, or Commando, or Arctic Cheetah. The energy builds tend to run hot-that has been a Marauder hallmark forever. But the 3R has one attribute: It can hang in a fight, and when it gets face hugged inside min PPC range it can live long enough for its secondary weapons to do some damage.

Clans get YUUGE firepower. IS ought to have durability going for it, to make up for that. The MAD-3R is one of the few IS mechs I really feel comfortable facing off against a Timberwolf in and feel I have a chance of winning, all things being equal. Especially with the Kodiak coming, we really do not need a Marauder nerf, thanks.

#103 Kubernetes

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Posted 09 April 2016 - 09:05 PM

I find the Marauder to be very XL friendly, provided you twist and spread the damage. With an XL you can run a pretty heavy weapon loadout and still have enough speed/mobility to evade fire. My 3R runs 2LPL + 2PPC, XL 330; my BH2 3LPL + 4ML, XL 300. Both have KDR >2.

#104 Y E O N N E

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Posted 09 April 2016 - 09:33 PM

View PostChados, on 09 April 2016 - 08:51 PM, said:

Marauders are not XL friendly, so they give up weight to pack heat sinks and weapons. They are vulnerable to getting their side torsos taken out because of the YUUGE side profile and larger than life backside. And there's a reason you don't see the 3-AC5 builds so much right now-those are limited in ammo carriage unless the pilot isn't bringing anything in the arms, and that's a pretty brave strategy when that side torso is so vulnerable to said Jenner, or Commando, or Arctic Cheetah. The energy builds tend to run hot-that has been a Marauder hallmark forever. But the 3R has one attribute: It can hang in a fight, and when it gets face hugged inside min PPC range it can live long enough for its secondary weapons to do some damage.


Marauders are engine agnostic. The 'Mech is very bi-modal, in that it plays dramatically different depending on engine.

With smaller STD, it's kind of a plodding death machine, a light-weight Assault; surround yourself with allies and plug targets with big firepower. With a large XL, it becomes a hunter. You play it super aggressive, and work the angles to push the enemy around or solo kill a target right quick. Face forward as much as possible.

Some people prefer the STD. Personally, I don't. The 'Mech is absolutely terrible at sword-and-board because, if you have a ballistic, the right side is completely un-shieldable, which means all that STD is getting you is the ability to not die after losing most of your guns. Which is pointless to me. The STD also sort of directs you to using normal lasers vs. pulse, and after trying two very similar large-engine MAD-5D builds (STD 330 + 4ML +LPL + 2SRM4A vs. XL350 + 4MPL + LPL + 2SRM4A), I can say that the amount of damage you take to the CT having to wait for those MLs to burn is very noticeable. With the XL and the MPLs, you can micro-twist constantly to spread damage across all three torso parts and the short burn lets you dump it and go. It's extremely powerful. Where the STD one will net ~500 damage a game, the XL one will easily push 700-800 played the same way.

Honestly, the MAD-5D is the only one I would recommend going STD on if you really want to (exception BH2, though I do run an XL300 on mine for all the wubs) since it's the only one that isn't neutered when one of its sides goes. Those SRMs are invaluable.

As for the others? XL 325 on the 3R with two PPC, an AC/10, and two MPL. Fast enough to relocate, lots of firepower between 90 and 500 meters. Runs cold.

MAD-5M? Pretty mediocre, though I kind of like it with 2xLPL+2xML+2xAC/2 on an XL350. Never-jamming UAC/5, basically. This one needs help to match the others.

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Clans get YUUGE firepower. IS ought to have durability going for it, to make up for that. The MAD-3R is one of the few IS mechs I really feel comfortable facing off against a Timberwolf in and feel I have a chance of winning, all things being equal. Especially with the Kodiak coming, we really do not need a Marauder nerf, thanks.


Agreed. The MAD really doesn't need a nerf. It's not a god-Mech. It has some rather glaring faults (big butt, Hunchback-syndrome, weak offensive quirks) and is subject to IS tech rules (XL boom), which keeps it from being ridiculous.

#105 Appogee

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Posted 09 April 2016 - 09:38 PM

MAD is known for torso tankiness. Which is a good thing, because it loses its arm weapons very easily.

I'm more surprised at how much damage the Archer can take now. Last night my Warhammer did four 3LPL+Gauss shots on one at short range and I only opened its side torso before it killed me. Damned Archer just wouldn't die.

#106 Chados

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Posted 09 April 2016 - 09:39 PM

I run a superstock 3R, PPCx2, MLx2, uAC5, STD280, lot of heat sinks. It's surprisingly decent. I don't like the XL because people focus that ballistic torso. Many times I've lost it, or at least lost the right arm, no matter how hard I twist and I'm left with the other arm...and stayed in the fight long enough to make a difference.

#107 Unreliable Mercenary

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Posted 09 April 2016 - 10:00 PM

View PostLugh, on 04 December 2015 - 06:10 AM, said:

Face tanking a Heavy in a Mediums is a recipe for disaster no matter what mech you are in brother...Posted Image Posted Image


This story would have had a different ending if he tried approaching from the rear!

#108 M3 SABLE

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Posted 09 April 2016 - 11:16 PM

When they were first released, i saw them so often to rack up the top damage in teams. I also generally felt like they were super tanky.

Now however? They feel like garbage. Terribly slow to twist in general, alphas dont hurt, look huge and attract focus fire attention.

Were they nerfed?

Even with this new current event that should supposedly summon its owners to kick ***, I dont see it happening at all.

It is all about warhammer and black knight.

#109 Lykaon

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Posted 10 April 2016 - 12:12 AM

View PostJSmith7784, on 04 December 2015 - 05:50 AM, said:

Been noticed the Marauder seems to take more damage than my assault mechs. I recently brought out my HBK-4SP for a few matches. I went head to head with a Marauder and we both had 100% undamaged mechs. I fired 4 SRM6x2 and 5 MLx5 salvos into his CT from under 200m. All hit and registered red. I went down and he only had a yellow open side torso and an orange armor CT. It was the only mech I fought and the end screen showed a litte over 200 damage. I'm only mentioning this one cause it just happened and is fresh in my mind.

Is this just a new mech and the hit boxes are messed up? Is this another hit detection problem with SRM's? been seeing a few posts about that as well.



I pilot Marauders with alarming frequency. I really really like them.

Here are my observations on how they take damage.

The hitboxes for the torso segments are very narrow from the front.This allows for minimal movement needed to twist to spread the damage across all three torso segments.

From the side the Side torsos are very remenicent of a Stalkers side torsos.This means that to hit the CT from an oblique side angle you need to aim at the very tip of the mech (the area of the cockpit glass ).

I will almost always be able to force a single enemy engaging me to hit across all my mech's front armor including the arms (I prefer the jump capable Marauders) Without a question if you know how to spread damage the Marauder is one if not the best tanking heavy mechs in the game.

The layout of the hitboxes is nice and the structure quirks are generous on the 3R and plenty adiquate on the other variants.

Now here is the trick to killing a Marauder.

SHOOT THE LEGS!

If the legs are covered then take off the RIGHT torso on all variants except the 5D.If it's a 5D Marauder it may have a light laser mounted in the RT and instead have more firepower on the LT (2 missile hardpoints on the LT) Take note of the mech's loadout because sometimes you want the 5D's Left side.


When I engage a Marauder I have little trouble dispatching them if I leg them or take off the most heavily armed torso. (usually the RT)

#110 Cyborne Elemental

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Posted 10 April 2016 - 12:28 AM

Almost all of these structure quirked mechs are complete ********.

game is horribly balance right now, and only seems to be getting worse.

And this is coming from a mostly IS mech player.

Its getting re-tarded.

Edited by Mister D, 10 April 2016 - 12:28 AM.


#111 Ex Atlas Overlord

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Posted 10 April 2016 - 12:49 AM



Mech was already damaged when I engaged....
Four SRMA18 volleys = 154.8
Four Large lasers = 36
Amout of fire an already damaged Marauder survived = 190.8
Fans of unbalanced OP mechs trying to convince others "Nothing to see here" = Priceless

Edit: I think it's time PGI stopped "taking liberties" with hitboxes to make mechs live longer. Stop making CT's part of side torsos.... stop making side torsos part of CT's.....etc. If a mech has a huge *** CT, oh well. No one wants RNG to hit right? Welp, your terribly designed 1980's fantasy mech is going to suffer b/c it wasn't supposed to be aimed at by a human. It was supposed to be aimed at by a die.

Edited by The Atlas Overlord, 10 April 2016 - 12:58 AM.


#112 Y E O N N E

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Posted 10 April 2016 - 01:36 AM

View PostChados, on 09 April 2016 - 09:39 PM, said:

I run a superstock 3R, PPCx2, MLx2, uAC5, STD280, lot of heat sinks. It's surprisingly decent. I don't like the XL because people focus that ballistic torso. Many times I've lost it, or at least lost the right arm, no matter how hard I twist and I'm left with the other arm...and stayed in the fight long enough to make a difference.


That's the secret to the MAD: you don't twist hard. You twist short, light, and fast. Wiggle it. That's why the big XL is great: you can wiggle it so much faster than with a smaller STD. Also avoid standard lasers. The face time required, even from MedLas, will make it so much harder to spread damage.

View PostThe Atlas Overlord, on 10 April 2016 - 12:49 AM, said:



Mech was already damaged when I engaged....
Four SRMA18 volleys = 154.8
Four Large lasers = 36
Amout of fire an already damaged Marauder survived = 190.8
Fans of unbalanced OP mechs trying to convince others "Nothing to see here" = Priceless


I think you need to re-watch your own video with a less-biased eye. I see a lot of badly placed shots with spready SRM6 on a 'Mech whose torso hit-boxes are very narrow from the front. You even overtly shot him in the still-armored legs (multiple times) and right torso, all of which cost you your life.

Quote

Welp, your terribly designed 1980's fantasy mech is going to suffer b/c it wasn't supposed to be aimed at by a human. It was supposed to be aimed at by a die.


Like your Atlas is supposed to suffer?

Praise be the Blackjack overlords.

Edited by Yeonne Greene, 10 April 2016 - 01:37 AM.


#113 Ex Atlas Overlord

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Posted 10 April 2016 - 01:49 AM

View PostYeonne Greene, on 10 April 2016 - 01:36 AM, said:

Nothing to see here folks. A virtually stationary Marauder backpedaling in a straight line is supposed to take more damage to kill than an assault.


Priceless.

View PostYeonne Greene, on 10 April 2016 - 01:36 AM, said:

Like your Atlas is supposed to suffer?


Yeah, it's equally ******** that a quarter of the atlas CT on either side counts as ST.

Maybe they should stop "taking liberties" with hit box tweaking and just add more armor to the parts they want to make tougher already.

Oh wait, that's the simple / easy to tweak / smart way to balance....and this is PGI. N/m.

Edited by The Atlas Overlord, 10 April 2016 - 01:50 AM.


#114 meteorol

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Posted 10 April 2016 - 03:28 AM

View PostThe Atlas Overlord, on 10 April 2016 - 12:49 AM, said:



Mech was already damaged when I engaged....
Four SRMA18 volleys = 154.8
Four Large lasers = 36
Amout of fire an already damaged Marauder survived = 190.8
Fans of unbalanced OP mechs trying to convince others "Nothing to see here" = Priceless


We can't see how damaged the marauder was before the first shot.
First srm volley flies towards the right torso, we can't see where it actually hits, but given the flight path it's pretty save to say the damage was spread between CT and right torso. Second volley doesn't even show a hitmarker, we don't know if crosshair just didn't flash or if the shot actually missed. Third volley hits the right torso with most missiles (and destroys it). Fourth volley hits the left torso with the vast majority of damage.

The video shows that badly placed shots will kill get you killed in 1v1 situations. It doesn't prove the marauder being OP. Sorry.

#115 Roughneck Cobra

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Posted 10 April 2016 - 04:15 AM

Oh my, I gotta wipe my coin purse on this thread since I pilot a Bounty Hunter II alot.

And all I have to say is cry me a frickin' River.

IS have a powerful heavy with JJ's, good standard engines and a decent weapon loadouts with thick armour.

Whatever will you do!?

And Atlas overlord is truely a crap shot, jesus.

Edited by Stryker Ezekiel, 10 April 2016 - 04:16 AM.


#116 Ex Atlas Overlord

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Posted 10 April 2016 - 04:32 AM

View Postmeteorol, on 10 April 2016 - 03:28 AM, said:

Fourth volley hits the left torso with the vast majority of damage.


So that explains why the CT went from orange to deep red after that volley hit the "left torso".

Which is exactly my point.

The hitboxes are screwed up beyond belief.

P.S. You could always watch the entire video where even guys spectating the marauder agreed it should have died.....or just go ahead and keep living in denial. Whatever works for you.

#117 Roughneck Cobra

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Posted 10 April 2016 - 04:39 AM

View PostThe Atlas Overlord, on 10 April 2016 - 04:32 AM, said:


So that explains why the CT went from orange to deep red after that volley hit the "left torso".

Which is exactly my point.

The hitboxes are screwed up beyond belief.

P.S. You could always watch the entire video where even guys spectating the marauder agreed it should have died.....or just go ahead and keep living in denial. Whatever works for you.


This from an Atlas pilot.

Posted Image

#118 Xhaleon

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Posted 10 April 2016 - 04:56 AM

I'm glad that tiers are visible here.

Daily reminder that Marauders are perfectly fine for XLing in and that if you don't use PPCs in your MAD-3R you are a serious ninny-poo.

#119 An Innocent Urbie

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Posted 10 April 2016 - 05:43 AM

good thing legs don't have that center torso bullcrap

#120 Herr Vorragend

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Posted 10 April 2016 - 06:09 AM

The MAD is okay as it is. No adjustments needed.





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