Chados, 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.