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Mad Vs. Whm For Good Is Heavy


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#1 oldradagast

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Posted 30 March 2016 - 03:26 AM

All:

So, I'm looking to replace my Cataphracts with something viable and that I enjoy playing. Right now, I already have Jagers (great mechs: fragile, but always reliable for damage output) and Grasshoppers (Run hot, rather tall, but reasonably mobile and good performs overall.) I've about had it with the Cataphracts because of their miserably low-mounted arm hardpoints and the huge, flat torsos that can be torn to shreds from any angle. I'm particularly put out with the versions that lack any high-mounted energy points... don't even know why I wasted cbills on them...

Anyway, I've been tossing around getting Marauders or Warhammers since both are available. A few impressions:

- The Marauder can be looked over in the mech lab, and it is laughably how much better the hitboxes are than the Cataphract. Sure, it's vulnerable from the sides, but the front profile is tiny, the "low" arm weapons are still higher than the Cataphracts, and those high-mounted ballistics look nice, although losing the right torso is painful, although that's also true in the Cataphract.

- No idea on the Warhammer. They are humanoid in shape, which can sometimes be a problem for torso vulnerability. I'm also not sure how many high-mounted weapon points they have.

Right now, I'm leaning towards the Marauder since it's more of a known quantity and high-mounted ballistics are appealing.

Anything else I should consider from folks who've played these mechs? They seem comparable on Meta Mechs, for what that's worth. Thanks!

Edited by oldradagast, 30 March 2016 - 03:27 AM.


#2 Bud Crue

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Posted 30 March 2016 - 03:42 AM

I know some folks look to the Mad as THEE replacement for the Phract. 1-3 RT ballistic mounts, plus lasers in arms seems to have a Phract like flavor, but with the better height, quirks, and hit boxes the Mad seems a natural replacement. That said, for me the Hammer is more effective. I last longer in matches and do more damage. I find that in pug drops the Mad RT gets focused so much that my firepower is often neutered as soon as I turn to engage my first or second target (when facing said target, said target's friends are demoing my RT, etc.). Twisting doesn't seem to roll damage much, that plus the arms on the Mad can't shield being out in front and below the torsos. The Hammer seems to not suffer from this laser like focus from enemies nearly as much.

On the other hand, I really like the JJ variants of the Mad so much that despite my better longevity in the Hammer I enjoy playing the Mad more than the Hammer. The Mad is more of a feast/famine mech, but when the circumstances come together, the feast is wonderfully fulfilling.

Edited by Bud Crue, 30 March 2016 - 03:42 AM.


#3 ImperialKnight

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Posted 30 March 2016 - 05:54 AM

Warhammer rolls damage much better than Marauder IMO.

#4 Helene de Montfort

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Posted 30 March 2016 - 06:08 AM

Well, the MAD is the mech that made me come back to playing MWO, it's a very good heavy mech, fairly tanky, and able to deliver a good amount of damage.

The Warhammer, i had taken a package, and did a few games with them. They tank nothing, and their arm weapon mounts are badly placed making it a pain to not hit the ground repeatedly. I finally sold them (excepted the special and the hero, that i just stripped).

the WHM was a real disapointment, and i don't plan taking any other mech as early adopter. As good as was the experience with the Marauder, it was really awful with the WHM.

#5 Colonel Clunge

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Posted 30 March 2016 - 08:14 AM

View PostHelene de Montfort, on 30 March 2016 - 06:08 AM, said:

Well, the MAD is the mech that made me come back to playing MWO, it's a very good heavy mech, fairly tanky, and able to deliver a good amount of damage.

The Warhammer, i had taken a package, and did a few games with them. They tank nothing, and their arm weapon mounts are badly placed making it a pain to not hit the ground repeatedly. I finally sold them (excepted the special and the hero, that i just stripped).

the WHM was a real disapointment, and i don't plan taking any other mech as early adopter. As good as was the experience with the Marauder, it was really awful with the WHM.


I totally agreed with this until three things happened - (1) I Elited the 6R - the difference between basic and elite on this mech seems to be more marked than others (2) they seemed to sort out the hitboxes - they were terrible first few times I played them and (3) I stuck an XL engine in. The WHM seems to be very XL friendly and actually tanks damage pretty well. Regularly post 700-800 damage in this mech. The arm mounted PPCs are low so you do hit the ground if you have an obstacle in front of you (even a low one you think you can fire over) but I pair them with a pair of AC5s which are quite high placed and this works brilliantly. Don't have the Marauder but I don't fear them on the battlefield at all.

#6 Luscious Dan

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Posted 30 March 2016 - 10:30 AM

I prefer the Marauders since all but the 3R have jump jet capability. On so many maps, this really opens your tactics up big-time.

The low arm mounts on the Warhammer are a bit of an issue for me, the same is true for the Marauder but since I generally have those high mounted ballistics as my main weapons, it's less of an issue there. Chest height weapons on the Warhammer aren't bad, but they aren't great either. I think that if all the Warhammers had 2E in the arms I would be happier with that chassis. With so many 1E arms, I usually just strip the armor off and use torso weapons.

Overall I generally favor the Marauder.

#7 Zarock

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Posted 09 May 2016 - 06:54 AM

I can recommend the Marauders, I use 3 of them in FP. Great mechs, tanky and good firepower.
Cant say anything about the Warhammer tho, havent bought them (yet), but also havent seen a build I definitley want to try..

#8 Dawnstealer

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Posted 09 May 2016 - 06:57 AM

MAD's a bit more versatile, able to have JJs. WHR is a slight bit tankier. But the MAD has a low, narrow profile (from the front).

They're both fantastic mechs: you'll be happy with either. Don't run XLs in them and they're really tough.

Edited by Dawnstealer, 09 May 2016 - 06:57 AM.


#9 Chillicon

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Posted 09 May 2016 - 07:36 AM

I recommend the WHMmy, because oft its
- shape --> its pretty tiny compared with GHP
- hardpoints are high enough - maybe a little lower than the hoppers
- possibility 4 laser vomit
- good pitch
I take 2 Hoppers and 1 Whammy, 1 ECM-Cicada to FP

#10 Steel Raven

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Posted 09 May 2016 - 09:21 AM

Mastered both, enjoy them both.

If you already mastered the Cataphract, you should work with a 70 ton Warhammer. I have allot of fun tanking in the 6D and 7S with a STD 300 engine though the 6R was a little tougher to get the hang of without a XL. If your good with a XL, the 'Hammer has allot of options. If you prefer to stick with a STD Engine for zombie, it's a hell of a brawler but your a little more limited with weapons.

The Marauder is a beast. 75 Tons gives you allot of weapon options, STD or XL. The 5 extra tons make the Mad a little slower than the Warhammer but JJ makes up for it. The MAD 3R also does a better with PPCs than the WHM 6R, the position of the arms makes all the difference. While allot of people swear by XL builds, the MADs wide *** has has always been a easy target and way too easy to loose a side torso to a Gauss or a heavy AC.

If I had to recommend one over the other, I would say purchase the Marauder first. The WHM 6D has become one of my favorite wrecking machine but the Marauder was easier to learn and master.

#11 TercieI

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Posted 09 May 2016 - 09:48 AM

WHM is both better and more versatile. I like both pretty darn well though. MAD feels old school.

#12 oldradagast

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Posted 09 May 2016 - 02:44 PM

Thanks for the suggestions - I'm honestly rather surprised at the durability of both the MAD and the WHM when I'm firing on them. They aren't as fragile as their size may indicate.

#13 Rear Admiral Tier 6

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Posted 12 May 2016 - 04:47 AM

Warhammer is lightyears better,XL friendly,has a laservomit variant and a excellent hero,only bad warhammer is the 7S.

6R: 2 AC10:s and 4 mls in the torso,XL300-325,extra dhs and ammo to taste.

BW: 2 uacs 2 ac5s,4 ac5s for faction play,plays like 4X-phract except way better hardpoint locations

6D: 3 LPL 4 ML XL325

#14 Audacious Aubergine

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Posted 12 May 2016 - 05:02 AM

Kind of depends. From my point of view, they're made for different roles. The Warhammer seems to be built more for being in peoples' faces at close/mid range while the Marauder is geared towards blasting peoples' faces off at mid/long range - though that said, I have 7 ML and an AC10 on my Bounty Hunter and brawl with it. Then again, I brawl with everything

#15 WarZ

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Posted 13 May 2016 - 09:02 PM

I just cant get excited for builds anymore. All the builds are just rehashes and remakes of builds we've been running for years. Due to tonnage and slot allocations, all these mechs build out mostly the same way. The difference is just in hitboxes and hardpoint locations. Some good some bad, but all the same old stuff really.

#16 General Solo

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Posted 13 May 2016 - 09:27 PM

Have you considered Grasshoppers and Black Knights
Both are very strong heavies

#17 Mercworks

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Posted 14 May 2016 - 02:42 PM

I don't have the Warhammer, but can wholeheartedly recommend the Marauder. it's got one variant that does each role. It's got a great missile mech, a respectable ballistics mech, and a good energy boat. If you buy the Hero Mech, you get a top notch brawler.

#18 Valar13

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Posted 14 May 2016 - 03:34 PM

View PostChillicon, on 09 May 2016 - 07:36 AM, said:

I recommend the WHMmy, because oft its
- shape --> its pretty tiny compared with GHP
- hardpoints are high enough - maybe a little lower than the hoppers
- possibility 4 laser vomit
- good pitch
I take 2 Hoppers and 1 Whammy, 1 ECM-Cicada to FP

Another great setup is BK/GHP/RFL-5D/BJ-3 or 1X. But I've run a similar setup and that one is great in its own right.

#19 _____

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Posted 14 May 2016 - 10:30 PM

MADs aren't XL safe. With WHMs if you're good at spreading damage, you have that XL option which is really helpful in today's MWO. You can deadside most of the MADs but yea that's like 2013/14 meta.

Edited by BlackhawkSC, 14 May 2016 - 10:31 PM.






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