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Marauder Quirks Need Love


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#21 mariomanz28

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Posted 30 June 2016 - 07:56 AM

I think the quirks are fine. I just recently got them for cbills and have run them all the way to master. They are some of the tankiest mechs I own and can hold their own damage wise.

I stuck to the stock engine size and swapped out XLs for STD in the ones that came with them. My 3R I went old school meta with 2 PPC and 2 AC/5, my 5D is LPL + 4 ML with 2 ASRM 6s, and my 5M is the Boomrauder™ with an AC/20 and 5 ML. Both the 5D and 5M have max JJs as well.

These are turning out to be some of my favorite heavy mechs of all time. Everything is fine on them as is IMO.

#22 Duymon

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Posted 30 June 2016 - 08:00 AM

All the Marauders actually work pretty well already.

The 3R is probably the strongest with the ability to take 3x AC5 or AC20 + 2 PPC in addition to better durability quirks.

When you standard engine a Marauder you can use the hitboxes to your advantage and use an entire side as a shield which seems to work well. it's almost like a mini Misery.

#23 Thorn Hallis

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Posted 30 June 2016 - 08:08 AM

The BH2 could need some rangequirks, but other then that I'm totally ok with what they got.

#24 Y E O N N E

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Posted 30 June 2016 - 08:29 AM

Only the most minor of quirks. Below are the additions I would make.

MAD-3R: 10% ballistic velocity

Already a solid variant. I run mine with an XL335, 2xPPC, 2xML, and an AC/10 and it acquits itself well. Would like that ballistic to sync a little better, since that is what this 'Mech is all about. I would consider a 5-10% decrease to time required for ballistic cool-down a good idea since this is a ballistics boat that is straight outclassed by other ballistics boats, but I don't think it is crucial.

MAD-5M: 10% energy range, 15% ballistic cooldown, 10% LB-10X spread reduction

Easily the worst of all the Marauders, there's nothing it can presently do that the others wouldn't be better at. Making it fire ballistics faster would improve it considerably, as better laser range. LB since the LK is a monster with them and the 5M runs them canonically.

MAD-5D: 15% ERPPC heat reduction, 50% ERPPC velocity

In my humble opinion, this is the strongest variant. I run mine with an XL 350, 1xLPL, 4xMPL, and either 2xSRM4A with 300 rounds and 3xJJ or 2xSRM6A with 200 rounds and 2xJJ. It is a fantastic brawl 'Mech. It is, however, entirely dependent on those missiles being rapid firing. I'm not sure why PGI thought it needed a nerf, though, since the only 5D in any given game seems to be me. I would like ER PPC to be good on it.

MAD-BH2: nothing, it's friggin' great!

Seriously, even an XL 300 wub machine is gross on this 'Mech. So is AC/20 with 7xML and, of course, the usual 2xLPL + 5xML.

#25 invernomuto

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Posted 30 June 2016 - 08:42 AM

View PostFLG 01, on 30 June 2016 - 06:21 AM, said:

The MAD-5D and -BH definitely needs PPC-quirks. It is a sin not to run them with PPCs... but in the absence of quirks, one has to be a sinner.
Other than that, the Marauder line is quite fine.


Agreed. The only quirk they miss is the PPC one. Also for Bounty Hunter. Otherwise, please pgi increase PPC and erppc velocity by 50% and remove all PPC quirks in game.

#26 SteelBruiser

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Posted 30 June 2016 - 08:44 AM

MADs are just fine as they are. Mine have served me well in a wide variety of load out with either STD or XL engines. Don't push for more changes as we may not like what we end up with.

#27 Kubernetes

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Posted 30 June 2016 - 10:07 AM

Mads are prob my favorite chassis, and I don't know that they could or should get much better. And yes I run XLs in all mine (unless I want an AC20). If you haven't learned how to spread damage on a Mad, a Std engine prob won't help you all that much. My BH2 regularly survives with both arms gone and all torso armor stripped. Head laser ftw!

#28 Moonlight Grimoire

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Posted 30 June 2016 - 12:50 PM

View PostYeonne Greene, on 30 June 2016 - 08:29 AM, said:

MAD-5M: 10% energy range, 15% ballistic cooldown, 10% LB-10X spread reduction

Easily the worst of all the Marauders, there's nothing it can presently do that the others wouldn't be better at. Making it fire ballistics faster would improve it considerably, as better laser range. LB since the LK is a monster with them and the 5M runs them canonically.


I find this hilarious since the 5M I found the easiest to run and have had the best results in with 2xLPL, 2xMPL, AC5+2 tons of ammo, and an XL325 + 17 DHS with 4 JJ's. It doesn't run that hot, no huge alpha on it, but it is agile and hurts mechs with it's constant stream of fire. The other two Marauders I have not had that much luck with and I don't own the bounty hunter.

More or less saying the Marauder is a solid mech as is, if they did give an LB10x quirk to the 5M probably would find a way to put that back in while not losing too much agility, probably downgrade the LPL's to just LL's or something.

Edited by Moonlight Grimoire, 30 June 2016 - 12:54 PM.


#29 Y E O N N E

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Posted 30 June 2016 - 07:43 PM

View PostMoonlight Grimoire, on 30 June 2016 - 12:50 PM, said:


I find this hilarious since the 5M I found the easiest to run and have had the best results in with 2xLPL, 2xMPL, AC5+2 tons of ammo, and an XL325 + 17 DHS with 4 JJ's. It doesn't run that hot, no huge alpha on it, but it is agile and hurts mechs with it's constant stream of fire. The other two Marauders I have not had that much luck with and I don't own the bounty hunter.

More or less saying the Marauder is a solid mech as is, if they did give an LB10x quirk to the 5M probably would find a way to put that back in while not losing too much agility, probably downgrade the LPL's to just LL's or something.


My issue with the 5M is...well...it doesn't do anything special. Every build you can conceive of on it is just a slightly inferior version of something you can do on one of the other three variants. Your MAD-5M build? If I'm engaging at medium to long range it's an inferior version of the 3R's PPC slammer. If we're up close to medium, it gets destroyed by the 5D with its missiles and agility. I've tried everything under the sun on it and it just isn't as strong at any range bracket as the others. It's merely solid. A variant that's merely solid among its superior peers on a chassis that is similarly solid among superior peers. That's a problem. The Marauder's status as a solid chassis is its downfall. With the exception of the 5D and the brawl, it's not great at anything. As such, it typically gets passed over at the top end for better specialists.

The goal of my suggested quirks is to help each MAD specialize a little harder. The 3R is the ballistics boat, but it's gimped compared to other ballistics boats because it has all of those guns in one side and because it doesn't have any rate of fire quirks. It also doesn't do as well as the Warhammer for dakka+PPC since its ballistic rounds are only 10% faster...peanuts.

The 5D really doesn't need anything except the restoration of its missile quirk, the causes of whose nerf I can't fathom. I only threw ER PPC quirks on it because it is supposed to come with them and I feel like it's kind of wrong that a PPC-iconic 'Mech doesn't have them. I mean, most of the Warhammers have some sort of PPC quirk, why not the Marauders? I can understand why PGI hesitates to give a JJ-capable Heavy some PPC quirks, but the 5D has no ballistic to sync with it and three ER PPC fired together is so scathing hot that it limits itself. Also, good ER PPC quirks would provide the MAD with a good extreme range option.

The 5M with more laser range would make it more useful as a laser boat, especially with the bread-and-butter 3xLPL builds and with ERLL builds. Faster ballistics would make its limited ballistic mounts more useful, especially since we can't put two big guns on it. Better LB-10X would give it some lore flavor. Honestly, if PGI had moved one of the ballistics to the opposite torso it would have transformed this 'Mech entirely into something wonderful while making it quite distinct from the others.

#30 Bishop Steiner

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Posted 30 June 2016 - 07:48 PM

View PostMeiSooHaityu, on 30 June 2016 - 06:47 AM, said:

Yikes, I struck a nerve lol.

I've never had terribly good luck with it's side torsos, but I'm willing to give people a benefit of a doubt and try XLs again for a while (when I get a round to piloting them again).

It's like the improved Catapult Hitboxes. Stare and shake. Try a 90º twist, and yeah, your STs get shot up easy. Keep face front, they tank pretty well.

#31 DrSaphron

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Posted 01 July 2016 - 01:45 AM

Marauders are absolute monsters in the hands of skilled pilots, every time I see one drop, friendly or enemy, there is pretty much NOTHING left of the thing since they spread damage so well! If anything I would like to see them get a heat dissipation quirk, an additional 5-10% dissipation and they'd be able to stay in the fight a moment or 2 longer before having to duck behind cover to cool off. I'd also like to see a jump jet fuel capacity quirk for the ones that get jump jets and some agility quirks for the 3R.

#32 VirtualSmitty

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Posted 01 July 2016 - 01:52 AM

I think the quirks are pretty fine exept for the BH. That one should have PPC quirks. Otherwise it's still in a pretty good place despite getting a little bigger.

#33 Lykaon

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Posted 01 July 2016 - 02:03 AM

View PostSader325, on 30 June 2016 - 06:19 AM, said:

I have xl 350 and 360 in every single marauder I own and my bounty hunter has an xl300. Reasonably well? The marauder has the greatest hit boxes in this game if you haven't figured out how to tank with them then that's on you. The mech doesn't need to be buffed at all.



It does suffer when engaged on multiple sides but hey what mech isn't on the express to painville under those conditions?

#34 DovisKhan

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Posted 01 July 2016 - 04:26 AM

View PostMeiSooHaityu, on 30 June 2016 - 06:47 AM, said:

Yikes, I struck a nerve lol.

I've never had terribly good luck with it's side torsos, but I'm willing to give people a benefit of a doubt and try XLs again for a while (when I get a round to piloting them again).


If you're not dieing in a MAD with all your side torsos blown off, you're Marauding poorly, it literally has ~same hp as the KGC if you twist even a little, just because they will always hit your side torsos and often even the cockpit

When I go up against anyone 1 v 1 in a MAD I'm very confident unless it's a Bear, Bears eat Marauders, other than that you can jump most mechs, even 2 - 3 of them and kill at least one

#35 DovisKhan

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Posted 01 July 2016 - 04:30 AM

View PostBishop Steiner, on 30 June 2016 - 07:48 PM, said:

It's like the improved Catapult Hitboxes. Stare and shake. Try a 90º twist, and yeah, your STs get shot up easy. Keep face front, they tank pretty well.


New Cat hitboxes are as good though, it almost has no back side, if you SRM4 it in the back, 80 percent go to side torsos and it can face tank and splat pretty much anyone at his weight


Just equipped 2 UAC5 and 4 ML on my K2, it wrecks face so hard I bought the dinosaur skin and named it T-REX

#36 Kubernetes

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Posted 01 July 2016 - 07:33 AM

The Mad's ST's are big, but unlike the Cat or Stalker it has huge honking arms to shoot over. Also, the arm-roots are huge, and quite a lot of people hit the arm root when trying to hit your ST from the side. Even a wiggle while turned profile will often make people spray their lasers across multiple components.

#37 Bishop Steiner

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Posted 01 July 2016 - 07:49 AM

View PostDovisKhan, on 01 July 2016 - 04:30 AM, said:


New Cat hitboxes are as good though, it almost has no back side, if you SRM4 it in the back, 80 percent go to side torsos and it can face tank and splat pretty much anyone at his weight


Just equipped 2 UAC5 and 4 ML on my K2, it wrecks face so hard I bought the dinosaur skin and named it T-REX

Never said they weren't. I was explaining to Mei the deal with using the MAD, because he also has similar issues with the new CPLT hitboxes.

#38 Y E O N N E

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Posted 01 July 2016 - 10:28 AM

View PostDrSaphron, on 01 July 2016 - 01:45 AM, said:

Marauders are absolute monsters in the hands of skilled pilots, every time I see one drop, friendly or enemy, there is pretty much NOTHING left of the thing since they spread damage so well! If anything I would like to see them get a heat dissipation quirk, an additional 5-10% dissipation and they'd be able to stay in the fight a moment or 2 longer before having to duck behind cover to cool off. I'd also like to see a jump jet fuel capacity quirk for the ones that get jump jets and some agility quirks for the 3R.


They don't need JJ help relative to anything else in this game. Even just two makes them pretty agile and lets you hop from the tree to the top of the C4/D4 hill on Bog.

Basically, there needs to be a universal JJ buff if there's going to be any buff at all, but nothing specific to the MAD.

They also don't really need the heat dissipation quirk. They would just get stupidly powerful that way, especially the 5D which can already blast right through an Atlas CT before overheating in about 8 seconds...most of that spent on cool-down cycle.

#39 Coolant

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Posted 01 July 2016 - 10:48 AM

The best quirk about the Marauder is it takes way more damage than it should...because of that it doesn't need more quirks.

#40 MrVei

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Posted 01 July 2016 - 10:49 AM

I was on my neon green BH2 last night on frozen city with 6x Mlas and a ac10, did 919 dmg with just the CT and one ST left on it with all parts red. glad my ac10 stayed on till the end with 2 rounds left lol. but i would really like to see each MAD had quirks that are geared to the stock weapons. and all the ones that come with ppc/erppcs should have range and heat quirks that mean something for that weapon





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