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Contemplation: Marauder Iic


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#41 Tordin

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Posted 18 December 2016 - 01:21 PM

View Post44th MAC Battlemaster, on 18 December 2016 - 11:28 AM, said:

Am i the only one whose II-Cs are undestroyable? When i take my Warhawk out and the enemy hits it with a cotton ball it blows up immediately. But the Marauder II-C? Armor all gone, inner structur all red, one leg destroyed, both arms fallen off, still all weapons in the torso (4 PPC) work fine and i survive the match with 4 more kills. Posted Image
Never survived so much matches with less than 20% in the last months like i did in the last few days.


Its all very subjective. I love my MAD 2C and Warhawks. The warhawks do have better sideprofiles and better torso twist. So theres that. I like my stock pos Nanuq with 2 x UAC 10 and 3 x mpl. And my C with 4 x lpl. Sure its kinda low mounted arm mounts, but arms are more flexible on reaching higher up targets on ledges. Good luck with that, even wiht high orso mounts.

#42 Shadey99

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Posted 18 December 2016 - 02:41 PM

I tried the LB-20X+4xSRM6 Scorch earlier. When I got up close it was brutal, I even did in a Kodiak-3 in a duel. I think I got 6 kills that round, though it was all in knife fighting in Frozen City. In a map like Polar Highlands or Alpine Peaks I'd have probably been at a serious disadvantage.

#43 Chill Bill

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Posted 18 December 2016 - 03:21 PM

View PostOdd Thomas, on 18 December 2016 - 09:51 AM, said:

Anyone try the Scorch with 2 X UAC10 + 4 X ASRM6?


Was thinking of going that route. Holds more ammo than LBX20...double taps....range.. Of course there's the jamming....but still.

Anyone try it out?

Edited by Chill Bill, 18 December 2016 - 03:40 PM.


#44 Bandilly

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Posted 19 December 2016 - 06:07 AM

View PostChill Bill, on 18 December 2016 - 03:21 PM, said:


Was thinking of going that route. Holds more ammo than LBX20...double taps....range.. Of course there's the jamming....but still.

Anyone try it out?


Works great for me, with the extra tonnage I have 2 ERML as well for better midrange poking, just gotta watch the heat. Had one 1300+ match, but it was escort so some was on the vip. Don't care if the cannons jam up close, still have all those missiles and if needs be lasers.

#45 W Ventilator

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Posted 19 December 2016 - 03:53 PM

http://mwo.smurfy-ne...92a9eec291520ee

I'm wondering if this is a halfway decent build, likely isn't, however, it might be something to at least redesign. If anyone wonders, I think that non-jamming AC/10s might be more worthwhile, however, 4SRM6 as a backup seems pretty solid. Also, I might have put too much ammo for some, however, I can swap one ton of arm ammo from each arm to ERMLs if it proves useful.

#46 Kuaron

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Posted 19 December 2016 - 04:05 PM

Most people would take UACs and Artemis, and they would be right.
And yes, you hardly need that much ammo. You can also sacrifice some leg armour If you have the space to use the weight.

#47 W Ventilator

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Posted 19 December 2016 - 04:25 PM

http://mwo.smurfy-ne...926c48b1ce25d37

Any better?

#48 Black Lanner

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Posted 19 December 2016 - 08:57 PM

View PostTordin, on 18 December 2016 - 01:21 PM, said:


Its all very subjective. I love my MAD 2C and Warhawks. The warhawks do have better sideprofiles and better torso twist. So theres that. I like my stock pos Nanuq with 2 x UAC 10 and 3 x mpl. And my C with 4 x lpl. Sure its kinda low mounted arm mounts, but arms are more flexible on reaching higher up targets on ledges. Good luck with that, even wiht high orso mounts.




Remember: you don't fully twist with the Marauder Chassis, kinda do a "wobble" about 45 degrees to the side. it is all you need to spread the damage and you can get back on target soonest.


View PostW Ventilator, on 19 December 2016 - 04:25 PM, said:





I would move ammo to the legs, divide a one ton into half tons and move them into the CT and move one ton to the head... (Sacreligious for BT, but it works here)... the head and CT ammo gets used first, and if someone crits your STs, you have less of a chance of losing it to an ammo explosion.

Edited by Black Lanner, 19 December 2016 - 09:02 PM.


#49 W Ventilator

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Posted 20 December 2016 - 03:28 PM

View PostBlack Lanner, on 19 December 2016 - 08:57 PM, said:




Remember: you don't fully twist with the Marauder Chassis, kinda do a "wobble" about 45 degrees to the side. it is all you need to spread the damage and you can get back on target soonest.






I would move ammo to the legs, divide a one ton into half tons and move them into the CT and move one ton to the head... (Sacreligious for BT, but it works here)... the head and CT ammo gets used first, and if someone crits your STs, you have less of a chance of losing it to an ammo explosion.


Is this build hopefully even better?

http://mwo.smurfy-ne...2a11e76cd7a15dd

Still not sure why there's a one ton difference it seems between in-game and on Smurfy...

Ah well, as it is, I figure I'd drop a ton of ammo from the CT and move the ammo in the head down to the CT. The biggest problem is the occasional CT coring hit. If I play a bit and find it a problem, I may need to move ammo again.

#50 Black Lanner

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Posted 20 December 2016 - 10:55 PM

View PostW Ventilator, on 20 December 2016 - 03:28 PM, said:

Ah well, as it is, I figure I'd drop a ton of ammo from the CT and move the ammo in the head down to the CT. The biggest problem is the occasional CT coring hit. If I play a bit and find it a problem, I may need to move ammo again.


I would suggest only Half ton lots in the CT

#51 Chill Bill

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Posted 23 December 2016 - 08:30 AM

View PostW Ventilator, on 20 December 2016 - 03:28 PM, said:


Is this build hopefully even better?

http://mwo.smurfy-ne...2a11e76cd7a15dd

Still not sure why there's a one ton difference it seems between in-game and on Smurfy...

Ah well, as it is, I figure I'd drop a ton of ammo from the CT and move the ammo in the head down to the CT. The biggest problem is the occasional CT coring hit. If I play a bit and find it a problem, I may need to move ammo again.


Depending on your style of play, you may want to try dropping the AMS and replace it with 2 ML's.
If you're suddenly faced with a crowded medium range/CQ situation you might want some backup should the UAC's start jamming on you.

http://mwo.smurfy-ne...6cd1a5c7736662c

Edited by Chill Bill, 23 December 2016 - 09:11 AM.


#52 Shadey99

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Posted 23 December 2016 - 04:18 PM

Well I figured I'd list the builds I've been using (built from memory, so their may be differences):

LB20X Scorch Devastating up close. It's rare I don't outright kill at least a couple mechs with this. I don't run Artemis, since I've long since learned to deal with spread (which was reduced recently anyways).

Sniper MAD-IIC-D ERLLs very close to the cockpit and dual gauss for long range fire. A Pair of SSRM6s keep pesky lights from deciding to stay to long anywhere near you (especially will you can go into counter ECM if they have their own ECM).

MAD-IIC-C The Dual UAC10s are the main firepower, you can ride them while generating very little heat. When you need to bring more firepower tap the MLs and make them feel some pain.

Vulcan MAD-IIC-A Few people want to stand in front of the stream of UAC shells this can fire. It uses MPLs compared to the C's MLs to make up for the difference in number.

MAD-IIC-8 This build is to hound the enemy. The ER PPC and LRM can work at long ranges, but the LRM is best used to hit enemies who duck behind cover before you lose lock. Replace the ER PPC with a LPL for better heat management for similar damage. I split the ERMLs into threes (arms and torsos). This mech can still do fairly well having lost a leg, a side torso and both arms (I've had it down to 12% still fighting and lived).

Superhot MAD-IIC The ER PPC is only there to provide a bit more range in long range engagements. Otherwise it's all the MLs and LPLs, If I could get away with 3 LPLs fired together I'd use that instead of the PPC.

#53 ExplicitContent

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Posted 25 December 2016 - 06:58 PM

I have been running the A with a STD 300, 2xgauss, 4xerml, and a TC IV with great success. Was doing the 2xGauss and 2xLPL and i felt it was good but a bit off (was averaging around 500 dmg). Since switching, 500 dmg games seem to be the lower end of the spectrum and i am getting a lot more kills.

MAD-IIC-A Stacked Gauss

Also, I see a lot of folks having issues with the B. I am just running it as a quad PPC with a TC5 in it. Its surprisingly my highest damage MAD-IIc with about every 3rd game coming in over 1k in dmg. Worth a shot if you just can't find anything to work on the B.

Edited by ExplicitContent, 25 December 2016 - 07:00 PM.


#54 W Ventilator

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Posted 27 December 2016 - 10:17 AM

I love this 'Mech, the MAD_IIC frame is amazingly flexible.

I am falling in love with the following build on the base frame, the MAD-IIC:

http://mwo.smurfy-ne...7c1fe4873fb5ced

Feedback welcome, I found the ammo needs of Scorch not quite to my liking.

#55 Brizna

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Posted 27 December 2016 - 10:33 AM

View PostShadey99, on 23 December 2016 - 04:18 PM, said:

Sniper MAD-IIC-D ERLLs very close to the cockpit and dual gauss for long range fire. A Pair of SSRM6s keep pesky lights from deciding to stay to long anywhere near you (especially will you can go into counter ECM if they have their own ECM).


Shadey I have to say that build is concept is very well thought, it might be the best build available to that mech. Only thing I don't see are the streaks, Gauss is what should make pesky lights not want to stay around you too long, you can get a better engine too with the save weight 300XL is too small and it also let's you aim faster.

Suggestion http://mwo.smurfy-ne...10fb98ffc477422

#56 Shadey99

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Posted 27 December 2016 - 01:04 PM

View PostBrizna, on 27 December 2016 - 10:33 AM, said:


Shadey I have to say that build is concept is very well thought, it might be the best build available to that mech. Only thing I don't see are the streaks, Gauss is what should make pesky lights not want to stay around you too long, you can get a better engine too with the save weight 300XL is too small and it also let's you aim faster.

Suggestion http://mwo.smurfy-ne...10fb98ffc477422


I actually almost never use the SSRMs. Mostly it's while the other weapons are down in a close in fight. I have had a light simply run when I started popping off SSRMs though. I'd probably switch up to a 340XL with 15 DHS and 8.5 tons of gauss ammo. Even my original 13 DHS gives you a really long time (37 seconds constant), 15 raises that to 49. I just added the extra DHS because there isn't much else to do with the extra free space. You could add a TC though to fill up the 2-4 tons of extra space.

Edit: I did switch up for a TC2, 15 DHS, and an XL 340. Got a 1k+ game with 4 kills in it.
Edit 2: Yeah, that build can be insane. Still getting games with like 1299 damage, 3-5 kills, & 818 matchscore in that thing. Ironically I'm not even that good with gauss...

Edited by Shadey99, 02 January 2017 - 11:13 AM.


#57 W Ventilator

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Posted 20 January 2017 - 09:27 AM

Anyone else loving the concept of the MAD IIC, but finding the thing a walking billboard facing at the enemy with its huge side torsi being way too hard to keep from being shot at?

I love the concept of this mech, it's just, wow is it way too easy to shoot at...

#58 Shadey99

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Posted 20 January 2017 - 09:51 AM

View PostW Ventilator, on 20 January 2017 - 09:27 AM, said:

Anyone else loving the concept of the MAD IIC, but finding the thing a walking billboard facing at the enemy with its huge side torsi being way too hard to keep from being shot at?

I love the concept of this mech, it's just, wow is it way too easy to shoot at...


Front on it's not so bad, it's those huge side torsos that make you a 'billboard'. I try to avoid ever being caught from the side, though of course that's not always possible.

#59 Black Lanner

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Posted 02 February 2017 - 04:00 AM

love all the comments... sad to see so many of the repeated designs posted... more than a couple in this thread were already posted or were near clones...

#60 Ruediger Steiner

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Posted 02 February 2017 - 05:51 AM

My new favorite is the laser vomit (S) with 2xLPL and 6xERML and a TC1. 68 damage alpha strike and if you wait a bit even a second alpha strike. That makes 134 damage on the spot. If i see a heavy with an already damaged ct, alpha and he is dead. If i get into a longer fight, without enough time to cool down, i simply switch to 2xLPL and 4xERML. 3 alpha strikes without shutting down.





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