Variants
First off, a quick list of the variants, I'll go more into detail later
MAD-IIC and the MAD-IIC(S): Standard pack and Collectors pack. Primary model, lots of lasers.
MAD-IIC-8: Special variant for early adopters only, don't feel bad if you aren't getting it, it's meh.
MAD-IIC-A: Standard and Collectors pack. Clone of the classic MAD-3R, only bigger/heavier and with clan tech.
MAD-IIC-B: Standard and Collectors Pack. Clone of the classic MAD-5D, but bigger/heavier/clan tech.
MAD-IIC-C: Reinforcements add on. Clone of the classic MAD-5M, but bigger/heavier/clan tech.
MAD-IIC-D: Reinforcements add on. ECM Dual Guass Sniper with room for ERPPC and missiles, some 13 y/o just peed his pants.
MAD-IIC-S: Hero add on. I just peed my pants.
As to the big gun on top/awesome high mount.
In MWO on the classic Marauders the gun on top is reserved only for ballistic mounts in the right torso. In the concept art for the IIC the gun is show for the LT mounted ERPPC. From this we can assume that most models with either ballistic or energy as their primary RT or LT weapon will display the model. Though we can't be entirely sure as the classic 5D has a RT mounted energy hardpoint that was never displayed on top, and the B is a direct clone hardpoint wise of that mech. Whether each individual model displays the gun or not should hopefully not disparage us as the 5D still has a very high mount for that laser, basically at the top level of the cockpit. Scorch only has missile mounts in the torsos and presumably will not have the top mount.
Are those arms of much use to a Zentradi officer?
Every Marauder IIC has multiple hardpoints in each arm, how useful are those arms? Assuming no dramatic change in modeling from the classic Marauder to the IIC we know that the arms will likely be fairly neutral. What does neutral mean? Well the arms aren't high mounts, but they aren't super low knuckle draggers. At the same time the arms are fairly tight into the body so combined with the mid height they fire at you won't be spraying every rock, building, and friendly mech that wanders within half a block of your line of fire. So, as I said, neutral, they aren't going to give you a huge advantage, but they aren't going out of their way to hinder you either.
Start saving your money.
3(4) variants come with a standard engine, 3 come with a 340XL, and one comes with a 255XL. Those aren't optimal engines, you are going to want all XL engines, and probably larger engines at the same time. For most variants you'll want a 350XL or 375XL engine, which is going to cost you around 6m cbills per engine. For the D model which can't use larger than a 340XL you might just drop one of your left over 340XLs in it, or you might put like a 300XL or 325XL in, either way costing lots of money.
Considering a full mastery set of 3 mechs you'll need around 20m cbills for engines, weapons, and other mods. You will get a little back for selling those worthless 340 standards, but I would keep at least on 340XL and the 255XL as spares, the 255XL in particular is useful for other mechs like the Hunchy IIC.
If you want new modules on top of that then you'll need even more cbills by the millions.
How much free weight will I have?
Usually referred to as podspace in Clan mechs, but since the MAD-IIC isn't an Omni mech it isn't quite right to refer to it as that. So, the (common) numbers:
8.5 tons - Standard Structure
4.5 tons - Endosteel Structure (7 Crit Slots)
16.5 tons - Standard Armor
13.7 tons - Ferro Fibrous Armor (7 Crit Slots)
34 tons - 340 Standard Engine
12.5 tons - 255XL Engine (4 Crit Slots)
20.5 tons - 340XL Engine (4 Crit Slots)
22 tons - 350XL Engine (4 Crit Slots)
26.5 tons - 375XL Engine (4 Crit Slots)
33.5 tons - 400XL Engine (4 Crit Slots)
1 ton/ea - Jump Jets, B & C only, max 4 (1 Crit Slot)
Total Tonnage Available: 85
Total Crit Slots Available: 49 (9 LA, 9 RA, 12 LT, 12 RT, 1 H, 2 CT, 2 LL, 2 RL)
So say if you were running ES structure, max standard armor, and a 350XL engine that would total 43 tons. Since the MAD-IIC is an 85 ton mech you would have 42 tons leftover for weapons and heatsinks (past 10). Space wise you would have 38 (49-4-7) free slots to work with, and the first 4 extra heat sinks you add past the default 10 can be placed in the engine to save crit slots (engines hold rating/25 round down total heat sinks...which is why engines ratings that are perfect multiples of 25 are often optimal choices).
In this case if you couldn't quite add Ferro Fibrous because you are 1 or 2 crit slots short then I would increase the engine size to soak one more heat sink and then add FF to free the tonnage for the larger engine. Remember that for every 25 rating of the engine it can hold an extra heatsink, so larger engines help free up crit slots even if they do weigh more.
Personally 350XL and 375XL engines seem to be the sweet spot. All models, aside from the D, can run up to a 400XL engine, but that last jump is a whopping 7 tons while only producing a tiny amount of extra speed. I would reserve 400XL for truly dedicated short range brawlers.
By model.
MAD-IIC+(S)
9 Energy Hardpoints
The basic model that you get with the Standard pack and the (S)pecial +30% cbill version of the basic model, if you happened to order the Collectors pack. The base model has a solid 9 energy hard points and can not mount any other types of weapons. This leaves us with laser vomit, wub brawling and the like. My only issue with 9 hard points is it is one higher than a perfect 2+6 set up that can avoid ghost heat...meaning you'll end up with either more than 2 ERPPCs/ERLL/LPL or more than 6 mixed small/medium. That is of course if you use every hardpoint and don't mix in a TAG laser or Flamer. You have plenty of tonnage for lots of big or small lasers and heat sinks to go with them. As I said, just make sure to watch the ghost heat on your set up.
A nice bonus is that, unlike the classic Marauder, these hardpoints are more spread out. This means you can make a set up that isn't crippled by the loss of one torso. You literally have energy mounts sprouting from nearly every component aside from the head.
MAD-IIC-8
7 Energy + 1 Missile Hardpoint
This is the special bonus mech you get if you were an early adopter. This boy is a bit of an odd duck. The 8 trades 2 of the basic models energy hardpoints for one missile hardpoint. I'm all for missiles and the like, but seriously, what to do with 1 missile hardpoint? That being said you can make some servicable builds with this model. Maybe you want an LRM to go with your ERPPC spam, an SRM to go with your brawling spam, or a SSRM to take out those pesky lights? Missiles are naturally lower heat compared to lasers, so using that one missile hardpoint can help you manage heat better. Again it's still only 1 hardpoint so if you didn't early adopter don't feel bad, I don't see the 8 as being a game changer.
The Classic Clones
The next three models are clones of existing classic Marauder variants. They have the same number of hardpoints that are located in the same places. Since the classic Marauders are all nice mechs we know that these will be as well. Do remember that the IIC is 10 tons heavier than the classic and uses clan tech, meaning you won't be able to port your classic build straight over without likely having a lot of tons free, think bigger!
MAD-IIC-A
4 Energy + 3 Ballistic Hardpoints
This clone of our beloved MAR-3R comes in both the Standard and Collectors packs. It has 2 energy mounts in each arm and 3 ballistic mounts in the right torso. The main downside is that it has the vulnerability of the classic 3R in that losing that right torso removes 5 of your 7 hardpoints. Consider balancing that vulnerability by putting the larger energy weapons in the left arm.
Also note that all the ballistic hardpoints are in the same torso, you'll likely want an XL engine, so you'll probably only have 10 crit slots to play with in that torso. Still with clan weapon 10 crit slots goes pretty far, so you can put that pair of UAC10s on or one UAC10 and 2UAC5s.
MAD-IIC-B
5 Energy + 2 Missile Hardpoints
This clone of the lovely MAD-5D comes in both the Standard and Collectors packs. The B has 5 energy mounts and 2 missile mounts as well as sporting Jump Jets. I would call it a much improved version of the 8. Much like the 8 the missile hardpoints can be used to emphasize range with LRMs or brawling with SRMS, only with two hardpoints it can actually get it's point across. Hardpoints are more spread out on the B than the other two clones, so it isn't as devastated by a single side torso loss.
As mentioned earlier the 5D does not have the iconic large top mounted weapon, instead it's torso laser is mounted in the torso itself, just above cockpit level. Whether the clone of the 5D will use the same mount location or not is yet to be seen.
MAD-IIC-C
5 Energy + 2 Ballistic Hardpoints
This clone of the versatile MAD-5M only comes in the Reinforcements add on. The C is much like the A, only it has JJs and one ballistic mount is traded for a laser. Thankfully the extra laser thumb (it's so hideous) is added to left arm so it's opposite the cannons in the RT, making this model slightly less vulnerable to weapon loss through side torso loss than the A. The C is generally acts as an improved version of the A, since it has Jump Jets and because it's easier to cram 2 big ballistic weapons in one torso than 3. If you have both cram 3 in the A and save the 2 gun set up for the C
Now on with the real show!
These last two models vary dramatically from traditional Marauders and are each more uniquely suited to certain roles. These are probably the two most looked forward to variants.
MAD-IIC-D
2 Ballistic + 2 Missile + 2 Energy Hardpoints (+ECM)
This unique model only comes in the Reinforcements add on. The D starts with a drool worthy ECM plus dual Guass Rifle set up. The D has 2 ballistic and 2 missile hardpoints, 1 of each in each arm, as well as 2 energy hardpoints. One of the energy hardpoints is in the head, so no dual Guass combined with Dual ERPPC...otherwise this mech might have been perfection.
The engine is too small and the Targetting Computer is too big. Drop the computer, or put in a TC1, and biggie size the engine. If you leave the base 255XL engine in you'll be moving at Dire Whale speed, don't say I didn't warn you.
Theoretical set ups I see mostly staying with the ECM and dual Guass. You could add one ERPPC and some LRMs and make it the long range everything mech. However you set it up, this mech should be fun.
MAD-IIC-S(Scorch)
2 Ballistic + 2 Energy + 4 Missile Hardpoints
This brawler from beyond is only available as the Hero add on. Unlike most heroes it doesn't look like Scorch will be left unused by anyone that owns him. Scorch uniquely has 2 ballistic and 2 energy hardpoints, 1 of each in each arm, as well as 4 missile hardpoints, 2 in each side torso.
Dual large autocannons and 4ASRM6s will likely be the go to build for Scorch, and maybe some lasers in there as well if the cannons aren't too oversized. This is the last enemy mech you want to see round a corner right in front of you. Much fun will be had.
Edited by Bandilly, 03 December 2016 - 11:19 AM.