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How Is The Marauder Iic?


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#61 Dee Eight

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Posted 13 December 2016 - 11:29 PM

The D is fun for the gauss and ecm, like a cataphract 0xp... but the patched in gauss range reduction makes me want to try using it with C-ACs or C-LB-X instead. A 2 class has a 900m range and the same 2000 projectile velocity.

Edited by Dee Eight, 13 December 2016 - 11:35 PM.


#62 Tombs Clawtooth

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Posted 13 December 2016 - 11:32 PM

View PostDee Eight, on 13 December 2016 - 11:29 PM, said:

The D is fun for the gauss and ecm, like a cataphract 0xp... but the patched in gauss range reduction makes me want to try using it with C-ACs or C-LB-X instead.


Problem with C-ACs is that there's no modules for them.

#63 Y E O N N E

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Posted 13 December 2016 - 11:34 PM

View PostTombs Clawtooth, on 13 December 2016 - 11:32 PM, said:


Problem with C-ACs is that there's no modules for them.


And there won't ever be, since the new skill tree is right around the corner.

#64 Battlemaster56

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Posted 13 December 2016 - 11:36 PM

Loving my Marauders so far, a little hot even with a few guns drop but still good overall.

#65 Y E O N N E

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Posted 13 December 2016 - 11:47 PM

View PostQuicksilver Kalasa, on 13 December 2016 - 10:53 PM, said:

I will say this, now that I think about it, the MAD-IIC-C is fairly flexible, you can run it like a poor man's Night Gyr (2 Gauss, ERPPC, JJs, but slow as a Mauler due to a STD engine), a poor man's Timber (1 Gauss, 2 ERPPC, JJs, not quite as large of a loss in speed, but still there), or a poor man's KDK-4 (2 Gauss, 2 ERPPC, 1 JJ, slightly slower than the KDK-4 build).


Hmmm, for the TBR analogy, "poor man's" is not the term I would use. Closer to "rich man's." I'm giving up 7 kph and in exchange I get way more armor, a fourth jump jet, and more DHS. Seems like a net win.

View PostRestosIII, on 13 December 2016 - 11:02 PM, said:

[Attempting to sell the Mad Cat MK2 as another poptart Assault intensifies]

Legitimately, add the MK2 and the new skill tree, and I'll max out JJ skills just because I can. The MAD-IIC still can't scratch the itch of a JJ dual goose rifles in the arms Assault.


Unless HoverJets™ get fixed, the Mk. II won't be able to jump for sh*t.

#66 visionGT4

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Posted 13 December 2016 - 11:52 PM

This thing is the poster boy for clan tech superiority. Nothing on the IS side comes close in terms of firepower, mobility and protection.

For kicks I replicated the same configuration I use on the 3R. 2xuac5, 2xLL & 2xML + same ammo and heatsinks with the equivalent clan tech (didn't bother reducing armor).

the IIC comes in at 11 tons under the IS equivalent with superior weapon performance, protection and equal mobility

sh1t really has gone full ret4rd up in here.


edit: make that 15tons had to much ammo

Edited by visionGT4, 13 December 2016 - 11:57 PM.


#67 Champion of Khorne Lord of Blood

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Posted 13 December 2016 - 11:54 PM

After a day of playing I've refined my builds a bit on the scorch and IIC but haven't tried out the A or B in a match yet.

IIC I started with 2 LPL and 5 ERML with the entire right side empty save for a couple heatsinks and I was using the XL400. It worked out great for deadsiding. I was able to keep my entire left side and CT in the yellow by the time the right side broke off. Only issue is that it was too hot, I came to notice that when in a FW match on caustic valley and another on vitric forge.

I settled on a 30 heatsink, 1 TC, 5 MPL, 1 LPL XL375 build. Only issue is it has a half ton left over, so I could strip armor later and make it an XL380, but I don't feel like spending the money for that 1kph right now. The build itself is pretty nice, tanks well, fires its 50+ damage laser alpha 3 times in a row on caustic while moving at top speed without skills without overheat. Thinking of swapping the LPL for a ERPPC so I get a longer range poke and have less face time if I can handle the little bit of extra heat without much problem. Probably will try it after eliting.

For the Scorch I settled on 2 LBX10+4ASRM6 with the stock engine for now. it mostly happened because I didn't want to spend a lot of money on another huge XL, but it ended up being pretty nice. It runs very cold with its 6 extra heatsinks and has rather adequate ammo. I tried 2 LBX20s at first but it was hot and didn't have enough ammo for my liking. UAC10s also required facetime and with the jam nerfs I didn't want to put up with them. I did try gauss+PPC but without any extra heatsinks it was super hot. Having all arm mounted weapons was nice though.

For the A I was thinking of running 4 SPL, 2 UAC5+UAC10, but I've been hearing a lot of good from dual ERPPC+3UAC5 and with the UACs not getting hit as hard as the UAC10s by the nerfs I might go with it.

B is running 3 JJs, 5 MPL, 2 ASRM6, should brawl and run pretty cool and fly when it needs to.

#68 Angel of Annihilation

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Posted 14 December 2016 - 06:07 AM

View PostGaden Phoenix, on 13 December 2016 - 10:58 PM, said:

Want to ask, is reinforcement bundle worth it?

How is the C and D variants?


I bought both and it is hard to say. The C loses a Ballistic for an extra energy in the arm but is pretty much the same as the one that comes in the standard pack with 3 B and 4 E. The D I am still struggling to find a comfortable build for it. 2 B, 2 E and 2 M especially were the E are located is awkward. I am currently running 2 Gauss, 2 Streak 6s and 2 ER ML which is ok but even with the ECM I haven't found it to be as good as the other non-ECM variants.

View PostTombs Clawtooth, on 13 December 2016 - 11:19 PM, said:

With the UAC nerf I don't really find ballistics to be viable on it, best I could manage with 2x ERPPC 2xERML, 2xUAC10 and a cooldown module was around 380 damage.

Meanwhile with 3xERPPC and 6xERSL I was hitting 700-750 damage per game. Just load up on heatsinks.

Using 3xERPPC and 2xERLL right now and it seems to be doing extremely good as well.

It feels a little soft for an assault, but it most certainly hits people like an assault. The agility and responsiveness of it is certainly nice. My normal marauder will probably never be used again.


Yeah. I am a bit frustrated with the UAC nerfs as well. Tried to mount 2 x UAC/10s, 2 x MPL, 2 x SRM6+A on my Marauder IIC-D and the jam rate and duration made the mech useless. I found myself in at least 5 separate occasions in just one match where both my UAC/10s has jammed simultaneously right in the middle of face offs. I was sitting thing clicking for all it was worth trying to get something, anything to happen as the enemy tore me apart. Frustration wasn't a big enough word for how I felt. Overall it is just impossible to rely on UACs for your primary weapon and it is total BS that you can't. That changes have pretty much make UACs usable as a backup weapon only unless your a Kodiak-3 and can boat 4 of them. No real change in their effectiveness there. Sad, truly sad.

#69 Van Hoven

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Posted 14 December 2016 - 06:28 AM

just dont doubletap when you really need them Posted Image

i know, i know its impossible Posted Image time to bring cAcs!

Edited by Van Hoven, 14 December 2016 - 06:28 AM.


#70 Snazzy Dragon

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Posted 14 December 2016 - 06:54 AM

View PostGaden Phoenix, on 13 December 2016 - 10:58 PM, said:

Want to ask, is reinforcement bundle worth it?

How is the C and D variants?


The C is best run as a poptart, really. The D is awkward to build and play. I'm using double gauss with double ER large lasers, and streak SRM4s for 8 points of RNG/swatting lights.

#71 Bandilly

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Posted 14 December 2016 - 07:08 AM

View PostGaden Phoenix, on 13 December 2016 - 10:58 PM, said:

Want to ask, is reinforcement bundle worth it?

How is the C and D variants?


Haven't tried the C, but on paper it's almost just a better version of the A. I have seen a lot of triple UAC5 builds on the A though, which the C can not do.

I'm running the D as the ECM dual guass sniper it was intended to be and it's fun. 325XL engine, ECM, 2 Guass Rifles, 1 ERPPC, and 2SSRM6s. Only 13 DHS, but it doesn't really heat up much with the Guass being the primary weapons.

Scorch is my best performer so far, had a match over 1300 damage last night, still lost though...
350XL, 2UAC10, 4ASRM6, and 2ERML. Only 16 DHS and he does run a little hot, have to watch which weapons are being fired.

#72 Y E O N N E

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Posted 14 December 2016 - 07:29 AM

People saying cUACs are unusable...lol. Just...lol.

#73 Remillard

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Posted 14 December 2016 - 07:57 AM

I only got in one game before I had to go take care of other things. Built up an A variant asymmetrically with dual UAC/10s and 2 ERPPCs. The engine makes the assault seems super speedy (I tend to play more IS side). The responsiveness of the arm movements was exceptional, but I did have a great deal of time putting the torso reticule where I wanted it. I don't know if this is due to lack of pitch/yaw speed or what, but it'll take some getting used to. Also Clan autocannon will take some getting used to. The ERPPC is definitely awesome though.

#74 Snazzy Dragon

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Posted 14 December 2016 - 07:59 AM

View PostRemillard, on 14 December 2016 - 07:57 AM, said:

I only got in one game before I had to go take care of other things. Built up an A variant asymmetrically with dual UAC/10s and 2 ERPPCs. The engine makes the assault seems super speedy (I tend to play more IS side). The responsiveness of the arm movements was exceptional, but I did have a great deal of time putting the torso reticule where I wanted it. I don't know if this is due to lack of pitch/yaw speed or what, but it'll take some getting used to. Also Clan autocannon will take some getting used to. The ERPPC is definitely awesome though.


If you toggle arm lock to be always off under game settings it will reverse the function of shift to lock your arms when held. This lets you "snap" your arms to your torso when you are trying to track with torso mounted weaponry with your arms also converging for pinpoint.

Edited by Snazzy Dragon, 14 December 2016 - 08:07 AM.


#75 Remillard

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Posted 14 December 2016 - 08:05 AM

I have the arm/torso on toggle (on my shift key with my current setup) I did try locking them together but it didn't seem to help too much. Like I said, it may just be an acclimation to the speed at which the mech moves in yaw/pitch (and it's fairly slow). This will probably also become more pronounced with skilling up the vehicle.

The arm movement is super responsive which is perhaps why it seems so incongruous with the mech body. (Also may be something Clan related -- like I said, I am usually an IS pilot, but I do love my Marauders, on either side.)

#76 Angel of Annihilation

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Posted 14 December 2016 - 08:20 AM

View PostvisionGT4, on 13 December 2016 - 11:52 PM, said:

This thing is the poster boy for clan tech superiority. Nothing on the IS side comes close in terms of firepower, mobility and protection.

For kicks I replicated the same configuration I use on the 3R. 2xuac5, 2xLL & 2xML + same ammo and heatsinks with the equivalent clan tech (didn't bother reducing armor).

the IIC comes in at 11 tons under the IS equivalent with superior weapon performance, protection and equal mobility

sh1t really has gone full ret4rd up in here.


edit: make that 15tons had to much ammo


So you compared a 75 ton mech to a 85 ton mech and found that the 85 ton mech came out superior....hmmm.....imagine that.

#77 Bandilly

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Posted 14 December 2016 - 08:31 AM

View PostYeonne Greene, on 14 December 2016 - 07:29 AM, said:

People saying cUACs are unusable...lol. Just...lol.


Oh noes, they jam sometimes. The cUACs still dish out crazy damage, more than their non-ultra counterparts.

#78 Gas Guzzler

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Posted 14 December 2016 - 08:31 AM

View PostvisionGT4, on 13 December 2016 - 11:52 PM, said:

This thing is the poster boy for clan tech superiority. Nothing on the IS side comes close in terms of firepower, mobility and protection.

For kicks I replicated the same configuration I use on the 3R. 2xuac5, 2xLL & 2xML + same ammo and heatsinks with the equivalent clan tech (didn't bother reducing armor).

the IIC comes in at 11 tons under the IS equivalent with superior weapon performance, protection and equal mobility

sh1t really has gone full ret4rd up in here.


edit: make that 15tons had to much ammo


Compare to BLR-1G with XL 395, 3 LPLs, 4 MLs

Firepower, mobility, heat efficiency... yes you are in an IS XL but you can spread damage very well in that thing. Don't get me wrong, I'm loving the MAD-IIC because its something new, and brings some new loadouts to the table for Clans, but "full ******" is an exaggeration. If you take the right IS mechs they still have some pretty good options. Balance does favor Clans, but its really not THAT bad right now.

Also, you should swap out the 4 lasers for 2 PPCs on the right arm on your 3R build, it will be better.

Edited by Gas Guzzler, 14 December 2016 - 08:39 AM.


#79 Remillard

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Posted 14 December 2016 - 08:34 AM

View PostViktor Drake, on 14 December 2016 - 08:20 AM, said:


So you compared a 75 ton mech to a 85 ton mech and found that the 85 ton mech came out superior....hmmm.....imagine that.


Actually I think the point was that he tried to equalize builds in equipment and instead of a 10 ton expected difference, he had a 15 ton difference. Ergo there's 5 tons improvement on the assault for the same equipment plus extra armor, etc.

That's how I read it.

#80 Angel of Annihilation

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Posted 14 December 2016 - 08:42 AM

View PostYeonne Greene, on 14 December 2016 - 07:29 AM, said:

People saying cUACs are unusable...lol. Just...lol.


There aren't unusable, they are just unreliable.

I went Dual UAC/10 on my D variant for 1 match and 1 match only because first target I fired out, both UAC/10 jammed on first trigger pull. Was reduced to firing my two ER ML at what would have been a perfect target to punish. Then as soon as my UAC/10s came off Jam, I engaged another target just waiting to be smashed....jam again on the first shot, again reduced to firing 2 ER ML. This was with the first two targets I tried to engage. Again and again and again this happened over and over. I counted 5 times in this one match were both my UAC/10s were jammed up at the same time and unusable, the last time it cost me my life. I turned a corner, ran smack into an enemy mech, I think it was a Banshee and we opened up at short range. My UAC/10s fired one burst than jammed leaving me just 2 ER MLs to try to out burst damage a mech known to have significant firepower. Needless to say those 8-10 seconds where 20 tons of UAC/10s wouldn't fire, were enough to kill me.

So overall, yeah you can use them and yeah if they actually don't jam, you can do good damage with them but they are just so unreliable they can be next to worthless often as not. I mean in that one match one or more of my UACs had to have been down for at least 3-4 minutes of that match cutting my firepower to 1/2 of less for most of my play time. That is beyond harsh when I had to devote something like 26 tons of my available weapons load out to those UACs and ammo.

Needless to say I stripped them off and replaced them with Gauss Rifles.





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