The Marauder handles well in close knit operations where knife fighting close to mid range combat situations. If played properly can sync well with other mid range heavies. It suppress enemy mechs well letting the pilots confidence shine through mayhem its pod space brings. It relies on well thought out positioning and teamwork to reap the full benefits. Like the maraurder iic it has a distinct weakness being its huge side profile if flanked by the swarm so zoom tunneling is not wise. Although with the large pod space it brings enough slot space for plentiful doubleheat sink space providing adequte sustained fire in brawl situations.
Machines are designed for a specific purpose and it carries the title of war machine with pride. I can see why it has been the flagship of nostalgia and pride of the Inner Sphere Heavy Ground Mobile Calvary. Proud to get the opportunity to give this review of such a powerful Battlemech.
If you want more honest mech reviews let me know.
Some of the standard engine builds I used on the Marauder 3R are as follows.
4 medium lasers ac20
3 mediums 1 large pulse ac10
4 mediums ac20 ac2
4 mediums guass rifle
4 mediums 2 ac 5
Stengths:
Sustained fire
Armor structure health
Agile for a 75 ton battlemech
Good front profile
Arm energy precison and yaw/pitch diatance and speeds
Torso twist speed
Shield left torso
Battlemech endo and ferro flexability
Good in one vs one situations (beat marauder iics one vs one in quick play several times last night)
Weakness:
Only 4 energy points in the arms, 6 would be optimum semi low slung
Non adustable ballistic height mounts
Ballistics in one torso that stick out a bit to far
No weapon mounts on ct or head
Flankable
Non of my builds have jump jets
To big of side profile even to attempt xl builds in my opinion.
Some other incarnations I experimented with but these seem to be the most useful for my taste.
Good luck and happy hunting.
Edited by Natred, 27 June 2017 - 08:44 AM.