

Could Use Some Marauder Advice
#1
Posted 03 December 2017 - 07:53 AM
I've recently returned to this game after a year or two away, and generally I've been having fun with my catapult, hunchback and spider. Now I've got about 16 mill in C-bills saved up I'm thinking about getting a Marauder MAD-3R, tossing a light fusion engine in it (love that these are now a thing!) and playing around with the loadout untill I find something that works for me.
I'm basically picking the marauder because it looks cool, and has weapon slots that I can work with. I never really played much in heavies before, but playing my catapult has been wonderfull and I'm trying to transition that into something that's less dependent on lrm's.
What I'd like to know is if there are any pitfalls about the marauder I should know about, before I invest heavily into something I'm likely to regret.
Thanks in advance for any advice you're willing to offer!
#2
Posted 03 December 2017 - 08:20 AM
Beyond that, not really much to mention. Beware you'll probably heat up a bit in a fight. LRMs are not your friend.
Yep that's pretty much it.
Marauders are pretty highly regarded. Its basically the IS Timber Wolf.
#3
Posted 03 December 2017 - 09:02 AM
#4
Posted 03 December 2017 - 11:36 AM
Alternative build with MLs and slightly better cooling: http://mwo.smurfy-ne...456c0d480560d31
Edited by Horseman, 03 December 2017 - 11:39 AM.
#5
Posted 03 December 2017 - 11:41 AM
#6
Posted 03 December 2017 - 04:21 PM
Aiming the ppc's is a bit of a learning curve, but I'm getting there. Most importantly, I'm having a ton of fun while doing it. Thanks again for the advice!
#7
Posted 03 December 2017 - 09:26 PM
#8
Posted 03 December 2017 - 11:28 PM
Edited by Broganos, 05 December 2017 - 08:57 AM.
#9
Posted 04 December 2017 - 06:58 AM
Tarlan, on 03 December 2017 - 07:53 AM, said:
I've recently returned to this game after a year or two away, and generally I've been having fun with my catapult, hunchback and spider. Now I've got about 16 mill in C-bills saved up I'm thinking about getting a Marauder MAD-3R, tossing a light fusion engine in it (love that these are now a thing!) and playing around with the loadout untill I find something that works for me.
I'm basically picking the marauder because it looks cool, and has weapon slots that I can work with. I never really played much in heavies before, but playing my catapult has been wonderfull and I'm trying to transition that into something that's less dependent on lrm's.
What I'd like to know is if there are any pitfalls about the marauder I should know about, before I invest heavily into something I'm likely to regret.
Thanks in advance for any advice you're willing to offer!
Marauders have been the go too IS heavy for me since its release.
First off, all of the suggested builds so far have been great builds. The Marauder is flexible enough to allow a wide range of builds that all actually work based on player preference.
This is a twin UAC5 build that I've used and really haven't changed much except for the introduction of the FLE.
http://mwo.smurfy-ne...c7df529c7759787
I've long preferred UAC5s and the new tech hasn't changed that much. They offer a little more range for early on plinking and with the MPs the double tap is a nice burst when up close.
Of course all suggested builds are just that.. suggestions. If you want better speed, drop the pulses, go standard MLs and you gain 4 tons.
The 3R is a wonderful chassis, but I would recommend being very frugal with skill points. I've stacked mine with first Defense, mobility second, firepower third. I opt'd to sacrifice the typical range/cooldown point dump for better mobility ... because no one expects a 75 tonner to turn around on you that quick or to move as fast it is does.
#10
Posted 04 December 2017 - 02:18 PM
Tarlan, on 03 December 2017 - 04:21 PM, said:
UAC-20 plus lasers gives you better burst DPS, only one real range to worry about (both weapon types overlap) and no concern about minimum range.
Darrious Quinn, on 04 December 2017 - 06:58 AM, said:
http://mwo.smurfy-ne...c7df529c7759787
I've long preferred UAC5s and the new tech hasn't changed that much. They offer a little more range for early on plinking and with the MPs the double tap is a nice burst when up close.
#11
Posted 04 December 2017 - 04:54 PM
One build that ive had luck with is 1GR, 3ERLL, LFE300. That thing is obviously a sniper since you have 3 ERLLs for a reasonable 27 alfa strike, followed up by 15 from teh gauss. If you can stay out at 600m or more, you are almost indestructible to anything but a 100% dedicated assault sniper build (5+ ERLL, 3+ ERPPC, dual gauss, ect) since the frontal profile is amazing (especially at range), and the aforementioned structure quirks keep you in the fight longer then you outta be able to. If you are taking fire its best to show ur left side to teh enemy since loosing it isnt game over (loosing teh GR isnt per say but you may as well suicide after its gone since half your firepower goes out the door).
Another build that ive recently started to enjoy is 1AC5 and 2HPPCs. This was never intended as a serious build, but rather an attempt at sticking to the lore feel without making the mech DOA or anything. It ended up really solid, and while its not meta or anything, 35PPFLD, good heat management, and almost 100% perfect velocity syncup between guns. Its only major problem is the 90m min range, but if you can play around that, its not that far beyond the more meta friendly builds available.
Speaking of meta builds, one that was meta a while back (no idea what now) which still works for me is 2+2 UAC5+PPC, or if you dont liek PPCs, 2LPL instead of the PPCs. Its got its weaknesses, but its got 30 PPFLD alfa strike (with PPCs), velocity syncup, and good combo of sustained DPS and burst DPS.
Finally, the last good build i got is one that seeks to take maximum advantage of the mech's hardpoints, and brings 3AC5s in the RT with a STD-300 and 2 ERML/4ERSL depending on whether you want to supplement your damage at mid range or pure backups. Its not the easiest thing to play, smart enemies WILL focus your side torso pretty fast, and it doesnt have the alfa strike to really play meta, but it sure as hell works. Despite low velocity, play it as a gauss rifle mech and hang at ~600-700m, but with more difficulty leading targets. Your sustained DPS is equivalent to just over 3 gauss rifles, and its still 15 PPFLD which is just about the lowest PPFLD id consider practical.
#12
Posted 04 December 2017 - 06:05 PM
Horseman, on 04 December 2017 - 02:18 PM, said:
Depends on what you're going for; they're more tonnage efficient because they don't have the range of the smaller-caliber guns. If you're looking for a dakka build using the Marauder's high torso mounts, the UACs may be attractive - just don't expect them to stand up to close combat very well.
#13
Posted 04 December 2017 - 06:13 PM
Tarlan, on 03 December 2017 - 04:21 PM, said:
Aiming the ppc's is a bit of a learning curve, but I'm getting there. Most importantly, I'm having a ton of fun while doing it. Thanks again for the advice!
I'm going to second Horseman here: it's best to pick a build whose weapons all work together. My MAD-3R PPC build would look Something Like This.
#14
Posted 07 December 2017 - 06:27 PM
#15
Posted 07 December 2017 - 07:38 PM
#16
Posted 08 December 2017 - 03:49 PM
Ripping mechs apart with 40 pinpoint is sooooooo much fun
#17
Posted 08 December 2017 - 08:39 PM
4 ER Med Lasers
1 LBX 10
1 UAC 5
Std 300 engine
2 tons ammo each AC
Very survivable, good pinpoint with some crit-seeking. LBX10 and UAC5 actually have similar ranges. I think I may be able to headshot-hunt with this...
#18
Posted 09 December 2017 - 05:48 PM
#19
Posted 10 December 2017 - 03:18 PM
That said, since the 3r has 3 high mounted ballistic points I like to use all of them, be it the classic 3x AC5, or sometimes UAC or RAC2s for fun.
#20
Posted 18 December 2017 - 08:03 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users