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Could Use Some Marauder Advice


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#1 Tarlan

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Posted 03 December 2017 - 07:53 AM

Hey there,

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 Koniving

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Posted 03 December 2017 - 08:20 AM

Like with the Catapult but somewhat worse, watch for enemies at your side because you have a very long side profile. Good news is you're quite narrow so it is not as easy to peg you from the front at a distance.

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 Mercworks

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Posted 03 December 2017 - 09:02 AM

Keep in mind the arm mounted weapons are much lower than in the Catapult. It has a very high ballistic slot in the torso, but generally it's worse than the catapult at popping over terrain to fire. It is WAY more durable in a nose-to-nose fight.

#4 Horseman

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Posted 03 December 2017 - 11:36 AM

3R? Ez: http://mwo.smurfy-ne...0ab68e8be1b1cb5

Alternative build with MLs and slightly better cooling: http://mwo.smurfy-ne...456c0d480560d31

Edited by Horseman, 03 December 2017 - 11:39 AM.


#5 Tarlan

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Posted 03 December 2017 - 11:41 AM

Thanks for the help people. Guess I'm gonna go ahead and take the plunge. I'll let you know how it turns out!

#6 Tarlan

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Posted 03 December 2017 - 04:21 PM

After trying out a few builds I settled on a 330 light fusion engine, 2 light ppc's, 2 medium lasers, and an ac 20. I've also got nearly full armor and 16 double heatsinks, including the engine one.

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 Void Angel

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Posted 03 December 2017 - 09:26 PM

The major adjustment for me when learning the Marauder was to avoid torso twisting too much. The marauder in frontal profile allows you to spread damage effectively with much less parallax motion - but your normal torso twisting practices will make people blast that side torso apart very quickly.

#8 Broganos

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Posted 03 December 2017 - 11:28 PM

4 medium Lasers and either an AC20 or two LBX 10s. Shield with your left side and you are really tough to kill with decent punch. Marauders are my favourite mechs, really tanky, good looking and only 75t.

Edited by Broganos, 05 December 2017 - 08:57 AM.


#9 Darrious Quinn

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Posted 04 December 2017 - 06:58 AM

View PostTarlan, on 03 December 2017 - 07:53 AM, said:

Hey there,

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 Horseman

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Posted 04 December 2017 - 02:18 PM

View PostTarlan, on 03 December 2017 - 04:21 PM, said:

After trying out a few builds I settled on a 330 light fusion engine, 2 light ppc's, 2 medium lasers, and an ac 20. I've also got nearly full armor and 16 double heatsinks, including the engine one.
That build is a jack of too many trades, but not particularly good at any - you've got three disparate weapon types and two different range brackets. The reason I recommended a build with only two weapon types is that it's considerably more practical to manage in-game. LPPCs sound nice on paper, but are rather hotter and have a worse dps-to-tonnage ratio than MLs. That AC20 has no real practical advantage over a UAC/20's double-tap, for that matter.
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.

View PostDarrious Quinn, on 04 December 2017 - 06:58 AM, said:

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.
The thing about dual UAC5 builds is that both UAC10 and UAC20 are more tonnage-efficient.

#11 panzer1b

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Posted 04 December 2017 - 04:54 PM

While i personally prefer (and do way better in) the hero, the BH2, the MAD3R is prolly the closest runner up in effectiveness purely because of that broken ~50% structure that makes it possible to keep fighting even after you are cored out.

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 Void Angel

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Posted 04 December 2017 - 06:05 PM

View PostHorseman, on 04 December 2017 - 02:18 PM, said:

The thing about dual UAC5 builds is that both UAC10 and UAC20 are more tonnage-efficient.

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 Void Angel

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Posted 04 December 2017 - 06:13 PM

View PostTarlan, on 03 December 2017 - 04:21 PM, said:

After trying out a few builds I settled on a 330 light fusion engine, 2 light ppc's, 2 medium lasers, and an ac 20. I've also got nearly full armor and 16 double heatsinks, including the engine one.

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 RickySpanish

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Posted 07 December 2017 - 06:27 PM

Mine is outfit identically to my Ilya Muromets - ac20, 2xPPCs, 2x medium lasers, rest of the tonnage either to heatsinks, machine guns or AMS depending on taste. Generally it's a rather tanky 'Mech, but not quite as good as the Ilya, with that said, it's the best looking 'Mech in the franchise.

#15 Damnedtroll

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Posted 07 December 2017 - 07:38 PM

I like 2 lpls 2 ermed and 1lb10x in my mad-3r. Laser to drill, lbx to crackle it up.

#16 Stf Sgt Marblez

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Posted 08 December 2017 - 03:49 PM

2 snubs on right side, AC 20 and an LFE 310 with four dbl heatsinks. Deadside goodness.

Ripping mechs apart with 40 pinpoint is sooooooo much fun

#17 Jonathan8883

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Posted 08 December 2017 - 08:39 PM

I just threw this together from existing hardware.
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 Kubernetes

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Posted 09 December 2017 - 05:48 PM

I may be the only Marauder enthusiast who doesn't run ballistics. My 3R has 2LPLs, 2PPCs, and a huge XL. It wrecks face.

#19 S 0 L E N Y A

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Posted 10 December 2017 - 03:18 PM

3R is tough as nails, but any pilot worth their salt will immediately go after your RT, so you need to get in the habit of twisting to your right and being smart about how you approach or poke.

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 Imperialus

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Posted 18 December 2017 - 08:03 AM

One of my favorite stupid (but fun) builds is dual stub nose PPC's and a heavy gauss. I have them all linked to one mouse button. Fire, wait half a second, release, twist right. It avoids the ghost heat and hammers your target with 45 points of pinpoint damage.





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