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Marauder 2 Builds


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#21 Y E O N N E

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Posted 28 April 2019 - 02:09 AM

View Postjustcallme A S H, on 27 April 2019 - 10:55 PM, said:


I tried it.

It's too hot with IS ERPPC cooldown being so 3.6s or whatever with skillmaze. And I don't mind hot mechs... It needs a -5% heat reduction to make that build viable IMO.

If it actually had -5% or even -10% it would make the mech reasonable given the anemic loadout it otherwise carries for 100% given it has no real survival quirks (compared to a Anni etc)


It's too hot for those PPCs being only 10 damage, and more specifically it's too hot for QP. But as-is, it's actually slightly colder than the cERPPC Warhawk Bowser ran in MWOWC17 (with 23 DHS and a big TC) on account of IS ERPPCs being a full point lower in heat.

I definitely agree, it definitely needs a heat gen quirk (and not just for the PPCs), but if I take the ~650 damage I'm getting in games with it where the team doesn't insta-melt (no strikes) and then multiply by 1.5, these would be 900+ damage matches if it was running cERPPC instead of isERPPC.

I just don't think running 3x ERPPC instead of 4 is much better. I'd sooner just run a pair of HPPC in the torso and put the rest to MedLas.

#22 Waylander40K

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Posted 28 April 2019 - 08:02 AM

4a
HPPC x2 & Llaser; often fire as 1 group (Is comp size 2 and velocity skills picks for better synergy)
ml on the arms

4hp
2 x30 mrm
4 x srm4s (an earlier posts recommeds 6srm2's to avoid ghost heat, plan to try it as I have melted myself a couple of times by firing the srm4s to soon after the mrms)
ER-ml on the arms

Both std engines (~330) and endo.





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