Marauder 2 Builds
#1
Posted 26 April 2019 - 01:57 PM
#2
Posted 26 April 2019 - 02:10 PM
4HP; 2 HPPC + 8 RL20s + 1 RL10 (upgraded stock), 8 SRM6 + 4 ML, 9 Streak 4 + Tag, 8 MRM10, 9 LRM5 + 2 SnPPC, and various other.
#3
Posted 26 April 2019 - 03:58 PM
Torso mounted weapons should be long ranged weapons of some kind. Large Lasers, HPPCs. Whatever. Use them for sniping and over the hill poking.
Arm weapons should be either additional long range weapons to supplement the torso weapons or short ranged weapons (usually Medium Lasers or Pulse Lasers) because their low mounts are unsuitable for both sniping and over the hill poking.
Use remaining tonnage for mounting all the DHS you can. If you still have tonnage left over after that, start increasing your engine size, which has the nice side effect of adding a free heat sink slot for every multiple of 25 the engine rating reaches after surpassing 250.
4HP
Sad to say, but massed MRMs seem to be the way to go. Most fights take place at ranges longer than SRMs can reach, and the MAD2 is too slow to make up for the SRMs' short range. Meanwhile, unless you're planning on being a dedicated LRM boat (not advisable for a 100 tonner), LRMs are inferior to MRMs in direct fire and impractical in indirect fire due to how long it takes to acquire locks. My goto build uses 2 MRM30s and 2 MRM20s split between two fire control groups to avoid ghost heat.
Also, be sure to add some lasers to the arms so you can still contribute to a fight when (not if, WHEN) you run out of ammo.
#4
Posted 26 April 2019 - 06:49 PM
Trilik, on 26 April 2019 - 01:57 PM, said:
4HP = 4xSRM4A / 4xSRM6A - 6T ammo and STD350/DHS.
Easy and best build by far. Forget the builds without artemis and more launchers, they are garbage. 1500dmg no drama.
Alternatively you can MRM40 x 2 and MRM10 x 2 with a pile of ammo/LFE. Also works but not as good at killing.
4A = 3ERPPC in torso and 2-3ML in arm and STD350 and all the DHS and a JJ.
Works well as IS ERPPC has much better cooldown than cERPPC. So you can get quite a bit of work done if you position properly.
Both builds have delivered me consistent 1k+ damage matches.
Edited by justcallme A S H, 26 April 2019 - 06:52 PM.
#5
Posted 26 April 2019 - 06:53 PM
4HP :- I've tried a few and I'll list them...
8 MRM 10 :- Chainfire MRMs for the fun. Not effective but does do reasonably well. You can use them as 2 MRM 40s as well with group firing mode.
4 MRM 30s :- Toasty but ok.
8 SRM 6+A :- Insane damage but close range only. Very bad if matches don't converge to anything under 300m.
4 SRM 6 + 5 SRM 2:- You can alpha strike this one as they don't produce ghost heat. You can then keep firing SRM 2s as they have a faster cooldown in tight situations where you need to do damage all the time. You can mix SRM 4s and 6s and group fire separately so that your burst damage will always be high.
#6
Posted 26 April 2019 - 09:03 PM
#7
Posted 27 April 2019 - 12:43 AM
4A : standard 350 engine, 3 lpl, 5 ersl.
All builds good results sofar.
Edited by Inatu Elimor, 27 April 2019 - 12:44 AM.
#8
Posted 27 April 2019 - 02:29 AM
Inatu Elimor, on 27 April 2019 - 12:43 AM, said:
4A : standard 350 engine, 3 lpl, 5 ersl.
All builds good results sofar.
those builds are extremely undergunned for an assault mech, especially a 100 tonner. i would also strongly advise against chainfiring most of the time.
#9
Posted 27 April 2019 - 03:33 AM
Personally prefer wubvomit with 3LPL+5MPL on the 4A, though a lot of people seem to think longer range builds are the way to go.
#10
Posted 27 April 2019 - 03:40 AM
Edited by LordNothing, 27 April 2019 - 03:41 AM.
#11
Posted 27 April 2019 - 04:59 AM
#12
Posted 27 April 2019 - 10:31 AM
Other builds that Ive had success with are 8xSRM6+A, SRM6(or4)/SRM2 mix, MRM120, 8xLRM10(bit meme-y but it works)
Haven't tried a streakboat but might work because the torso twist rate is pretty bad and it can be hard to tag fast targets.
Edited by Gristle Missile, 27 April 2019 - 10:35 AM.
#13
Posted 27 April 2019 - 11:34 AM
MAD-4A: 4x LPL + 4x ERML + 22x DHS
MAD-5A: 2x LPL + 4x ERML + 4 tons of ammo + 18x DHS
MAD-6S: 1x SNPPC + 2x LL + 2x ML + 1x AC/20 + 3 tons of ammo + 16x DHS
justcallme A S H, on 26 April 2019 - 06:49 PM, said:
Works well as IS ERPPC has much better cooldown than cERPPC. So you can get quite a bit of work done if you position properly.
4x ERPPC or no balls.
#14
Posted 27 April 2019 - 12:57 PM
I suggest the same build as "just call me ash" mentioned, 4x 4 and 4x 6 SRM with artemis
4A:
350 light engine, 22 double hs, 3 large pulse in torso and 5 med pulse in arms
#15
Posted 27 April 2019 - 02:45 PM
#16
Posted 27 April 2019 - 03:01 PM
As for the other laser model, you pretty much want to use some combo of ERLLs and ERMLs purely because of its hitbox issues and the fact that you need range on such a slow and easy to neuter mech. If you want to run pulses or any brawl lasers, put em on a light/medium/heavy and have a faster more agile machine without much less DPS. Only way to get an edge over a heavy running vomit is to bring heavier longer range weapons on it or HPPCs.
That said, ill be perfectly honest, there isnt a single build ive seen on this variant in QP that is truly devastating and cant be taken down relatively easily. HPPCs are scary on paper, until you realize their love velocity and extreme heat issues limit their usefulness. The rest run hot and lack range usefulness (and ERLL builds are really not very useful in most QP games). Maybee someone else knows how to run it, but every one of these things ive seen in QP could have obtained better results running their builds on a heavy.
#17
Posted 27 April 2019 - 04:30 PM
evilauthor, on 27 April 2019 - 02:45 PM, said:
Specifically because of that range deficiency. Also because zipping out ERPPC shots that travel at almost 2600 m/s from 1k and sitting Piranhas who think they can gank you down is hilarious.
#18
Posted 27 April 2019 - 10:55 PM
Y E O N N E, on 27 April 2019 - 11:34 AM, 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)
Y E O N N E, on 27 April 2019 - 04:30 PM, said:
Specifically because of that range deficiency. Also because zipping out ERPPC shots that travel at almost 2600 m/s from 1k and sitting Piranhas who think they can gank you down is hilarious.
^ this.
2600 velocity for ERPPC. Once you've tried it, you'll understand why.
#19
Posted 27 April 2019 - 11:09 PM
2 lbx-10s and 2 AC2s + Stealth
2 RAC2s and 2AC5s + Stealth
4 RAC2s + Stealth
It's bizarre but it works until you actually go up against fire power
Edited by Jackal Noble, 27 April 2019 - 11:10 PM.
#20
Posted 28 April 2019 - 12:15 AM
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