Marauder IIs are one of the worst assault mechs IMO. They don't get the benefit of a small frontal profile like the other marauders. They are slow, being limited to a 360 engine, and are just cumbersome. I wanted to love them and in the board game or any other game they are epic.
What I would like to see to improve them overall.
1) Allow engines up to 400 with a slight agility improvement or just allow a faster torso twist if this makes them too agile.
2) Give them all a slight heat dissipation rate of say 5% so they can act like the brawlers they are supposed to be and stay in the fight longer.
3) Switch that structure buff for an armor buff but only for those massive torsos. Give each side torso a +16 and give the cockpit a +13 as these are the easiest cockpits to shoot. I would rather have extra armor on those torsos than any amount of extra structure. Most of the weapons I put on these things are large weapons that take up all the critical slots and are gone the moment the armor goes.
4) I have done well with the M2s, but I just don't enjoy playing them, and I really wanted to. Almost every other mech in that size is more fun to play and does better. The 4HP is a novelty to play, and can be fun, but it just doesn't fix all the flaws that the other lines of marauders just don't have.


7 replies to this topic
#1
Posted 14 April 2020 - 05:03 PM
#2
Posted 15 April 2020 - 02:02 AM
Is there really an advantage to be gained by mounting a 59.5 ton (400 standard) engine on a 100 ton mech as opposed to a 29.5 ton (320 standard) engine on an 80 ton mech? Even using XL, there is a 10 ton difference between an 360 and a 400 engine, so you might as well be using a Cyclops if you feel you need to move that fast at the risk side torso death.
Or does the Marauder II do something that the lighter assault mechs can't do?
Being slow is just part of the Assault package, usually. So I think the Marauder II is scary enough even with a 350 engine. I have a MAD-4L in my fleet that uses a light 300 engine and am not unhappy with it.
Or does the Marauder II do something that the lighter assault mechs can't do?
Being slow is just part of the Assault package, usually. So I think the Marauder II is scary enough even with a 350 engine. I have a MAD-4L in my fleet that uses a light 300 engine and am not unhappy with it.
#3
Posted 15 April 2020 - 02:39 AM
Konril, on 15 April 2020 - 02:02 AM, said:
Is there really an advantage to be gained by mounting a 59.5 ton (400 standard) engine on a 100 ton mech as opposed to a 29.5 ton (320 standard) engine on an 80 ton mech? Even using XL, there is a 10 ton difference between an 360 and a 400 engine, so you might as well be using a Cyclops if you feel you need to move that fast at the risk side torso death.
Or does the Marauder II do something that the lighter assault mechs can't do?
Being slow is just part of the Assault package, usually. So I think the Marauder II is scary enough even with a 350 engine. I have a MAD-4L in my fleet that uses a light 300 engine and am not unhappy with it.
Or does the Marauder II do something that the lighter assault mechs can't do?
Being slow is just part of the Assault package, usually. So I think the Marauder II is scary enough even with a 350 engine. I have a MAD-4L in my fleet that uses a light 300 engine and am not unhappy with it.
The Cyclops can use a LFE 360 and still mount 6x SRM6+A (. It's faster, more agile and the profile makes it easy to shield and duck behind cover. The 4L has ECM and a quirk for Gauss + PPC combo but you're really going to want to stay at around 600-700m away from the fight. The armour on that thing is barely more than a 80 or a 90t IS assault mech. Probably the only good Marauder II are the 4HP and the 4A. But the dorsal gun makes it so easy to target that thing. It was worse before since that dorsal gun was ALL CT hitbox before they tweaked it.
I agree that the movement speed isn't the end all be all for an assault mech but it shouldn't handle like a train either given the fact that it doesn't have any armour quirks and can be targeted from any angle like a King Crab.
#4
Posted 15 April 2020 - 02:42 AM
Warmonger2600, on 14 April 2020 - 05:03 PM, said:
Marauder IIs are one of the worst assault mechs IMO. They don't get the benefit of a small frontal profile like the other marauders. They are slow, being limited to a 360 engine, and are just cumbersome. I wanted to love them and in the board game or any other game they are epic.
What I would like to see to improve them overall.
1) Allow engines up to 400 with a slight agility improvement or just allow a faster torso twist if this makes them too agile.
2) Give them all a slight heat dissipation rate of say 5% so they can act like the brawlers they are supposed to be and stay in the fight longer.
3) Switch that structure buff for an armor buff but only for those massive torsos. Give each side torso a +16 and give the cockpit a +13 as these are the easiest cockpits to shoot. I would rather have extra armor on those torsos than any amount of extra structure. Most of the weapons I put on these things are large weapons that take up all the critical slots and are gone the moment the armor goes.
4) I have done well with the M2s, but I just don't enjoy playing them, and I really wanted to. Almost every other mech in that size is more fun to play and does better. The 4HP is a novelty to play, and can be fun, but it just doesn't fix all the flaws that the other lines of marauders just don't have.
What I would like to see to improve them overall.
1) Allow engines up to 400 with a slight agility improvement or just allow a faster torso twist if this makes them too agile.
2) Give them all a slight heat dissipation rate of say 5% so they can act like the brawlers they are supposed to be and stay in the fight longer.
3) Switch that structure buff for an armor buff but only for those massive torsos. Give each side torso a +16 and give the cockpit a +13 as these are the easiest cockpits to shoot. I would rather have extra armor on those torsos than any amount of extra structure. Most of the weapons I put on these things are large weapons that take up all the critical slots and are gone the moment the armor goes.
4) I have done well with the M2s, but I just don't enjoy playing them, and I really wanted to. Almost every other mech in that size is more fun to play and does better. The 4HP is a novelty to play, and can be fun, but it just doesn't fix all the flaws that the other lines of marauders just don't have.
All that needs to happen is #3. Swap structure to Armour.
1. Is silly.
2. They brawl just fine if you build them fine MAD-4HP MAD-4A MAD-5A
4. They are just a bad mech without armour quirks really. And the dorsal gun / hitbox is just a total oversight
#5
Posted 15 April 2020 - 03:24 PM
They should increase the agility, perhaps even to Marauder (I)-levels, give it massive JJ quirks to make JJs worthwhile, and add some offensive quirks. That would make it a highly mobile assault with great punch.
Of course, just adding armour quirks would work too, but then... adding armour quirks always works, no matter what.
_
Of course, just adding armour quirks would work too, but then... adding armour quirks always works, no matter what.
_
Edited by FLG 01, 15 April 2020 - 03:26 PM.
#6
Posted 15 April 2020 - 05:19 PM
The top gun hitbox needs to go, it's simply too easy to isolate. It also deserves armour quirks because of the rubbish locations of so many of its weapons.
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