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Sell Me On Any Marauder


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#1 DEV1ATE

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Posted 08 March 2022 - 01:26 AM

My first mech was a mad-II-4L, which had... exactly one build I found reliable, which wasn't far from default, basically just replacing the one er-ppc with two lights for better damage output per shot. Trying to go for ballistics was underwhelming as the arms had huge slot restrictions and it has shite quirks for such a build, and hybrid builds always seemed to fall short. After obtaining the 2C from the Christmas event, I've loved playing that one infinitely more, mainly because the chunky MAD-II-4L really shows its flaws when you get caught out, and because despite having one less ballistic hardpoint it still slapped with 2 UAC5s and 1 UAC10, plus a singular C-er-ppc for that hilarious poke. My main point is- why would you, personally, go for this chassis? I originally went for it because I love, and still like its look, but the Mad-II's performance is disappointing, and the IIc, despite being really fun, seems to be outperformed by a few of its contemporaries. I'm aware that the IIc's laservomit variant is close-to-meta if not meta, but the chassis seems kind of awkward in its current state. I don't know about the heavy marauder, and have only seen it in a few games where it doesn't seem to underperform, so I'm unsure whether trying more MADs out is a good idea.

#2 martian

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Posted 08 March 2022 - 01:35 AM

View PostDEV1ATE, on 08 March 2022 - 01:26 AM, said:

I'm unsure whether trying more MADs out is a good idea.


Well, it depends. Posted Image

Marauder is an IS heavy 75-ton 'Mech. Thus, it is less powerfull than 100-ton Marauder II or 85-ton Clan assault Marauder IIC. If you expect to roll effortlessly over opposing 'Mechs, you are going to be disappointed.

Could you tell us what type of combat you envision for your Marauder?

#3 DEV1ATE

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Posted 08 March 2022 - 02:19 AM

I'm looking to do more skirmishing/brawling than is easily possible in the 4L with its piss-poor weapons convergence and awkward hardpoints, not to mention its large size and wide stance. I've noticed that the other two marauders have a slightly smaller profile and somewhat better convergence in the arms, not to mention a decently faster achievable speed than the mad-II. However, I'm not entirely sure if the original marauder has anything over its clan bretheren, as the mad-IIc seems to be just as fast, about as big, and overall better armed.

#4 The Basilisk

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Posted 08 March 2022 - 02:31 AM

There are several good points going for all Variations of the Marauder.
The base argument for all variants of the Mech is its geometrie alowing for a maneuver called microtwisting to distribute damage that would be difficult to distribute for other mech chassis (f.e. Warhammer, Cataphract, Black Knight, Atlas, Direwolf, Warhawk)

Arguments for certain Variants:
The classic MAD-3R: Ballistics with Lasers....the directive here is move fire 2-3 salvos cover move fire and repeat...never go into a staring contest and start to wiggle your torso when fired at with everything but gauss and ppc...and never engage in a staring contest...no chassis in the game profit more from clever movement and twisting than the marauder chassis. You will find this mech one of the hardest to kill mechs you can sit in.

IS Heavy ECM Laser Support: MAD-9M
Stay at least at 300m but do not loose your team. The mech is hard to see, hard to lock on and you can fire those Lasers over and over again. Its a poke mech for coming out firing full alphas and get back into hiding. Yo got enough range for most maps and and it will be hard for claners to play their range advantage...with a little practiseyou can even microtwist during firing without loosing focus. Change cover frequently.

IS Assault Dakka with ECM: mad-4l
You are slow but not too slow, you got lots of armor and you can twist easier than most assaults. Your arm mounted Dakka makes it easy to follow even faster targets and your ECM helps reducing the LURMageddon.
Stay at medium ranges and pelt them like there is no tomorrow.
(Sure you could go for 2Gauss and an ERPPC with ECM and Stealth...but the question is...are you that good at aiming and moving ?)

IS Assault Brawler: mad-5a
50 dmg pinpoint but without the terrible fragilenes that comes with the Fafnirs broad form and its HGauss Rifles. While Heat could be an issue its not that pronounced.
Maps like River city or Solaris will be quite satisfying with this Beast. But you need to be patient and attack right with the flock.

Clan Assault firesupport: mad-iic-a
Essentially like the 3R on IS side but on steroides. Sadly it also feels more squishy due to the larger size.
Also carefull with the heat...remember do not try to stare something down...fire calculated controlled salvos and get back into cover or amidst your friends.

Edited by The Basilisk, 08 March 2022 - 06:59 AM.


#5 martian

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Posted 08 March 2022 - 02:46 AM

View PostDEV1ATE, on 08 March 2022 - 02:19 AM, said:

However, I'm not entirely sure if the original marauder has anything over its clan bretheren, as the mad-IIc seems to be just as fast, about as big, and overall better armed.

As I said, Marauder IIC is 85 tons of the Clan technology. IS 75-tonner is going to be weaker.

View PostDEV1ATE, on 08 March 2022 - 02:19 AM, said:

I'm looking to do more skirmishing/brawling

Well, there are some choices when it comes to Marauder:
  • MAD-3R/5M - lasers with one or more dorsal guns like RAC-2s or RAC-5s, LBX-10s, etc. If you really want to brawl, then AC-20. MAD:5M can equip Jump Jets.
  • MAD-5D/9M - lasers and MRMs. Both variants have only two missile hardpoints, so using SRMs would be pointless. Some people run them them as pure MRM boats, but personally I prefer medium lasers and smaller MRM racks. Almost forgot: MAD-9M carries the Guardian ECM suite.
  • Bounty Hunter's Marauder - AC-20 with either lasers or Snubbies. Can be equipped with Jump Jets too.
I think that Marauder tanks damage thanks its body shape quite well, especially with its structure quirks.

Edited by martian, 08 March 2022 - 02:46 AM.


#6 ScrapIron Prime

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Posted 08 March 2022 - 04:04 AM

The 75 ton Marauder has the advantage of a narrow profile. You can face your opponent and still spread damage without having to twist wildly.

My all-purpose MAD-3R mounts 2PPC, 2AC/5, and 2ERSL. The main weapons sync up beautifully and crank out volleys of pinpoint from 700 meters all the way in to under 50.

#7 VeeOt Dragon

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Posted 21 March 2022 - 10:46 AM

the missile Variant of the standard Marauder does very well with a pair of MRM-30s and some SLs as backup.

#8 W a r b l e r

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Posted 29 March 2022 - 04:13 PM

I love my Mad-II 4L. I had the same issue trying to find a build that made me feel good. Then I tried a silly 2xLB5 2xLB2 with 2 ER Large Lasers for funsies. Turns out to be a somewhat useful DPS dealer at least in Tier 4 and 5. Slow but can tank some face time with nice Damage output. I usually play it mid to even brawl range. Suppresses snipers pretty quickly too at long range.

#9 w0qj

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Posted 29 March 2022 - 04:49 PM

And a warm welcome to the MWO Forums! ;)


View PostBug Eater, on 29 March 2022 - 04:13 PM, said:

I love my Mad-II 4L. I had the same issue trying to find a build that made me feel good. Then I tried a silly 2xLB5 2xLB2 with 2 ER Large Lasers for funsies. Turns out to be a somewhat useful DPS dealer at least in Tier 4 and 5. Slow but can tank some face time with nice Damage output. I usually play it mid to even brawl range. Suppresses snipers pretty quickly too at long range.


#10 Lumovanis

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Posted 01 April 2022 - 04:38 AM

I do love playing my MAD-3R RAC'r; 4xML + 2xRAC-5. With some survivability skills and all the relevant firepower stuff, it is a lot of fun. Admittedly it is pretty close range and RAC's do require some face-time, but it does melt things and it sends people scrambling for cover. RAC's are definitely something clan mechs can't run that can be fun.

#11 Armchair General

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Posted 07 April 2022 - 08:40 AM



Moved to assault mechs subforum for new player help



#12 martian

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Posted 07 April 2022 - 11:37 AM

View PostArmchair General, on 07 April 2022 - 08:40 AM, said:

[mod]Moved to assault mechs subforum for new player help[/mod]


And what Marauder do you ride? Posted Image

#13 Sunstruck

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Posted 12 April 2022 - 08:54 AM

The clan Scortch marauder 2c is probably the most lethal out of all of them. The IS standard marauders are good though, the Bounty Hunter is one of my favorite mechs, because it has jump jets in addition to everything else. Theres a IS variant with ecm and missiles in the torsos that people run mrms on.
The IS marauder 2 is a little slow, but the missile one can be devastating.

I love the standard IS marauders in general, because the profile makes it easy to torso twist and control where you take damage. I have a build that uses 2 heavy ppc and 2 snub nose ppc that has a cool kind of gunslinger vibe to it. The clan marauder 2cs can be really powerful and are overall good mechs.





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