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New Player, Trying To Pick Between Archer Or Is Marauder


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#1 BritishRabbit

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Posted 12 June 2025 - 03:38 PM

Heya!

I'm new to MWO, I tried it once ages ago but I think the Mechwarrior bug only really took hold when I started playing MW5 and Battletech.

I'm wanting to try MWO again and I'm looking at working towards an IS mech, ideally a Marauder or an Archer.

In MW5 I have a very strong preference for SRM boats but I understand they're not too viable in MWO. (Agincourt is my all-time favourite Archer) however I do also like LRM boats. For this reason I'm heavily considering an Archer, -maybe- a Longbow.

On the other side, I really like Marauders and while I'm less experienced with them, if they're friendly enough for new players I'd definitely give them a shot. Preferably I'd like to use a Davion Marauder, purely for my favourite faction being Davion but that said, this is Battltech and you can justify everything with 'I stole it'.

Looking for the advice and suggestions of folks more in the know, never know I might be shocked to learn that SRM boats are the flavour of the month.

#2 KursedVixen

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Posted 13 June 2025 - 06:49 AM

Marauders always seem to give me trouble but if you didn't mind clan mechs there are also clan marauder IICs as well as Inner spher variants to try out there's 12 IS variants 15 IIC variants and if you don't mind assaults there are 8 Marauder II variants to have fun with

As for the archer there are only 7 or 8 versions if you count the clan one. The archer is typically a fire support mech that typically mounts LRms just so ya know.

Ultimately the choice is up to you to go with IS or clan just know that what I stated above is the amount of maruaders adn Archers you can play with though i think some such as the clan archer are currently only avalible in packs you need to purchase....

it's really down to your playstyle and what you prefer to use more than anything.... Marauder IICs and Marauder II are assault mechs which typically carry one or more missile systems so there's that.

I think the marauder IIC SCorch hero usually is loaded with a few SRm racks... but it's a clan mech so yeah

Here's something that can potentially help you it currently is the MAD IIC Scorch hero listed but you can pick any mech


https://mwo.nav-alph...hlab/mad-iic-sc

This website let's you prebuilt mechs before you even purchase them. and you can then get a build code that you can copy paste into MWO and instantly build your mech, it still cost c-bills though in MWO to buy the parts and such but I find this to help me work out builds...

Edited by KursedVixen, 13 June 2025 - 07:15 AM.


#3 Tesunie

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Posted 13 June 2025 - 07:35 AM

View PostBritishRabbit, on 12 June 2025 - 03:38 PM, said:

Heya!

I'm new to MWO, I tried it once ages ago but I think the Mechwarrior bug only really took hold when I started playing MW5 and Battletech.

I'm wanting to try MWO again and I'm looking at working towards an IS mech, ideally a Marauder or an Archer.


Between those two choices, I'd choose the Marauder almost every time. It's geometry is just stronger as it can spread damage fairly easily. There is also a missile variant of the Marauder as well, the 9M.

Overall though, the Archer isn't a bad mech, so really either one could work well for your intended plans. Both have variants that can support ECM (if desired). Looking at just the mech and the different choices from variants, I'd say the Marauder has a stronger contender in variety within the same chassis. Its got ballistic, energy and even missile versions to choose from. Meanwhile the Archer is basically all missile and energy.

In the end, this will completely depend upon what you want out of it. The Marauder is more durable (because it is heavier and thus has more armor and structure), which means it can be more forgiving of mistakes.

I personally didn't care much for the Archer. Low cockpit made gaining line of sight challenging at times, but high torso mounted weapons was helpful.

#4 Void Angel

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Posted 13 June 2025 - 11:37 PM

View PostBritishRabbit, on 12 June 2025 - 03:38 PM, said:

Heya!

I'm new to MWO, I tried it once ages ago but I think the Mechwarrior bug only really took hold when I started playing MW5 and Battletech.

I'm wanting to try MWO again and I'm looking at working towards an IS mech, ideally a Marauder or an Archer.

In MW5 I have a very strong preference for SRM boats but I understand they're not too viable in MWO. (Agincourt is my all-time favourite Archer) however I do also like LRM boats. For this reason I'm heavily considering an Archer, -maybe- a Longbow.

On the other side, I really like Marauders and while I'm less experienced with them, if they're friendly enough for new players I'd definitely give them a shot. Preferably I'd like to use a Davion Marauder, purely for my favourite faction being Davion but that said, this is Battltech and you can justify everything with 'I stole it'.

Looking for the advice and suggestions of folks more in the know, never know I might be shocked to learn that SRM boats are the flavour of the month.


SRMs aren't terrible, but their spread damage and range requirements can be quite challenging to use in the current meta. For a missile-centric build within your parameters, Use This - if it runs too hot for you, swap out the ERMLs for standard Medium Lasers. Your primary damage will be the paired MRM30s, which will still spread damage a lot but have greater range. The lasers are for opening specific components and shooting Lights. This build isn't the best when fighting smaller, agile opponents, but it will excel at murdering other Heavies and Assaults. Stay with the biggest group of the biggest 'mechs on your team, and focus on hammering slower targets with MRM volleys (backed up by the lasers if you're just poking, or have the heat available.)

Now, LRMs are a mixed bag. They are not often used in Tier 1, because players are more able to deal with them - both because of experience and skill, and because high-alpha poke builds predominate. That's not to say they're unusable! But it's going to get harder and harder to use them well as you rise in Tier.

LRM-friendly 'mechs generally come in two categories: massive tube counts, and favorable quirks. For the first, you're generally looking at Assaults or Heavies with lots of missile hardpoints and the tonnage to use them - the Bane-3 is the poster child for this one, but you can set up a Cyclops 10Q or some of the Longbows... there are a number of possible chassis.

For favorable quirks, you're looking for a 'mech that has both good quirks and enough hardpoints to use them. Many 'mechs have legacy quirks designed to boost their (bad for MWO) stock configurations, which were derived from tabletop. So you can see massive cooldown quirks, for example, on a 'mech with only one missile hardpoint... avoid. Instead, look for something like the Crusader 5M, which has four missile hardpoints spread across its chassis, and good quirks for spread, velocity, and heat.

The quirks you're looking for on a LRM/ATM/TBM chassis are velocity and spread, along with +HSL and heat - things like sensor range and target decay are also helpful. The easiest way is to go to MechDB, where the build I linked goes, and go to "browse" at the top of the page - select "battlemechs," and you'll be able to use the toolbars on the left to filter for a host of variables, from weight class to specific quirks and hardpoint numbers.

#5 VeeOt Dragon

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Posted 14 June 2025 - 01:43 AM

MRMs can be fun and the Marauder-9M is a good pick for those (nothing really quirk-wise but you can almost never go wrong with a Marauder) just slap a pair of MRM-30s on her and the energy back-up of your choice then go to town. it helps that the 9M also has ECM.

as for good LRM mechs thats a little tougher. these days they have been nerfed pretty heavily and can be tricky to use well. as another has said you want to find a mech with a good velocity Quirk. all else is secondary. you can have all the tubes in the world but if you can't hit anything before it gets to cover they are worthless. also i wouldn't bother with Artemis since it only really works with line of sight and a good LRM boat takes any shots they can get so you may be around 50/50 of that usefulness.

my go to LRM boat right now is actually the Kintaro- Golden Boy. (has some really nice velocity quirks). that asside the Archer-2R does well with this build (though you can always strip out a ML for a TAG)

A86:20>1|Y?|Y?|i^|Vg|i^pb0|[O|[O|Z?qb0|[O|Z?r\0|Y?s\0|Y?tg0|[O|jOug0|[O|[OvB0|[Ow:0:0:0

though the Catapult-C4 will always be a favorite of mine with this being my current go to.

AH0:20;1|Y?|Y?|i^|Ndpc0|f?|aOqc0rX0|Z?|[O|[O|[OsX0|Z?|[O|[Ote0|[O|[Oue0|[O|[OvA0|Z<2w909090

(keep in mind both of these use XL engines so be cautious,)

a quick scan and i see some promise in the Orion-M as well. could manage most missile builds well enough. the Roughneck-1B aslo has nice quirks and good high mounts for the missiles but sadly only has the one energy (though nothing is stopping you from a combo of missiles a MPL and 3 MGs (though that would be an odd build for sure but i sort of like the Roughnecks)). there are a few more but you get the idea. it easy enough to experiment in the mechlab (remember you can always click the "View in Mechlab" tab when in the store to mess with builds for fee. you can even take them into the testing grounds to test out things like heat and ammo viability. hell i sometimes log on for a few minutes just to fiddle around with mechs i don't own). just mess around till you find something the feels right to you. remember those builds you find online might not always work for your play style or proclivities. best to find something that you can enjoy and slag the haters.

#6 Tesunie

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Posted 14 June 2025 - 06:48 AM

View PostVeeOt Dragon, on 14 June 2025 - 01:43 AM, said:

my go to LRM boat right now is actually the Kintaro- Golden Boy.


For LRMs, my go to has been the Huntsmen. I utilize the Jump Jets in it to pop up and land direct fire onto a target, then get a lock while in the air and leave a parting gift of LRM fire as I fall behind cover. Surprisingly effective and fun. Maybe not as effective as pure direct fire, but I like the added flexibility it can provide too, as if I'm heavily damaged, I can just start handing back with indirect fire.

But then again, I'm not considered "normal" for an LRM user, and I also use a ton more variety than just LRMs.

View PostVeeOt Dragon, on 14 June 2025 - 01:43 AM, said:

MRMs can be fun and the Marauder-9M is a good pick for those (nothing really quirk-wise but you can almost never go wrong with a Marauder) just slap a pair of MRM-30s on her and the energy back-up of your choice then go to town. it helps that the 9M also has ECM.


I recall upon it's release, stalking around with stealth armor on that thing. Not super effective, but interesting...

View PostVeeOt Dragon, on 14 June 2025 - 01:43 AM, said:

best to find something that you can enjoy and slag the haters.


Just wanted to add, while I'm responding, 1000% agree. Don't care if a build is super effective, as long as it works for you and you enjoy it. This is a game after all, so enjoy and have fun.

Edited by Tesunie, 14 June 2025 - 06:49 AM.


#7 Void Angel

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Posted 14 June 2025 - 07:21 AM

Oh! I was distracted while writing the above post, and forgot to mention the Vapor Eagle! The Vapor Eagle is a poptart ATM 'mech with a 72-point missile alpha and excellent mobility. You pop up and blast people with that huge missile alpha - preferably at close range where the ATMs literally do more damage - and then drop back into cover and do it again. It has zero missile quirks, but its mobility and architecture are good enough that it doesn't need any - last I checked, the "Veagle" was one of the premier lock-on missile 'mechs in the game.

#8 BritishRabbit

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Posted 15 June 2025 - 05:47 AM

Thanks for all the advice and help everyone!

After looking at everything I'm probably gonna go for an MRM setup on the MAD-5D or the MAD-9M.





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