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Frosk Nov 26, 2019 @ 7:46pm
So the Marauder is finally here, how's everyone finding it?
I've already made one of these for the Vulcan, but here's a thread devoted to the Marauder!

How's everyone finding the Marauder? Personally I'm having a blast with the MAD-3R as my first heavy this run (which may as well be my first run, as the only previous run I've attempted got lost or deleted somehow and I hadn't gone that far in whatsoever).
Last edited by Frosk; Nov 26, 2019 @ 7:46pm
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Showing 1-15 of 57 comments
MortVent Nov 26, 2019 @ 7:51pm 
I ran it pretty much stock for a while (+damage AC/5 from my old shadowhawk) and paired with anyone with called shot mastery it's a headhunter to the core

Final build was along the lines of the 3M with +10 damage large lasers, the +damage AC/5.. some extra armor and other tweaks.
sevenmelons Nov 26, 2019 @ 9:03pm 
2 MLS++10 dmg and a UAC20++ cores almost everyone. Heatsinks and 1380 armor frontliner
WC? Nov 26, 2019 @ 9:13pm 
Holy headshots batman. Anyone not running this with gauss or kali yama AC/10 and called shot mastery level 2 is just WRONG. Nuff said. Screw your AC/20, its hot garbage and your marauder don't got time to be dragging that short range crap around. Do this baby justice and give it some long range headcaps.
Malkor2 Nov 27, 2019 @ 12:52am 
Putting a UAC20 on a Marauder is a crime. Did some testing with a save from before 1.8 and put 3 UAC2 on a Marauder and got all of the headshots. 35% chance for a headshot is way too much. 20 or 25% would have been enough but 35% is simply OP. All you need in 1.8 is a lance of Marauders and headshot everyone that has the bad luck of being in your way. Oh and make sure to put pilots with breaching shot in them.
slightly_jaded_95 Nov 27, 2019 @ 7:47am 
best point in it's favour is literally the point in it's favour. With this in your team every lrm does 3 damage... 2 in trees with absolutely no point investment.

If this stacks then it's abuseable. 40% damage reduction with skills providing the possibility of another 60%?

Damage output is nice, but being able to stand under a direwolf, and giggle is impressive.
Cormac Nov 27, 2019 @ 10:02am 
i was runing it stock for a while, until i got my hands on a gauss. in the end, i settled as a long range supporter for its buff, using 1 gauss with 1 ammo box (i can't find a second one... yet) as well as a PPC plus a ER MLaser, heat output on hot maps forces me to shot down the m laser more often than i like, but on normal/cold worlds, while still not stabe, is a nice adition.
currently, i switched it to a 2xPPC+2xMlaser weapon because of my lack on gauss ammo (when facing heavy mechs, i found myself to often stuck with 1 PPC only on hot worlds on it)


@slightly_jaded if they are stacking, they stack multiplicative, most likly.
instead of getting 40% reduction (60% remaining damage) you would get 0,9*0,9*0,9*0,9=65,61% remaining damage (34,39% damage reduction)
still a large number, but close to 10% more damage than you thought. the question is, if you can get a nice damage fit into your mechs (it feels like it is lighty armed for a 75t mech) and you might use up any kind of ammo befor winning.
Not Erik Nov 27, 2019 @ 10:06am 
I'm using it with 1xuac5 1xsnub ppc and 2x mediums. I with I could use double RAC5 on it like I do in MWO, but since I can't...
If I get a LBX10 I will probably trade for my UAC.
Fun damage dealer mech, kinda too slow for my taste
MortVent Nov 27, 2019 @ 10:17am 
I tend to see it more as a sniper mech, so the lbx and snub are out for me. I put those on the rifleman and warhammer for crit seeking
TnJ Nov 27, 2019 @ 12:03pm 
It's fun.

I run it along side some modified Annihilators and they've been coring 85 tons and below in one round.

2 Gauss + 3 UAC/2s with TAGs and the damage bonus from the Annihilator is gross.
Last edited by TnJ; Nov 27, 2019 @ 12:04pm
Sword_of_Light Nov 27, 2019 @ 1:06pm 
Oh its so purty....so damned purty....just sitting there in my bay, all orange and red and blue...didnt even have to scrub out the cockpit, just left the poor bastard lying in the desert, out cold, mechless....

.....aw, darlin', you're the one for me.....unless I can cobble me together some sweet, sweet Warhammer....

(yeah, those are the company colors...I mean you cant expect subtlety from a unit calling itself the Hellbore Legion)
behemoth227 Nov 27, 2019 @ 1:59pm 
I'm experimenting with 2 ++ PPC's, one damage one stab, max armor, and enough heat sinks to drain your average star. It's working pretty well so far, can take a hell of a beating and good at popping heads.
Rob'sEvilTwin Nov 27, 2019 @ 2:31pm 
It's my new must have Mech in every lance for a few reasons.

1> 30+% chance to head shot! I reliably headshot kill 1-2 mechs per sortie.
2> % incoming damage to my entire lance.
3> It's also a very sturdy Walk 4 Mech, and would be very handy even without it's specials above.
Harukage Nov 28, 2019 @ 1:49pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1923138332
This is mine so far. Probably going to replace LB-X cannons with gauss when i finaly get some.
Doombringer Nov 28, 2019 @ 2:23pm 
Originally posted by slightly_jaded_95:
best point in it's favour is literally the point in it's favour. With this in your team every lrm does 3 damage... 2 in trees with absolutely no point investment.

If this stacks
It doesn't stack.
Also, damage in NOT rounded down, those LRMs are doing 3.6 damage, but it only shows the integer part in the damage pop-up. -10% really is -10%.


Best loadout is probably 3x UAC2++ and max ML++(magna) and SL++/+++ (ER SL++ if you can find them) - 2 hits to kill a head and you get a ton of chances.
(Weapons that cluster like LBX and SnubPPC are not a good match for the called shot specialist mech.)

Marauder is the only mech with a quirk (besides maybe Cyclops Z) that makes it good enough to use over the silly 75+ ton of free space mechs (Annihilator, Bull Shark M3, Atlas II).
Before Heavy Metal & v1.8 a mech was good if it did 600+ damage/turn, now you can make mechs that do 800+/turn lol.
Last edited by Doombringer; Nov 28, 2019 @ 2:33pm
danko9696 Nov 28, 2019 @ 3:51pm 
Originally posted by Doombringer:
Originally posted by slightly_jaded_95:
best point in it's favour is literally the point in it's favour. With this in your team every lrm does 3 damage... 2 in trees with absolutely no point investment.

If this stacks
It doesn't stack.
Also, damage in NOT rounded down, those LRMs are doing 3.6 damage, but it only shows the integer part in the damage pop-up. -10% really is -10%.


Best loadout is probably 3x UAC2++ and max ML++(magna) and SL++/+++ (ER SL++ if you can find them) - 2 hits to kill a head and you get a ton of chances.
(Weapons that cluster like LBX and SnubPPC are not a good match for the called shot specialist mech.)

Marauder is the only mech with a quirk (besides maybe Cyclops Z) that makes it good enough to use over the silly 75+ ton of free space mechs (Annihilator, Bull Shark M3, Atlas II).
Before Heavy Metal & v1.8 a mech was good if it did 600+ damage/turn, now you can make mechs that do 800+/turn lol.
Yep I agree. The Marauder is the best mech of the game just because the quirk (the hardpoints could be much better), and the Bull perhaps the second one (the variant without artillery), because its hardpoints are very good for an assault, better than those of the A-II, and it has a lot of space as well.
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Date Posted: Nov 26, 2019 @ 7:46pm
Posts: 57