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CrazyGoatMan Aug 16, 2020 @ 12:55pm
Marauder 3D (MAD-3D)
Trades the three RT Ballistic HP for a single Energy HP. Looks to be the same otherwise. Has anyone found an application where this is desirable?
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Showing 1-15 of 31 comments
Bovril Brigadier Aug 16, 2020 @ 1:04pm 
When a 2R or 3R is unavailable.
maerchen Aug 16, 2020 @ 1:47pm 
What Strayed said. The point of having a Marauder is being able to kill via headshot and Tactics 9+ pilot as the Marauder comes with an inherent and undeniable bonus to called shots. Plus a 10% damage reduction to all Mechs in the lance.

As mentioned in a bazillion old threads, the Marauder would be the nobrainer for a lot of players just because of the 10% reduction.

I put 2x UAC2++ and a SNUB PPC into mine. And jump jets.
Last edited by maerchen; Aug 16, 2020 @ 1:50pm
danko9696 Aug 16, 2020 @ 2:28pm 
Originally posted by CrazyGoatMan:
Trades the three RT Ballistic HP for a single Energy HP. Looks to be the same otherwise. Has anyone found an application where this is desirable?
Yep, for headcapping. It's the third best mech of the game, after Marauder 2R and 3R.

Originally posted by maerchen:
What Strayed said. The point of having a Marauder is being able to kill via headshot and Tactics 9+ pilot as the Marauder comes with an inherent and undeniable bonus to called shots. Plus a 10% damage reduction to all Mechs in the lance.

As mentioned in a bazillion old threads, the Marauder would be the nobrainer for a lot of players just because of the 10% reduction.

I put 2x UAC2++ and a SNUB PPC into mine. And jump jets.
The 10% damage reduction is nice but not that good, and without the bonus to headshots it still would be a good mech but it wouldn't be a no-brainer anymore. I'd pick a Warhammer, Black Knight or Grasshopper instead.

And like the OP says, the 3D doesn't have any ballistic hardpoints.
maerchen Aug 16, 2020 @ 3:58pm 
The 10% damage reduction is always on and stacks with the damage reduction from the Cyclops HQ/Z. With that in mind I can always afford to take a bit more risk with my Scout/Bait Mech. Or go rampage with a brawler.




wesnef Aug 16, 2020 @ 4:03pm 
When did the Cyclops get damage reduction? Last I'd used one, the Z gave +1 Init, and the Q just didn't have a quirk.
MortVent Aug 16, 2020 @ 4:06pm 
Originally posted by wesnef:
When did the Cyclops get damage reduction? Last I'd used one, the Z gave +1 Init, and the Q just didn't have a quirk.

There is now a HQ model that is a dedicated command variant with the + int and + defense bonuses. Really nice one to slap an ECM in and use as a backzone support mech
wesnef Aug 16, 2020 @ 4:13pm 
Ah, cool
danko9696 Aug 16, 2020 @ 4:43pm 
Originally posted by maerchen:
The 10% damage reduction is always on and stacks with the damage reduction from the Cyclops HQ/Z. With that in mind I can always afford to take a bit more risk with my Scout/Bait Mech. Or go rampage with a brawler.
The damage reduction is multiplicative between Marauder and Cyc-Z/HQ, and then multiplicative again with Cover/BW/Brace, so it's not nearly as good as it seems at first glance. It's good but not that good, not op. Now you might prefer the Warhammer quirk or just better hardpoints from other heavy.
Last edited by danko9696; Aug 16, 2020 @ 4:44pm
maerchen Aug 16, 2020 @ 11:26pm 
Well, with a Cyclops HQ, Marauder, Warhammer and Firestarter I got it all in my lance... I agree it is not op. I like the options it offers.

And as the game isn't in development anymore, our discussion about the Marauder is just an academic "what if".
Gorok Delvedeep Aug 17, 2020 @ 12:07am 
Originally posted by MortVent:
Originally posted by wesnef:
When did the Cyclops get damage reduction? Last I'd used one, the Z gave +1 Init, and the Q just didn't have a quirk.

There is now a HQ model that is a dedicated command variant with the + int and + defense bonuses. Really nice one to slap an ECM in and use as a backzone support mech
and its a 90 t assault mech with a grand total of ... 19 tonnes for anything that isn't the armour. unless you want to make it a paper armoured, undergunned, slow assault.
maerchen Aug 17, 2020 @ 12:53am 
Originally posted by Gorok Delvedeep:
and its a 90 t assault mech with a grand total of ... 19 tonnes for anything that isn't the armour. unless you want to make it a paper armoured, undergunned, slow assault.

I put an ECM in, a SNUB PPC ++, JJ and armor and watch the AI rush the ECM bubble where I can easily dispatch them while taking the advancing force out with Marauder and WH. Only downside of the HQ is the lack of pilot/head protection as the command module is in there. Works like a charm for me.
Bovril Brigadier Aug 17, 2020 @ 2:52am 
Originally posted by Gorok Delvedeep:
and its a 90 t assault mech with a grand total of ... 19 tonnes for anything that isn't the armour. unless you want to make it a paper armoured, undergunned, slow assault.
If only they added the Charger to the game :^) Then again we have Banshees other than the 3S to fill that role

Have you tried using the HQ as a Command Mech? Or my personal favorite, using it as a safe Mech for leveling pilots If it doesn't fit your playstyle fair enough but it's a pretty good Mech to take if say you are fielding 3 Marauders since you have Heavies than can be skilled to move in the same phase as Lights while taking as much punishment as Assaults.
Last edited by Bovril Brigadier; Aug 17, 2020 @ 2:52am
MortVent Aug 17, 2020 @ 4:22am 
Originally posted by Gorok Delvedeep:
Originally posted by MortVent:

There is now a HQ model that is a dedicated command variant with the + int and + defense bonuses. Really nice one to slap an ECM in and use as a backzone support mech
and its a 90 t assault mech with a grand total of ... 19 tonnes for anything that isn't the armour. unless you want to make it a paper armoured, undergunned, slow assault.

yawn... you do know what support units are? They are providing support, not everything needs to face tank while you walk down the middle of the map trying to get into medium laser range.

It functions as a command unit, it's not a front line brawler mech. It's role is ecm bubble combined with the lance defense and initiative boost. The damage output is from it's team mates
Gorok Delvedeep Aug 17, 2020 @ 7:12am 
Originally posted by Strayed:
Originally posted by Gorok Delvedeep:
and its a 90 t assault mech with a grand total of ... 19 tonnes for anything that isn't the armour. unless you want to make it a paper armoured, undergunned, slow assault.
If only they added the Charger to the game :^) Then again we have Banshees other than the 3S to fill that role

Have you tried using the HQ as a Command Mech? Or my personal favorite, using it as a safe Mech for leveling pilots If it doesn't fit your playstyle fair enough but it's a pretty good Mech to take if say you are fielding 3 Marauders since you have Heavies than can be skilled to move in the same phase as Lights while taking as much punishment as Assaults.

i find sldf royal heavies to be far, far more useful and OP. whm 7a and mad 2r are actually worth more in a fight than most of the assaults in the game.
Gorok Delvedeep Aug 17, 2020 @ 7:14am 
Originally posted by MortVent:
yawn... you do know what support units are? They are providing support, not everything needs to face tank while you walk down the middle of the map trying to get into medium laser range.

It functions as a command unit, it's not a front line brawler mech. It's role is ecm bubble combined with the lance defense and initiative boost. The damage output is from it's team mates

if the game let you use two lances, then wasting one mech for a support unit would be a tactical choice. but sacrificing 25 % of your force for a glorified decoration is bad. far better to put in a mech that'll put in work.
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Date Posted: Aug 16, 2020 @ 12:55pm
Posts: 31