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I love jump jets but the Marauder usually is better without them. Man, just saw this thread... i feel like making a lance of 4x Marauders... their Head Shots are just too OP even when outclassed Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. From Battletech Wiki. Loading... Unsubscribe from Hydrocarbon82? All rights reserved.

I just ran across a planet store that had 3x UAC/2 in stock. Thanks for the help folks. The Marauder is the MAD-3R variant, with 3 slots for ballistic weapons. You can see it in BattleTech for now only if you use a mod which adds it along with other Unseen mechs like the Warhammer, Rifleman, etc. Hmmm...interesting. But for right now it seems that it will be dependent on my preferred role for the mech. I don't have a ton of lostech yet in my campaign but there are multiple MAD-3R parts located on just about every planet I come across.

Yeah, it doesn't have the damage boost of the Annihilator, but it's got the double headshot chance. I tried various weapons, but the gauss does the most reliable headshot (and the various damage reductions be damned).

I believe there's a Marauder variant with 3 ballistic slots. Personally, I only use JJs on my fast-strike mechs (P-Hawk, Firestarter, Griffin/SHD/Kintaro, Grasshopper). So you could mount 3 UAC2's and some ERML in the arms.

I prefer to have it as a sniper if I have another Mech with jump jets (such as a Highlander). JJ's on a sniper mech are useful if you're fighting in close quarters or you don't have a good wall (Ex: Atlas II w/ bulwark). All trademarks are property of their respective owners in the US and other countries.

Some good information here.

The survivability you lose with lower armor you gain it (and more) with higher range and now you also have more killing power too. Before I could get a gauss I relied on a AC10 as main sniper weapon. Wow. And imo they'll make the mech much more effective if you play accordingly, because they allow you to get away with a lot less armor than you should be able otherwise; or allow you to hit & run much more aggressively, like delaying the attack, reserving, then jump + fire and next turn fire + jump away (with Ace Pilot).

Nothing fancy, but it rarely takes more than 2 rounds to down absolutely anything, and very often 1-shots half the opposition.

Personally, I rarely use them.

I ran a odd loadout on mine and it works great. I gave my marauder a gauss cannon and large lasers as main weaponry, and JJs for mobility (it is often worth to jump into the enemy back or onto a ridge). You don't need them, but if what you're asking if JJs are good, yes, they are.

The ANH is not very good for medium range due to only 2 max JJs. I also designed my mechs to be net cooling mechs, even after jumping. Something to consider.

It is fitted with 3 UAC2 guns and 2 Med Lasers. Retrieved from "https://battletech…

Unless you actually require them for a situation in particular.Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Tried everything and went back to the Gauss for headcapping and it leaves a nice dent anywhere else when it misses that one of the Assaults can exploit.

The Lance Command mod gives additional called shot bonus, up to 35% (if I recall correctly).

Mine comes next, from a similar system but weighted the other way, frozx's does it through the sheer number of individual weapons that can blow a cockpit off, then … © Valve Corporation.

I'd definitely replace those MLs with ERMLs.

They help you to act as a better support mech, because you can replace to some extent weapon range with reach derived from mobility, so you may have the benefits from long range weapons (great survivability) together with those from medium range weapons (great weapon efficiency).

All trademarks are property of their respective owners in the US and other countries. I gave my marauder a gauss cannon and large lasers as main weaponry, and JJs for mobility (it is often worth to jump into the enemy back or onto a ridge).

Kinda akin to the bounty hunter build actually. And I always put max frontal armor on everything. So you can see that as far as pure headshot potential goes, aburgesser's Marauder is a clear winner, off the back of three independently-capable headcappers supplemented by two other weapons that working together can do it.


The Marauder is an Unseen mech (technically it's Reseen after Project Phoenix). The Lance Command Mod on its left torso gives a 10% damage reduction against attacks towards your entire lance. MAD 3R with a ++Gauss and 4 ML, 2 ERSL for when its time to get up close.

Not just "good" but very very very good. There is nothing you "should" do. I tried various weapons, but the gauss does the most reliable headshot (and the various damage reductions be damned).

... 4x PPC Marauder - Mechwarrior Online Build of the week - …