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Author Topic: ’Mech of the Week: MAD-** Marauder II  (Read 23810 times)

Colt Ward

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #90 on: 29 July 2022, 21:58:23 »
Damn, I was thinking of the new Nightstar 10D for weapons . . . but with the speed and jumping ability being boosted over the regualr 3/5/3 I think it is still intended to fire at range with those cERPPCs.  Might see it as being a 'response' mech to special armors the Kuritas are running- being hardened and reflective.
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Empyrus

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #91 on: 29 July 2022, 22:02:01 »
Use ERPPCs until REL is needed, in which case jump in, fire a couple of times, get away? Or something like that. Makes sense i guess.
Not super high damage output without regular use or the REL and/or MXPLs though. Then again, few Marauder IIs have high damage output for assault 'Mechs, they seem to be more mobility focused in general than armament.
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Colt Ward

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #92 on: 29 July 2022, 22:05:12 »
The Clan ERPPCs give it close to the same damage as the regular older versions, 30 (2 cERPPC) vs 35 (ERPPCx2 & Gauss Rifle).  Against a lot of the Phoenix/Jihad variants, it has more damage though not able to jump as far as the 3/5/5 variants . . . not sure that 1 extra jump will usually be critical.
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Empyrus

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #93 on: 29 July 2022, 22:20:11 »
Assault-class IJJs are a bad idea. 4 tons for a jump jet... no thanks.

As for the damage, the 10D does 30 at 23 hexes which isn't really impressive, even if it is done with two headcappers. Really needs to fight at 15 hexes to get to 39 damage, or closer to break 40. For comparison, the 8K does 45 damage at 18 hexes, the 6A does averages about 30 or 40 damage at 18 hexes, and going back a bit, the Capellan Marauder II does 40 damage up to 22 hexes.
Though at least ERPPCs brackets are better anything with 18 hex max range.

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Colt Ward

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #94 on: 29 July 2022, 23:29:28 »
But they are not as mobile . . . it comes down to a slugger vs a boxer.
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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #95 on: 29 July 2022, 23:31:47 »
Yeah, and for a brawler the XL gyro becomes an issue more so than a sniper. And avoiding even SRM range is a bit tricky thanks to the x-pulses having 9 hex range, though at least it is harder for SRMs to hit at that range.
So, on paper the 10D seems a bit tricky design.
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Colt Ward

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #96 on: 29 July 2022, 23:43:04 »
I think you can also tell some things by the heat sink set up . . . it is designed to walk into REL range w/40 heat sinking, and then you have some fire combos by dropping a ERPPC- or REL if you are not facing fancy armor- along with jumping.
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XenopusTex

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #97 on: 31 August 2022, 00:19:56 »
Was a bit busy with real-life things.

Anyway, LoL at the Kurita version.  Ballistic reinforced armour = Flanderization of House Davion.  Apparently Kuritan intel says all the Davion MIC makes is autocannon, and all the House Steiner MIC makes is HGRs.  I don't have the source book for when this armour was introduced, but if there is any accuracy to Sarna's description, it won't work as intended. 




MoneyLovinOgre4Hire

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #98 on: 31 August 2022, 00:28:14 »
Ballistic Reinforced Armor does work as intended and it's quite effective.  Taking half damage from all Gauss, Autocannon, and Missile Weapons really boosts a mech's survival rate.  Especially in a gauss-heavy environment.
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glitterboy2098

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #99 on: 31 August 2022, 01:10:00 »
Was a bit busy with real-life things.

Anyway, LoL at the Kurita version.  Ballistic reinforced armour = Flanderization of House Davion.  Apparently Kuritan intel says all the Davion MIC makes is autocannon, and all the House Steiner MIC makes is HGRs.  I don't have the source book for when this armour was introduced, but if there is any accuracy to Sarna's description, it won't work as intended.
many of the Davion designs for the dark ages period do use AC's though, as well as gauss. the lyrans actually make use of a lot of AC's as well in that period. not always well in the case of some of the lyran stuff.

Scotty

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #100 on: 31 August 2022, 01:15:05 »
Ballistic-Reinforced Armor is incredible and works against a huge number of very good weapons.
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MoneyLovinOgre4Hire

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #101 on: 31 August 2022, 09:13:51 »
And the Dominion has no shortage of mechs that are packing gauss rifles, autocannons, or missiles.
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MarauderD

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #102 on: 31 August 2022, 11:48:11 »
Ballistic-Reinforced Armor is incredible and works against a huge number of very good weapons.

Ballistic-Reinforced Armor--keeping Exostar Pinnacle Lasers in business since 3131. 

Side note to the joke above.  I just realized that the Marauder II 10D (Energy Boat) and the Marauder 11D (Energy and SB Gauss) are both perfect foils for a Combine force fielding a lot of mechs with BRA.  More reasons to stop worrying and love the MAD.
« Last Edit: 31 August 2022, 12:06:03 by MarauderD »

SteelRaven

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #103 on: 31 August 2022, 14:10:22 »
It is a MAD, MAD IIC, MAD II world.
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pokefan548

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #104 on: 31 August 2022, 14:12:28 »
All around me are familiar Marauders, worn out Marauders, worn out Marauders.
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XenopusTex

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #105 on: 08 September 2022, 22:23:30 »
many of the Davion designs for the dark ages period do use AC's though, as well as gauss. the lyrans actually make use of a lot of AC's as well in that period. not always well in the case of some of the lyran stuff.

I know it "works" in universe.  However, the arrangement wouldn't work as intended.  RPG nets, slat armour, etc. are designed to try to crush the warhead of incoming RPG grenades and with a lot of luck, ATGM's.  Deforming the warhead means less penetration out of the shaped charge therein.  Such devices would do Jack Diddly Squat against ballistic rounds.  Placing the net behind the main armour face would nullify its chance to deform missiles, because the warhead would have detonated on impact with the primary armour surface, and therefore being able to freely fire the shaped charge/EFP depending on the warhead.  Such placement results in the net/slats being little more than a heavy-duty spall liner, which would have some merit with regard to mitigating some post-perforation effects such as spalling, but would not have much impact on said shaped-charge/EFP warheads. 

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Re: ’Mech of the Week: MAD-** Marauder II
« Reply #106 on: 08 September 2022, 22:43:01 »
Yeah, but armor in Battletech already doesn't work like real-world armor because it's ablative and is designed to hold its structural integrity until an entire section is destroyed.  And also designed to stop solid armor-piercing projectiles, high explosive missiles, lasers, and being punched by a giant robot.
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