Marauder MAD-5D for MechWarrior Online

The Marauder MAD-5D Builds for MechWarrior Online

Continuing with the build theory of the Marauder for Mechwarrior Online (or MWO), today we focus on the MAD-5D. Although the default configuration has been listed on a previous post and is available on MechWarrior Online’s website, it is worth talking about again.

Default Configuration MAD-5D

Engine: 300 XL

Armor: 448 of 462 Standard

Heatsinks: 16 Double

Structure: Standard

Jump Jets: 4 of 4

Weapons:

Left Arm: ER PPC, Medium Pulse Laser

Left Torso: Streak SRM 2

Right Torso: Large Pulse Laser

Right Arm: ER PPC, Medium Pulse Laser

The base configuration has decent heat dissipation, but the weapon systems do not compliment each other very well. This makes it semi-effective at all ranges, but not excelling at any of them. The configurations listed below allow damage at all ranges but focus on a major weapon system.

MAD-5D (ER-PPC Version)

This variation of the MAD-5D focuses on longer ranger sniping. It replaces the Large Pulse Laser with another ER PPC. Additionally, the Medium Pulse Lasers are downgraded to Medium Lasers for extra range and tonnage. The Streak SRM-2 is removed, as is the ammo and CASE, freeing up more weight for heatsinks. Finally, an AMS is added to provide protection from LRM systems.

Engine: 300 XL

Armor: 462 of 462 Standard

Heatsinks: 18 Double

Structure: Standard

Jump Jets: 4 of 4

Weapons:

Left Arm: ER PPC, Medium Laser

Left Torso: AMS

Right Torso: ER PPC

Right Arm: ER PPC, Medium Laser

To be Placed: 6 double heatsinks (12 covered by engine), 2 tons of AMS ammo. The heatsinks fit with 2 in each torso and one in each arm.

Notes: Testing was done with the BL-7-KNT-L Black Knight. This lacked the jump jets of the MAD-5D, but the weapon systems, engine, and heatsinks were matched. One of the Medium Lasers was moved due to the Black Knight’s hard point placement.

Caustic Valley: Firing all 3 ER-PPCs caused the ‘Mech to shutdown, although it did not take damage. They could be fired with a 2/1 stagger but heat was still a huge problem. This will limit the effectiveness of this build as a pop-tart, but it is still functional for long range sniping.

Frozen City: You can fire all 3 ER-PPCs without overheating, barely. Jump Jets may cause it to push over the limit, however. Additionally, after the initial volley of 3 ER-PPCs, it is possible to sustain fire with a single ER-PPC without overheating.

Conclusion: This variant is an effective sniper build if the pilot can fully utilize the ER-PPCs, but it does run very hot.

MAD-5D (Large Pulse Laser Version)

This configuration focuses on shorter range damage. As such, the ER-PPCs have been replaced with Large Pulse Lasers. The SRM, ammo, and CASE have all been removed for additional heatsinks.

Engine: 300 XL

Armor: 462 of 462 Standard

Heatsinks: 17 Double

Structure: Standard

Jump Jets: 4 of 4

Weapons:

Left Arm: Large Pulse Laser, Medium Pulse Laser

Left Torso: AMS

Right Torso: Large Pulse Laser

Right Arm: Large Pulse Laser, Medium Laser

To be placed: 1 ton of AMS ammo, 5 heatsinks (12 covered by engine).

Notes: Testing was again done on the BL-7-KNT-L Black Knight.

Caustic Valley: The ‘Mech was able to perform two alpha-strikes without overheating, but the third caused damage. If firing just only the three Large Pulse Lasers, the ‘Mech overheats on the fifth attack.

Frozen City: On Frozen City, the ‘Mech was able to fire three alpha-strikes and shutdown (with damage) on the fourth. Firing just the three Large Pulse Lasers, the ‘Mech overheated on the sixth volley.

Conclusion: This configuration makes a very nasty brawler, but it is limited in range. One option that can improve the ‘Mechs mobility is to replace the structure with Endo-Steel and upgrade the Engine to a 325 XL. This uses all remaining critical locations, but does allow one more heatsink to be covered by the engine (if you wish to reduce the weight to use it, such as a dropping one Jump Jet).

MAD-5D (Large Laser Version)

The MAD-5D has a total of 6 energy hardpoints. A five Large Laser variant is on option, but heat is a big problem. Here is how it was built.

Engine: 350 XL

Armor: 462 of 462 Standard

Heatsinks: 21 Double

Structure: Standard

Jump Jets: 0 of 4

Weapons:

Left Arm: 2 Large Lasers

Left Torso: None

Right Torso: None

Right Arm: 2 Large Lasers

To be placed: 7 heatsinks (14 covered by engine).

Notes: Testing was again with the Black Knight chassis.

Caustic Valley: Two alpha-strikes did not overheat the ‘Mech, but third caused it to shutdown and take damage. When chain firing the Large Lasers, a total of seventeen shots was needed to overheat.

Frozen City: Again two alpha-strike was possible, but the third overheated the ‘Mech, although not enough to damage it. It took twenty-three chain fired shots to overheat, again with no damage.

Conclusion: This ‘mech can dish damage but it is hot. Alternate configurations could include ER Large Lasers (which will run hotter) or replacing one Large Laser with Medium Lasers.

MAD-5D (LRM Version)

Due to the missile hardpoints on the left torso, an LRM variant of this Marauder is possible. I personally enjoy the occasional missile boat and came up with this configuration. I feel that a missile boat should be able to defend itself and therefore needs some weapons for defense and finishing off enemies.

Engine: 300 XL

Armor: 462 of 462 Standard

Heatsinks: 17 Double

Structure: Standard

Jump Jets: 4 of 4

Weapons:

Left Arm: 2 Medium Lasers

Left Torso: 2 LRM-15s

Right Torso: 1 Medium Laser

Right Arm: 2 Medium Lasers

To be placed: 5 heatsinks (12 covered by engine), 7.5 tons of LRM Ammo.

I did not have a ‘Mech chassis to thoroughly test this build without the quirks coming into play. Based on previous experience, the heat should be very manageable unless all weapons are fired consistently.

MAD-5D (SRM version)

Engine: 350 XL

Armor: 462 of 462 Standard

Heatsinks: 19 Double

Structure: Standard

Jump Jets: 4 of 4

Weapons:

Left Arm: 2 Medium Pulse Lasers

Left Torso: 2 SRM-6

Right Torso: Medium Pulse Laser

Right Arms: 2 Medium Pulse Lasers

To be placed: 5 heat sinks (14 covered by engine), 2 tons of SRM Ammo

Again, I did not have a chance to test this variant. Heat should be a very minor issue and the damage output if the Marauder is able to close range should be significant.

Note: Possible changes would include lowering the number of jump jets for either more ammo or more heatsinks.

Conclusion

The Marauder MAD-5D is designed as an energy platform, but the two missile hardpoints in the left torso allow some flexibility with the design. Either an LRM boat or an SRM brawler are feasible on this chassis. When this unseen ‘mech returns to the battlefield of MechWarrior Online, the MAD-5D will give a lot of options to players.