Marauder MAD-BH2 “Bounty Hunter” for MechWarrior Online

Marauder MAD-BH2 “Bounty Hunter”

The MAD-BH2 “Bounty Hunter” Marauder, which is coming to MechWarrior Online on December 1st, 2015, is the last of the Unseen Marauder mechs to be covered prior to launch.  As with many of the hero mechs in MWO, it is a special variant with several distinct changes. In this case, in order to fit the description provided, the lower arm actuators appear to have been removed.

For starters, we have a smaller engine which gives more tonnage for weapons, but requires more critical locations for heat sinks. We have a total of 7 energy hard points, 1 ballistic hard point, and 1 AMS hard point.

MAD-BH2 (Brawler)

This variant focus on short range devastation. In order to fit an Autocannon/20 we changed the engine from the XL 225 to a Standard 300. Changing the internal structure to Endo Steel helps maintain the available tonnage. We used 6 Medium Lasers for heat and tonnage purposes, the 7th would add ghost heat. The Jump Jets were removed, but they can be retained via various means (see alternatives).

Engine: 300 Standard

Armor: 462 of 462 Standard

Heatsinks: 17 Double

Structure: Endo Steel

Jump Jets: 0 of 4

Weapons:

Left Arm: 3 x Medium Lasers

Left Torso: AMS

Right Torso: Autocannon/20

Right Arm: 3 x Medium Lasers

To be placed: 5 heatsinks (left torso or arms, 12 covered by engine), 1 ton of AMS ammo, 3 tons of AC/20 Ammo.

Notes: I did not have an effective way of testing this variant, mostly because of quirks on my other mechs. On paper, it looks very heat efficient, but it depends a lot on how often the weapon systems are fired.

Alternatives: To keep the jump jets, there are a few options:

Remove the AMS and ammo, and reduce the AC/20 ammo to 2.5 tons. This will free up tonnage for 2 jump jets. Removing 1 heat sink will give the third jump jet.

The engine can be reduced, but due to critical slots, heatsinks will have to be reduced to 15.

MAD-BH2 (Brawler 2)

This configuration is designed around high rate of fire weapons that are extremely effective at critical hits. We have replaced the Gauss Rifle with an LB 10X-AC. We have converted the six arm energy slots to Medium Pulse Lasers and removed the laser in the head. The engine has also been upgraded to a 300 XL.

Engine: 300 XL

Armor: 462 of 462 Standard

Heatsinks: 18 Double

Structure: Standard

Jump Jets: 3 of 4

Weapons:

Left Arm: 3 x Medium Pulse Lasers

Left Torso: AMS

Right Torso: LB 10-X AC

Right Arm: 3 x Medium Pulse Lasers

To be placed: 6 Double Heat Sinks (Arms and Torso, 12 covered by engine), 2 tons of LB ammo, 1 ton of AMS ammo

Notes: Tested with a BL-7-KNT-L as a substitute. I was unable to include the LB-10X for heat purposes, but I was able to test heat on the Medium Pulse Lasers.

Caustic Valley: Firing all Medium Pulse Lasers will cause the ‘Mech to overheat on the 4th attack, and take damage. That said, 4 strikes took down the Awesome, but not quite the Atlas. With the added damage of the LB, it shouldn’t be an issue.

Frozen City: It took five full volleys to overheat and take damage. Again, this is not including the LB or Jump Jets.

Alternatives: The chassis has the room for 2 more heat sinks, but not the tonnage. Removing the AMS and ammo will give enough weight to add 1 heat sink. The other half ton can go to ammo for the LB (2.5 tons) or the ammo can be reduced to 1.5 tons and the 2nd heat sink added.

MAD-BH2 (Alternate Sniper)

The base configuration of the MAD-BH2 is designed as a poptart or sniper build. In this version, we pull out the 2 x ER-PPCs and 2 Medium Lasers and replace them with 3 Large Lasers (ER Large Lasers are also possible, but will cause more heat.)

Engine: 225 XL

Armor: 462 of 462 Standard

Heatsinks: 16 Double

Structure: Standard

Jump Jets: 3 of 4

Weapons:

Left Arm: 2 X Large Laser

Right Torso: Gauss Rifle

Right Arm: 1 X Large Laser

To be placed: 7 Double Heatsinks (9 covered by engine), 3 tons of Gauss Rifle ammo.

Notes: This time, I used the Zeus ZEU-5S as the test bed. I have not leveled this mech at all. The results reflect no previous pilot skills.

Caustic Valley: Four full alpha-strikes causes the ‘mech to overheat and take damage. This was enough to finish the Awesome, but heat will be a concern on this build. If used as a sniper rather than a brawler, the pilot should be fine.

Frozen City: Six alpha-strikes were required to overheat and take damage. Four strikes (4 sets of lasers and 3 Gauss Rifle shots) were required to take down the Atlas. On a cold map, this build is much more effective.

Alternatives: As previously stated, it is easy to replace the Large Lasers with ER Large Lasers. It still took 4 alpha-strikes to overheat on Caustic Valley (5 on Frozen City), but the shut down time was longer. Depending on your range of engagement, this may be a very feasible upgrade.

Conclusion

The MAD-BH2 “Bounty Hunter” Marauder was designed as a poptart sniper, but it can be used in different roles. With seven energy hardpoints and a ballistic hardpoint, the mech is very flexible. The apparent lack of lower arm actuators will impact the ability for the mech to fire on smaller targets that are harassing it. Coming on December 1st, 2015 to MechWarrior Online, this and the other Marauders will be interesting additions to the game.

Marauder MAD-5M for MechWarrior Online

Marauder MAD-5M Builds for MechWarrior Online

Next on our list of Marauder builds for MechWarrior Online is the MAD-5M. The original configuration of this ‘mech is designed for close range fighting. It has 2 Large Pulse Lasers, 2 Medium Pulse Lasers, and an LB-10X Autocannon. Not a bad start, let’s see what we can do with it.

MAD-5M (Sniper Build)

The five energy and two ballistic hardpoints provide several options. For the sniper build, we have replaced the LB-10X with a Gauss Rifle. We have also traded out the Large Pulse Lasers for ER Large Lasers and removed the CASE system (not terribly useful in MWO with an IS XL engine). For additional ammo and a heatsink, the Medium Pulse Lasers have been changed to Medium Lasers.

Engine: 300 XL

Armor: 368 of 462 Standard

Heatsinks: 17 Double

Structure: Standard

Jump Jets: 4 of 4

Weapons

Left Arm: ER Large Laser, Medium Laser

Right Torso: Gauss Rifle

Right Arm: ER Large Laser, Medium Laser

To be placed: 2.5 tons of Gauss ammo (25 shots), 5 Double Heatsinks (12 covered by engine).

Notes: Heat is a minor issue, if all lasers are fired. Testing for this variant was done on the Banshee BNC-3E chassis. If the Medium Lasers are fired sparingly, or as a replacement to the ER Large Lasers when range permits, heat quickly becomes a non-issue.

Caustic Valley: Five alpha-strikes will overheat the mech, barely. I could not test jumping, but that will add heat also.

Frozen City: It took seven alpha-strikes to overheat here. Firing just the ER Large Lasers did slowly build heat, but it only barely.

Possible Changes: Removing the Jump Jets allows for maximum armor and an additional Double Heatsink or another ton of ammo. The effectiveness of this choice depends entirely on the pilot.

MAD-5M (Poptart Build)

Engine: 300 XL

Armor: 368 of 462 Standard

Heatsinks: 17 Double

Structure: Standard

Jump Jets: 3 of 4

Weapons:

Left Arm: ER PPC

Right Torso: Gauss Rifle

Right Arm: ER PPC

To be placed: 1.5 tons of Gauss ammo (15 shots), 5 Double Heat Sinks (12 covered by engine).

Notes: Tested again with the BNC-3E chassis. Heat will be a huge problem with this build, but is manageable. If you are an effective sniper, you can one-shot the head from most mechs or the rear center torso from smaller mechs. This variant is lightly armored which means it will lack lasting power in prolonged fights.

Caustic Valley: Firing four Strikes with the ER-PPCs overheat the mech and cause damage. Due to recharge time on the Jump Jets, this will not be much of an issue with poptarting, but should be watched.

Frozen City: Five strikes with the ER-PPCs will overheat the mech here, but does not cause damage.

Possible Changes: The 300 XL engine can be downgraded to a 250 XL engine. This will still provide enough room for the 3 Jump Jets and 17 Double Heatsinks but will allow for maximum armor.

MAD-5M (Brawler)

The basic configuration of the MAD-5M Marauder provides a great basis for firepower at close range. However, it also lacks full armor. This variant pulls off the two Large Pulse Lasers and replaces them with three Medium Pulse Lasers (5 total). The armor is maximized and the engine is upgraded to a

Engine: 350 XL

Armor: 462 of 462 Standard

Heatsinks: 18 Double

Structure: Endo-Steel

Jump Jets: 4 of 4

Weapons:

Left Arm: 3 Medium Pulse Lasers

Right Torso: LB 10-X Autocannon

Right Arm: 2 Medium Pulse Lasers

To be placed: 4 heatsinks (14 covered by engine), 1.5 tons of LB 10-X ammo (22 rounds).

Notes: Tested with the Misery (STK-M) and the Orion ON1-K (but missing a laser).

Caustic Valley: Fifth Alpha-strike overheats and damages the mech, but that is enough to take out an Atlas center torso from the front. This did not include Jump Jets, which will obviously add more heat.

Frozen City: The Sixth full Alpha-strike will overheat the mech, but the LB fires faster than the medium pulse lasers.

Conclusion:

As always, these are some sample builds I worked out based on the weapon systems the chassis should support. Until we have quirks and when the Marauder becomes available on December 1st, 2015, it is all theorycrafting. If nothing else, hopefully these various builds of the MAD-5M will help inspire something in MechWarrior Online.

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.

Marauder MAD-3R Configurations for MechWarrior Online

Marauder MAD-3R Configurations for MechWarrior Online

As has already been mentioned, the unseen Marauder mechs are coming to MechWarrior Online on December 1, 2015. Below are some of my builds for the MAD-3R Marauder, based on what information has been provided regarding hard points and original configurations. These are not fully tested, due to not being released yet, but are theory only and tested with the Banshee BNC-3E as a roughly similar platform (heat, weapon configurations, etc). [Read more…]

The Marauder Enters the Battlefield of MechWarrior Online!

On September 10th, 2015, it was announced that one of the previously unseen ‘Mechs would be returning to MechWarrior Online – the Marauder! Since the announcement, they have become available for purchase with a release date of December 1st, 2015. So, which configurations of Marauders are available and how can we modify them?

Marauder MAD-3R

See https://mwomercs.com/marauder for more details about how to purchase these mechs for your game.

See https://mwomercs.com/marauder for more details about how to purchase these mechs for your game.

The “classic” Marauder is the MAD-3R configuration. Based in 3025 technology, this Marauder uses a standard engine, single heatsinks, and lacks jumpjets. The default configuration is detailed at mwomercs.com, but below are the highlights. [Read more…]

Marauder MAD-3R Build for MechWarrior Online

Throughout the history of BattleTech certain ‘Mechs have stood out as iconic. One of these is the Marauder. Although it has passed into the world of the Unseen (no longer usable in BattleTech due to copyright dispute), it forever strolls the battlefield in our hearts and memories.

Therefore, in an effort to return the Marauder to the MechWarrior universe, I present a conversion from the Cataphract in MechWarrior Online.

Based heavily on the Marauder 3-R, this Cataphract build supports more ammo, AMS, XL Engine, jump jets, and additional speed. These are all possible by the endo steel frame and the XL engine.

Enjoy!

Cataphract CTF-3D
Tonnage: 70
Engine: XL
Rating: 300
Max Engine Rating: 340
Armor: 432
Type: Standard
Head: 18
Left Arm: 44
Left Torso: 42 / 18
Center Torso: 70 / 18
Right Torso: 42 / 18
Right Arm: 44
Left Leg: 59
Right Leg: 59
Weapons & Equipment:
Head:
Left Arm: PPC
Left Torso: AMS, AMS ammo, Medium Laser, Double Heat Sink x 2
Center Torso: AC/5 Ammo x 2
Right Torso: Medium Laser, AC/5, AC/5 Ammo x 2
Right Arm: PPC
Left Leg: Jump Jet x 2
Right Leg: Jump Jet x 2
Hardpoints:
Left Arm: 1 Energy
Left Torso: 1 Energy, 1 AMS
Right Torso: 1 Energy, 1 Ballistic
Right Arm: 1 Energy, 1 Ballistic
Internal Structure: Endo
Heat Sinks: 14 Double
ECM Capable?: No
Max Jump Jets: 4