Difference between revisions of "Marauder"

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(Variant G)
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| Armor INT = 4030
 
| Armor INT = 4030
  
| Version153 = 0.16.1
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| Version153 = 0.16.3
 
}}
 
}}
  
'''Marauder''' is an iconic [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]].
+
The '''Marauder''' is an iconic [[Inner Sphere]] [[Heavy Mechs|Heavy 'Mech]].
It is such an advanced, forward-thinking design that hundreds of years after it was first introduced, it can still hold its own against the newest mechs.
+
It is such an advanced, forward-thinking design that hundreds of years after it was first introduced, it can still hold its own against the newest 'Mechs.
  
The Marauder’s profile is so sleek that targeting it is easier said than done. It is far different from the lumbering hulks of other mechs in its class. Its only known weakness is its legs, and its lack of jump capability.
+
The Marauder’s profile is so sleek that targeting it is easier said than done. It is far different from the lumbering hulks of other 'Mechs in its class. Its only known weakness is its legs, and its lack of jump capability.
  
 
Its twin PPC arrangement is reminiscent of more traditional 'Mechs such as the Rifleman and the Warhammer, the Marauder's unique, more versatile ball-and-socket arm joints give it a faster traverse rate and a greater field of fire.
 
Its twin PPC arrangement is reminiscent of more traditional 'Mechs such as the Rifleman and the Warhammer, the Marauder's unique, more versatile ball-and-socket arm joints give it a faster traverse rate and a greater field of fire.
Line 200: Line 200:
 
The [[GECM]] helps cover your approach and slows down enemy missile locks - an extra welcome feature considering the 650m gunload is relatively short-ranged in the late-game when you'll need this mech the most. Three [[free ton|Free Tons of Ammo]] is enough to keep the AC10 and MRM20s topped up in sync with your repair cycles.
 
The [[GECM]] helps cover your approach and slows down enemy missile locks - an extra welcome feature considering the 650m gunload is relatively short-ranged in the late-game when you'll need this mech the most. Three [[free ton|Free Tons of Ammo]] is enough to keep the AC10 and MRM20s topped up in sync with your repair cycles.
  
==History==
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==Trivia==
The '''Marauder''' was initially a canceled asset. It did not make it in time to be included in the game before the final beta 0.7.0, and only one render of Marauder 3D model was released. A new model was built and released in version 0.11.3.
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* Wandering Samurai Studio had originally planned the Marauder to be a surprise bonus asset for a future 0.9 or 1.0 release.
 
+
* For a time, the Marauder was a canceled asset. At the time of Wandering Samurai Studios' final major update 0.7.0, the 'Mech was only 40% completed and therefore not ready for release. An entirely new model was later built and released in version 0.11.3, well after development of MWLL was revived by its community.
  
 
==Canon==
 
==Canon==
The Marauder was an attack and direct support mech built in the 26th century and was modified numerous times later on. It's the best known type of mech in the galaxy. Prime variant of the Marauder was well prepared for long-range combat with its 2 [[PPC]]s and an [[AC5|Autocannon 5]] while two [[ML|Medium Laser]]s provided additional firepower at close range. There were at least 19 variants of this common mech, differing not only in weaponry loadout but also in appearance. Between many, the MAD-6L was equipped with an [[GECM|ECM]] suite, the Stealth Armor, and a pair of Plasma Rifles.
+
The Marauder was an attack and direct support 'Mech built in the 26th century and was modified numerous times later on. It's the best known type of mech in the galaxy. Prime variant of the Marauder was well prepared for long-range combat with its 2 [[PPC]]s and an [[AC5|Autocannon 5]] while two [[ML|Medium Laser]]s provided additional firepower at close range. There were at least 19 variants of this common mech, differing not only in weaponry loadout but also in appearance. Between many, the MAD-6L was equipped with an [[GECM|ECM]] suite, the Stealth Armor, and a pair of Plasma Rifles.
  
 
Date Introduced 2819 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Sniper
 
Date Introduced 2819 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Sniper
  
 
[http://www.sarna.net/wiki/Marauder BattleTech Reference]
 
[http://www.sarna.net/wiki/Marauder BattleTech Reference]
 +
 +
==Gallery==
 +
<gallery mode=packed heights=150px style="text-align:left">
 +
File:Old_UnfinishedAssets_Marauder.png|Unfinished model revealed at the time of v0.7.0's release
 +
</gallery>
  
 
{{Template:Navbox_Assets_IS}}
 
{{Template:Navbox_Assets_IS}}

Latest revision as of 03:52, 25 March 2024

Marauder
Marauder spin.gif
360.png
Marauder1.png
360.png
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 12 upon destruction
Tier: 13
Tonnage: 75 tons
Speed: 86 km/h
Torso yaw: 220°
Torso pitch: -35° to +40° while standing
-35° to +50° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 101 500 CBills
Total armor: 67 400
Engine Size: Vlar 300XL
A:
Price: 114 000 CBills
Total armor: 67 400
Engine Size: Vlar 300XL
B:
Price: 106 400 CBills
Total armor: 67 400
Engine Size: Vlar 300XL
C:
Price: 101 000 CBills
Total armor: 67 400
Engine Size: Vlar 300XL
D:
Price: 110 300 CBills
Total armor: 67 400
Engine Size: Vlar 300XL
E:
Price: 113 500 CBills
Total armor: 67 400
Engine Size: Vlar 300XL
F:
Price: 104 400 CBills
Total armor: 67 400
Engine Size: Vlar 300XL
G:
Price: 97 500 CBills
Total armor: 67 400
Engine Size: Vlar 300XL
Armor Points Distribution
BT
RE
HD
LA
LL
LT
CT
RT
RA
RL
INT
5597
5364
2760
5364
5364
6717
6064
9329
6064
5364
6717
4030

All stats current as of release 0.16.3

The Marauder is an iconic Inner Sphere Heavy 'Mech. It is such an advanced, forward-thinking design that hundreds of years after it was first introduced, it can still hold its own against the newest 'Mechs.

The Marauder’s profile is so sleek that targeting it is easier said than done. It is far different from the lumbering hulks of other 'Mechs in its class. Its only known weakness is its legs, and its lack of jump capability.

Its twin PPC arrangement is reminiscent of more traditional 'Mechs such as the Rifleman and the Warhammer, the Marauder's unique, more versatile ball-and-socket arm joints give it a faster traverse rate and a greater field of fire.

The Valiant Lamellor armor is another of the Marauder's singular features. Less massive and better able to distribute heat and kinetic energy than other armor types, though the secret of its manufacture has been lost. In the present era, the Marauder is one of the few 'Mechs to use it. As blasted patches have to be replaced with conventional armor, some Marauders now resemble metallic patchwork quilts.


Roles and Gameplay Hints

Prime

This ferocious refit of the Marauder with 3072 tech reminds the newer generation of inner sphere pilots why their ancestors feared this beast during the Star League era. Packing twin-linked AC5s on its dorsal cannon, allowing it to put out respectable firepower out to 800m with minimal exposure, it also has a pair of ERPPCs in its arms. These ensure that the other mech has to play by your rules allowing you to screen shake it as you see fit with staggered fire limiting their ability to fight back. Finally, 4 ERML round out the package giving the Marauder a respectable follow up to its initial punch and finish weakened components or BA. 6 DHS are more than suited for the task of cooling this monster of a mech.

Variant A - "Magnum"

The one and only mech to field the diminutive Snub-Nose Thumper artillery cannon, this variant performs best at under 400m due to the somewhat steep parabolic trajectory of its main gun, which does not require deployment to fire. ER Large Lasers in each arm can aid in sniping, assuming the pilot has mastered the art of aiming the stubby artillery cannon at beyond brawling range. SRM4s on the side torsos give it a reasonable amount of extra damage output at close range, and a quartet of Heavy Machine Guns provides a constant symphony of whittling fire, capable of shearing off components damaged by the incredible splash radius of its main cannon.

Player Comments:
Picture yourself piloting the Magnum with your radar set to passive on the high bridges of Zoetermeer while carefully flanking a slow moving enemy deathball that's busy trading shots with your team below. Exposing only the tip of your high-mounted snub-nose Thumper to possible counter-fire, you mash the fire button and immediately turn away, breaking line-of-sight while your shell satisfyingly impacts seconds later. Your hapless target will be rocked by the massive concussive force, desperately looking for their tormentor. But you'll already be repositioning yourself for the next shot, again using partial cover to your advantage. You might get lucky and get a couple more shells off but don't push it - choose to break off. Chances are that at least some of the enemies with jump jets will come hunting for you and they'll know that your overall sustained DPS isn't the greatest. So ping your radar, quickly cycle through the targets, call out damaged assets to your teammates and only jump down into the fray below if you think you'll be able to finish off a higher value asset than yourself with your close ranged weapons.

You'll also have to recognize that leading your relatively slow moving shells to land on mechs past 300m that can dodge is quite difficult! You can lean on your twin ER large lasers somewhat for medium to long range engagements but they'll overheat you quickly when used with the Thumper so be ready to tap that coolant key to avoid unnecessary damage.

The Magnum performs best in urban environments that offer lots of cover. Its ability to unleash a devastating alpha attack with all of its weapons at close ranges, quickly torso twist away from counter fire and seek cover at a fast 86 KPH can shock even the hardiest assaults. Don't get too eager as one missed Thumper shot can leave you in a world of pain!
- {12thVR}RickHunter


Variant B

Although its weapon loadout appears to be somewhat eccentric at first glance, this variant excels in a variety of roles. A duet of PPCs and a trio of RAC2s provides the Marauder B with a formidable long ranged ensemble capable of expositing a hard hitting shock before recapitulating with an orchestra of autocannon shells. This also gives it a rudimentary amount of suppression capability against poptarters and hillpokers. At close range, the RAC2s are very capable of blowing off arms in mere seconds, especially when aided by the 4 Extended Range Small Lasers . The PPCs are best used sparingly purely to induce screenshake when brawling in order to keep heat under control. It should be noted that the performance of the RACs will be severely limited if the pilot cannot focus fire on a single component, as this would spread all of its damage potential across multiple parts.

Variant C

A plain and simple variant meant purely for brawling, it is capable of coring out most mechs in mere seconds, but its lack of range is its Achilles' Heel. Any asset capable of kiting and shooting it beyond 350m is more than likely able to defeat it swiftly. The dorsal UAC20 can relentlessly slam targets while the pair of SRM6s softens their armor and provide some amount of screenshake. Five plain Medium lasers then provide an incredible amount of pinpoint damage, which is perfect for delimbing operations. It should be noted that the UAC20 on this variant is less liable to be shot off or otherwise disabled as compared to most other assets mounting UAC20s, as the dorsal mount has its own hitbox and a formidable amount of armor to get through. One Free Ton of ammo for the UAC20 and two Flamers to use as needed.

Variant D - "ThunderHorse"

Mounting eleven Double Heat Sinks for good reason, as the D is equipped with a single Heavy Particle Projection Cannon producing enormous hit/splash damage every 10.9 seconds backed up by no less than four Light Particle Projection Cannons chainfired to keep your opponent rocking until you can close the range to use the five Small Pulse Lasers.

Variant E

This variant excels at applying a blistering amount of pinpoint damage for minimal exposure with its dorsal-mounted Improved Heavy Gauss Rifle. If it's able to expose its entire frame without fear of repercussion or a close combat engagement forces its hand, 2 LPL provide respectable punch and sustain. A whopping 5 Machine Guns are eager to finish off wounded components from the huge holes this thing punches in armor. 3 DHS are overkill for ensuring this mech never yellowlines on anything but the very hottest maps. 2 tons of ammo, while seemingly ample, will run dry quickly in steady fights. While it has a lot of armor, it's difficult to mitigate the fire the main gun takes with twisting if you don't have access to hard cover and losing it more or less ends your ability to be combat effective.

Variant F

A facsimile of a certain popular Madcat variant, this mech puts all its eggs in one basket to deliver a brutal alpha strike and fade while cooling off. A Gauss Rifle and 2 ERLL make up the bulk of your damage, but 4 ERML add even more pinpoint punch within 600m. While there's a lot of options at this price bracket for this pinpoint damage playstyle, what sets this Marauder apart from its competitors is its GECM, LAMS and ease of use with 5 DHS keeping heat within manageable levels. A single ton of ammo gives you plenty of agency to position comfortably far from supply lines, but take care not to overestimate it. Additionally, while the main gun is well armored, the explosion and combat effectiveness loss from it exploding likely means the end of the rest of the Marauder.

Variant G

The G is a medium / close unit with a AutoCannon 10 and two banks of Medium Range Missles 20 that can begin battering foes at 650m, and four Medium Pulse Lasers can start drilling at 400m. Battering is the key word here, considering the tremendous screenshake potential the trio of the AC10 and MRM20's have to offer, this variant excels at punching up to heavier assets, scrambling more expensive gunboats, and ablating larger mechs with MRM - all mounted on a chassis fast and strong enough to remain a persistent thorn in their side.

The GECM helps cover your approach and slows down enemy missile locks - an extra welcome feature considering the 650m gunload is relatively short-ranged in the late-game when you'll need this mech the most. Three Free Tons of Ammo is enough to keep the AC10 and MRM20s topped up in sync with your repair cycles.

Trivia

  • Wandering Samurai Studio had originally planned the Marauder to be a surprise bonus asset for a future 0.9 or 1.0 release.
  • For a time, the Marauder was a canceled asset. At the time of Wandering Samurai Studios' final major update 0.7.0, the 'Mech was only 40% completed and therefore not ready for release. An entirely new model was later built and released in version 0.11.3, well after development of MWLL was revived by its community.

Canon

The Marauder was an attack and direct support 'Mech built in the 26th century and was modified numerous times later on. It's the best known type of mech in the galaxy. Prime variant of the Marauder was well prepared for long-range combat with its 2 PPCs and an Autocannon 5 while two Medium Lasers provided additional firepower at close range. There were at least 19 variants of this common mech, differing not only in weaponry loadout but also in appearance. Between many, the MAD-6L was equipped with an ECM suite, the Stealth Armor, and a pair of Plasma Rifles.

Date Introduced 2819 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Sniper

BattleTech Reference

Gallery