Yeah, but an Anni with 4x UAC10++ (2 x 72 damage per weapon) is soooo much fun.
whats even more fun IMO is a Anni with 8 or 9 (depending on whether planet is hot or not) ERLL++
Yeah, but an Anni with 4x UAC10++ (2 x 72 damage per weapon) is soooo much fun.
I am confused. Only Mech with 9 energy Hardpoints is the SL Black Knight and one of them is in the head. The Anhi has a maximum of 5 energy hard points ... ?!?whats even more fun IMO is a Anni with 8 or 9 (depending on whether planet is hot or not) ERLL++
BATTLETECH Multiplayer is the Great Equalizer....Anyway the only mech that comes close to the marauder is the siege tower mech, forgot its name, but it can support 4 ACs and its decent for headshots too...
I am confused. Only Mech with 9 energy Hardpoints is the SL Black Knight and one of them is in the head. The Anhi has a maximum of 5 energy hard points ... ?!?
Since 1.8 I was a big fan of the Spider-K with his incredible speed, ultra long charge range and support hard points. But the SL Hawk with dual snub displaces it.
And yeah Marauder is the best Mech. At the moment I play mine with dual ERPPC and a Gaus. Low armor, but who cares from a mile distance.
there are TWO variants of the Anni in game....the standard one(1A) with a mix of ballistic and energy and the second (1E)which is all energy and its standard load out is 4xppc, 6xml.
thats TEN energy hardpoints....been having lotsa fun with it
View attachment 563761
Courtesy of the Royal Mechs Mod and the input of many people on the forum, this is my take on the ultimate Marauder.
Yes, I know don't have JJ, but with the mods I run, it is not possible.
If you look at the slots info you see 0/0 on the jump jets - I said that the mod's configuration I use doesn't let jumps on this one. This is almost maxed armor - always good in my playbook, others can select a more 'risky' one, is they option. The heat configuration only in lunar and desert is not neutral with alpha strikes, so it is a good/decent one.You could use more Exchangers with more than 120 Heat generated instead of the double heat sinks. Would save you some slots and may give you some more potential to playaround.
A bit less armor and only one ton of ac/2 ammo and you could fit in JJ.
Unless you run out of crit slots or there is a very big difference (some weapons benefit from heat reduction much more than others, like MLs for example) then DHS are better. If you don't alpha (fire with only a fraction of your weapons or not at all) then part or all of the TEX potential is wasted while DHS are always working whether you fire all of them or not.You could use more Exchangers with more than 120 Heat generated instead of the double heat sinks. Would save you some slots and may give you some more potential to playaround.
A bit less armor and only one ton of ac/2 ammo and you could fit in JJ.
I find far more durable less armor but more JJs than the reverse. IMO full armor but no JJs is a lot riskier.If you look at the slots info you see 0/0 on the jump jets - I said that the mod's configuration I use doesn't let jumps on this one. This is almost maxed armor - always good in my playbook, others can select a more 'risky' one, is they option. The heat configuration only in lunar and desert is not neutral with alpha strikes, so it is a good/decent one.
Sorry, I read it too fast XDDD, you're right.And how you put JJ in a mech that says max JJ = 0 ?
The mech can't have JJ, so max armor is the next best option, at least for me.
View attachment 563761
Courtesy of the Royal Mechs Mod and the input of many people on the forum, this is my take on the ultimate Marauder.
Yes, I know don't have JJ, but with the mods I run, it is not possible.
The X-2 ECM Equipment is from the Royal Mechs Mod. Is like the Guardian ECM - 'Just' 1.5 tons and two criticals.The 2R is in the base game...
(Black Market of course)
The X-2 ECM Equipment is from the Royal Mechs Mod. Is like the Guardian ECM - 'Just' 1.5 tons and two criticals.