What does the Marauder 2R offer that the 3R doesn't?

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Mindel

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I haven't been able to find a MAD-2R yet, so I haven't had the chance to see directly what it can do. From what I can look up, it has fewer ballistic slots. What does it do better (aside from having fancier stock equipment)?
 

unclecid

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Slightly better hardpoints and 30 extra cooling. Not bad.

to elaborate a bit on this it has DHS on the engine built-in
only one ballistic hardpoint but it has 6 energy hardpoints
you can really make one mean MAD
 

MeiSooHaityu

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I've stockpiled some cash and now I want to work on getting the MAD 2R.

I think I saw parts in Davion space. Is that the best place to shop for it? Is allying with Davion a solid route too? I am on pretty solid terms with everyone so I sort of hate to do that.
 

Marauder3D

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I've stockpiled some cash and now I want to work on getting the MAD 2R.

I think I saw parts in Davion space. Is that the best place to shop for it? Is allying with Davion a solid route too? I am on pretty solid terms with everyone so I sort of hate to do that.

I think I saw all my parts in the black market after I got Friendly with our good Pirate Faction. Now those black markets were in Davion space, but I think it was just coincidence.

Now that being said, the Marauder 2R is exceedingly powerful. You can boat energy with a single ballistic, all with engine DHS. For example: you have enough tonnage for 6 ER Medium Lasers (of whatever quality you find) and an Ultra AC/10++ (the kind that reduces tonnage) along with a mess of DHS and a 4 ton heat exchanged in the CT with your +3 to hit defensive Gyro.

Now everyone's taste in piloting abilities varies, I can tell you that if you get into the red on heat, sprinting once on almost any biome makes the heat go away in one turn. It's pretty amazing and game breaking. And that is before you consider head shots, if you are using that neat little feature of the chassis.

I'd consider trying it with a Brawler (Sure footed, Bulwark, and Coolant Flush) so you get that 7th chevron when you sprint every 4th turn. You almost feel dirty. Almost. ;)
 

MeiSooHaityu

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I think I saw all my parts in the black market after I got Friendly with our good Pirate Faction. Now those black markets were in Davion space, but I think it was just coincidence.

Now that being said, the Marauder 2R is exceedingly powerful. You can boat energy with a single ballistic, all with engine DHS. For example: you have enough tonnage for 6 ER Medium Lasers (of whatever quality you find) and an Ultra AC/10++ (the kind that reduces tonnage) along with a mess of DHS and a 4 ton heat exchanged in the CT with your +3 to hit defensive Gyro.

Now everyone's taste in piloting abilities varies, I can tell you that if you get into the red on heat, sprinting once on almost any biome makes the heat go away in one turn. It's pretty amazing and game breaking. And that is before you consider head shots, if you are using that neat little feature of the chassis.

I'd consider trying it with a Brawler (Sure footed, Bulwark, and Coolant Flush) so you get that 7th chevron when you sprint every 4th turn. You almost feel dirty. Almost. ;)

Thanks for the info. I would ultimately like to run one model of Marauder each with a missile assault as backup. I will float around Davion space a bit and check the black markets.
 

Doctor Machete

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For example: you have enough tonnage for 6 ER Medium Lasers (of whatever quality you find) and an Ultra AC/10++ (the kind that reduces tonnage) along with a mess of DHS and a 4 ton heat exchanged in the CT with your +3 to hit defensive Gyro.

Now everyone's taste in piloting abilities varies, I can tell you that if you get into the red on heat, sprinting once on almost any biome makes the heat go away in one turn. It's pretty amazing and game breaking. And that is before you consider head shots, if you are using that neat little feature of the chassis.
I don't think the UAC10 on top of 6xERMLs is a good idea. It does weight a lot, can't headcap at 0% DR (not good for such a heavy weapon), low ammo per ton, very high recoil and quite a bit of heat. Replacing it with a UAC2 (or at the very least with a UAC5) will increase a lot the sustainable damage over the UAC10 setup while jumping, has no recoil (with maxed stats), and you now can use Master Tactician or Ace Pilot instead of Coolant Vent. Both MT/AP will give you a huge boost tatical advantage, MT mostly for dealing with other heavies and AP is invaluable as a tool for maintaining distance while you keep firing (fire -> jump away).

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aburgesser

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I find my favorite abuse of the MAD-2R is running 2x Large Pulse++, Gauss++, and some form of 2x M Laser with >30 damage. The 3 weapons that can OHKO at 0% DR can strike at crazy ranges and are easy to keep cool even on Martian Biomes with the built in heatsinks. The Gauss damage allows for competitive decapitation rates through 20% DR even! A pair of high damage M Lasers up you chances in knife fight range, but mostly go unused. 2x ER PPC++ can be used instead of pulse lasers, but it's a little too hot.

Technically some of the best decap rates of the 'mech come from 6x ER Medium Laser++ and 1x UAC5++, but I don't like the aesthetics of the 3rd arm energy hardpoint (I also dislike the third ballistic hardpoint on the 3R).

There's also just running with fewer ballistics while abusing JJ.
 

KDubya

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I don't have a 2R yet, but I had good success with the 3R just going with four large laser ++, max armor and a few Heat sinks. With the extra cooling from the engine I think you could fit in a fifth large laser or maybe a UAC2++.

I've been going with no jump jets on non stock mechs so I like the safety of sniping from a longer range.
 

aburgesser

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I have a 2R with just 4 Large Pulse ++ Lasers and its quite nice for headcapping from long range, with more than 80% chance to headcap on targets with 0 DR.

Wow! How do you manage the heat? Those pulse lasers alone chew through 26 tons. That doesn't leave much room for heatsinks and you have a +60 heat delta to mitigate. 6 ER mediums at least need fewer tons.
 

Aluminium Gerbil

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Wow! How do you manage the heat? Those pulse lasers alone chew through 26 tons. That doesn't leave much room for heatsinks and you have a +60 heat delta to mitigate. 6 ER mediums at least need fewer tons.

The Exostar++ versions weigh 6 tons each so 24 total. With Exchangers you could drop them down to somewhat tolerable heat levels and still have a bit of space to stick in some DHS.
 

frozx

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Wow! How do you manage the heat? Those pulse lasers alone chew through 26 tons. That doesn't leave much room for heatsinks and you have a +60 heat delta to mitigate. 6 ER mediums at least need fewer tons.
With 4 DHS i am at a -36 heat delta, which is quite alright imo. I also run a pilot with coolant vent, so i don't really feel like i have heat issues. I even used him in martian biotops and he was still pulling his weight, although its not ideal and i would prefer other mechs there.
 

RecklessCaution

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So I sat down yesterday and decided to calculate some odds for some of the variants listed here. I hope you all appreciate this, I had to reteach myself statistics for you!

First off, some assumptions. Obviously this is done with Tactics 9+ Pilots and the Marauder's System intact, but a less obvious thing to take into account is that I assumed all shots hit, rather than the 95% chance to hit you'll usually get with good Gunnery and Called Shot active. Also, this doesn't take into account damage reduction from Cover, Bulwark, and so on, nor does it count underarmoured mechs like degraded ones or those few mech variants that don't go for max cockpit armour stock. It also assumes that numbers shown on the user interface for the game are accurate, that there are no partial percentages to hit, so a Marauder's 33% chance of a headshot with a Tactics 9 pilot is actually 33%, not 33.33(...)%. I also assumed Ultra Autocannons followed the SRM/MG diminishing returns model of headshot chances, rather than the LRM/LB-X/Snub cluster model, which I'm pretty sure is true but couldn't swear to. That said, here's my working:

Listed variants are:
@Marauder3D 's 6xERML, 1xUAC10++ (16 tons of gun before ammo, 144 heat alpha before cooling, assuming ++ lasers 390 damage alpha)
@Doctor Machete 's 6xERML++, 1xUAC5++ or UAC2++ designs (a mere 13 or 11 tons of gun, 136/360 or 128/340 heat/damage alphas respectively
@aburgesser 's absolutely bonkers 2xLPL++, Gauss++, 2xML+/++ (27 tons of gun, 89/275 heat/damage, assuming ML++s - note, while they said ML+s were their minimum, two of those won't do the job against a full-armour cockpit, so I assumed ++s)
@frozx 's almost equally bonkers 4xLPL++ (24! tons of gun, no ammo needed (first flashbulb on the list!), 120/260 heat damage)
And my own design that I'm very proud of, 2xLPL++, 4xML++ (16 tons of gun, just like Marauder3D's, no ammo 'cos flashbulb, 108/270 heat/damage)

For comparison, I included some calculations for non-Marauder headcapper designs. Only one specific one, but some broad archetypes.

Headshot chance = h
Given number of Shots = s
Not landing a headshot chance = m = 1 - h
Landing two headshots that together equal a headcap = c = h * h
Not landing a paired headshot = p = 1 - c
Number of diminishing returns shots = r
Landing a second headshot of a diminishing returns weapon = u = h / 2
Not landing a second headshot of a diminishing returns weapon = d = 1 - u
Landing AT LEAST ONE headshot of a given number of shots = 1 - m^s
Landing AT LEAST TWO headshots of a given number of shots = 1 - (1 - p)^(s - 1)
Landing AT LEAST TWO headshots of a given number of shots, where a portion of them are diminishing returns weapons = 1 - (1 - (p^(s - (r + 1)) * d^r) (technically the two '1 -'s could be simplified out, and the r value left a static 1 as there's only one ballistics mount, but I leave them here to make it easier to follow and more flexible- also note, this formula only accounts for Ultra weapons and SRM2s, as diminishing return weapons with only a second shot, not larger SRMs, MGs, or Cluster weapons)

All final values rounded to the sixth decimal place, because some of these were large.

Normal Headshots
---
h = 0.18
t = 0.82
c = 0.0324
p = 0.9676
u = 0.09
d = 0.81

Two independently Headcap-capable weapons (AC/10+, LPL++, Gauss Rifle, etc.) = 0.3276
Six weapons that working together any two of them can headcap (ML++, AC/5 etc.) = 0.151837
Five AC/5++s on an Annihilator, the most I could come up with to spam independently-capable headcappers = 0.629260

Marauder Headshots
---
h = 0.33
t = 0.67
c = 0.1089
p = 0.8911
u = 0.165
d = 0.835

Two independents = 0.5511
Six working together = 0.438135
Marauder3D's Marauder is calculated using: 1 - (1 - (p^6 * d^1)) = 0.469158 (again, no need for the ^1, as that makes no difference, but it makes the formula stay consistent for ease of comprehension)
Doctor Machete's UAC5 Marauder uses an identical calculation to Marauder3D's, since as far as the formula is concerned the guns are identical, as neither the UAC10 nor the UAC5 are oneshot headshot threats, and obviously comes up with an identical result, of 0.469158
Doctor Machete's UAC2 Marauder was a real pain, and the most complex calculation by far, because the UAC2 is a headcapper only if it hits after a weapon that is not itself, but I think I got it right: 1 - (1 - (p^6 * d^1) - (1 - p * d) = 0.326002 (this one loadout caused the delay from posting yesterday, as I wanted the newly-relearned statistics knowledge to have time to 'settle' so I could double-check this after some sleep - I really was not sure I did it right, but it... seems to be correct?)
aburgesser's Marauder is pretty complex too, though thankfully simpler than Doctor Machete's second design - first the chance of oneshot headcaps, plus the chance of the MLs doubling up for a headcap: (1 - t^3) + (1 - (1 - p^2)) = 0.905178(!!!)
frozx's Marauder is actually the simplest of all of these, at only: 1 - t^4 = 0.798489
And finally, my Marauder: (1 - t^2) + (1 - (1 - p^3)) = 0.843514

So you can see that as far as pure headshot potential goes, aburgesser's Marauder is a clear winner, off the back of three independently-capable headcappers supplemented by two other weapons that working together can do it. Mine comes next, from a similar system but weighted the other way, frozx's does it through the sheer number of individual weapons that can blow a cockpit off, then the statistically identical UAC10 and UAC5 6xERML designs, then the UAC2 6xERML design.

As far as non-headshot alpha potential, in descending order we have the UAC10, UAC5, and UAC2 6xERML designs, then aburgesser's, then mine, then frozx's. For alpha heat, they go in an identical order for the first half, with UAC10, 5, and 2 ERML designs first, mainly off the back of all those ERMLs, then mix it up a bit with mine, then frozx's, and finally aburgesser's dropping to the coolest because of that Gauss and less MLs than mine.

For average range mine is of course the shortest at 330m, with the UAC10 design next at 382.5m on a per-shot basis, then UAC5 at 405, then surprisingly the Gauss and 4xLPL tied at 450 (the two standard MLs really drag the Gauss design's average down), then the UAC2 design at 420 (I know, I know...) but a good portion of that incapable of headcapping, then finally with the longest range, the all-LPL design, which is something a bit odd when you consider in tabletop Inner Sphere Large Pulses are considered short-medium-range guns in most eras they exist in, but is explained both by them not having a shorter range than standard Large Lasers in HBS!Battletech and not having any short-range guns like standard Medium Lasers to drag them down.

But the one that may decide it more than previous metrics, is gun weight. Keeping in mind that all bar the two flashbulbs will need ammo as well, with the UAC10 being particularly ammo-hungry, then the UAC5, the Gauss, then finally the UAC2 needing the least tonnage spent on ammo, while only the Gauss design will come off any easier on Heat Sink needs than the flashbulbs. The design that spends the most of its 75-ton total mass and 42.5 usable tonnage, to the point that it is flatly unable to mount max armour, is the Gauss design, followed by the quad-LPL design, then the UAC10 and my double-LPL, quad-ML design, then the UAC5 and finally the UAC2 designs. However, if you count ammo and assume an absolute minimum of 16 rounds of fire, the UAC2 design and the Gauss only have to dedicate two extra tons for a total of 14 tons on offensive capability on the UAC2 and a whopping 29 on the Gauss, the UAC5 has to spend three for 16 tons, bringing it equal to the mixed flashbulb and the dry weight of the UAC10, and then there's the UAC10, that when stocked for 16 rounds of fire needs four tons of ammo, bringing it from 16 tons dry to 20 loaded spent on offense. This leaves, after 17.5 tons of armour for maximum to the whole ton after chassis weight protection, the UAC2 design with 11 tons to spend on heatsinks, jump jets, and other things, the UAC5 and mixed flashbulb with 9 tons, the UAC10 with 5, the quad-LPL with 1, and the Gauss with -4 tons. Luckily the two designs with the least tonnage to spare are also the two coolest-running, but neither of them can mount a full jumpjet fit, the Gauss is going to have to thin out its armour substantially just to fit all its guns, and the quad-LPL is still going to be left with 60 heat after an alpha unless that one ton is spent on a heatsink, an instant-shutdown if a rookie pilot is in it and no heatbank - granted, frozx said they spent their one ton on a heatbank, but that only gets them a maximum of 45 spare heat budget before overheat, assuming a ++ heatbank and high-Guts pilot, which isn't enough for another Alpha.

Now, apart from frozx's design I don't know enough about any of the designs from other people to say for sure what their heat situation looks like, but I know what I did. So, my MAD-2R has four jumpjets and five DHS mounted, which takes up all its spare tonnage. I also have some 0-weight things on, but they're not relevant to heat. This means I have 90 cooling for my 108 alpha for an 18 heat delta (alternatively for maximum confustion, an 18 heat alpha delta - try saying that to someone with only either Battletech or maths knowledge, and watch the confusion), allowing me to, with a rookie pilot, have 3.33(...) alphas in a neutral-cooling biome, or with a high-Guts one 5 full alphas, each at a ~84% chance of a headcap. Assuming I jump max distance on top of alphaing, I still have enough heat from fully cooled for 1.40 alphas with a rookie or 2.09 with a Gutsy veteran. If I need to cool, the best options to preserve headcap chance are first to ditch 1-2 MLs, then a LPL while preserving all four MLs, then 3-4 MLs while keeping both LPLs, then everything but an LPL, with ditching both LPLs being the worst option no matter how many MLs I keep - obviously this is in decreasing chance of headcap, not increasing value of cooling. On top of that, every other design has either higher cooling needs, more tonnage spent, or both, with only the UAC2 saving enough tonnage on guns to have the spare tonnage for both cooling equal to or better than the mixed-flashbulb and jumpjets or other utility weight like TTS or an EW fit. And it's by far the worst at actually headcapping, with its Ballistic mount utterly incapable of headcapping on its own to take advantage of its superior range!

So while my design gives up average range against all the others and max total damage against most of them, I feel it is in most situations you brought a Marauder for, where you want to be headcapping as many enemies as possible, the superior option, though I will admit not all situations will benefit from it compared to other designs, particularly if you need range or sheer focused damage capacity. Although if you just want near-guarantees of headcaps without jump capability or durability for those that haven't yet felt your wrath, aburgesser's design is the way to go. And who knows? Maybe it doesn't need those four tons of armour or to be able to jump, with that pilot-deletion capability.

Also, that quintuple-AC/5++ Annihilator design is surpringly capable of headshots, like, it beats out fully half of the listed Marauder designs and is not that far behind the others, all without a Called Shot bonus! Admittedly, it's half the speed, but with that little of its usable weight (second only to the Atlas II!) spent on guns, you can easily max the armour and mount a secondary battery of Energy weapons or some utility tonnage like jumpjets or a mech mortar or an EW fit. Hell, you can have multiple of those if you really try!
 
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Prussian Havoc

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So I sat down yesterday and decided to calculate some odds for some of the variants listed here. I hope you all appreciate this, I had to reteach myself statistics for you!...
Thank you!

Your efforts are recognized and appreciated. :bow: : )
 

RecklessCaution

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Thank you!

Your efforts are recognized and appreciated. :bow: : )
Thanks! And I realised this might be a follow-up question after I posted, but a theoretical three-independently-capable-headcapper-and-nothing-else build Marauder, whether pure LPLs, mixing a Gauss or an AC/10++ in, or using some ER PPC++s for that classic Marauder feel, would have a headcap chance of 0.699237. So if you want to go for 2xER PPC++, 1x Gauss, for something mostly similar to an upteched MAD-3R, it's flatly superior in pure headcapping potential to all the 6xERML designs (as well as the quintuple-AC/5++ Annihilator) and would have the longest average range by far of all variants listed. A three ER PPC++ would actually have mildly superior range to even that, as well as no ammo requirements and less tonnage spent on weapons, although it might make it up on necessary heatsinks. Also, its arms wouldn't be symmetrical, which on a Marauder for me is a no-no.
 
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