A month or so ago I compared you to Tex. Now, here we go... up to 30 minutes per video. Soon you will be doing two hour theatricals. You both do fantastic work.
Really no. Like, I can tell you when the next long mech video will be. It'll be the Mad Cat. That's forever away. Big videos are reserved for icon mechs. That's always been the plan.
@@BigRed40TECH of the 3050 Clans I can only imagine the Mad Cat being in this exalted class. As my first mech was a Marauder I appreciated the extra attention you provided this mech.
In truth red I as a Gm occasionally have players that have never heard of BattleTech before seeing it somewhere. Many times I have people who hear BattleTech and they come over to check it out because will they played other games; but they want to try this one and they see The stomping Mech they are like hell yeah. Before I would have them watch razor fist introduction to BattleTech. And pretty much everything that Tex has put out. Lately I've had a new player and now I add two more RU-vidr to the . Both you, mage leader, Tex, and razor fist. People in my group accuse me of being like a professor giving homework to students. But in truth the videos that are placed before the new players help get them in the zone. Also there's a couple of other RU-vidrs I cannot think of right off hand that actually teach the game mechanics so people can understand how the game is played what we're doing differently and why. I know it sounds completely crazy but you'd be surprised how quick I can get a brand new player up to speed within a very short time frame. To be honest you used to take players sometimes a month to really get their feel generally two sessions and they're in there they're in the zone.
I hope not! These vids are much easier to digest, don't spend half the time talking about things not related to the unit in question (Tex's Rifleman video talked about the Rifleman for about 25% of the vid, for example), and isn't full of masturbatory Steiner spam.
Back in the early (3025) days (late '80s for you kids out there), I was known for taking a MAD-3M and crossing it with a MAD-3D, giving up *all* minimum-range penalties from PPCs and ACs for the threat of triple large lasers. I sacrificed a few hexes of accuracy for an extra 8 heat sinks, bringing the 'mech to a total of 24 - enough to fire all 3 large lasers simultaneously. Yes, my vanity led me to calling it the MAD-3MD. I was known for brawling in cities and other confined terrain back in those days... ...that and vehicular combat.
With Tex doing almost all long-form videos, I'm glad you're here giving us a more easily consumed set of videos. Glad for both of you guys doing all this for the community.
This thing is one of those rare ‘mechs in Battletech that- like the Atlas _-looks_ as mean as it truly is. It’s the kind of ‘Mech that sends a chill down your spine when you come around a corner and find it staring you down. The entire appearance is aggressive, predatory, and sinister. I love it so much.
I love the one I brought back from the scrap yard in MW 5. Both arms and shoulders blown to bits,torn up CT and a shattered leg is how I found it in a shop early on. Since I didn't have any PPCs I gave it a pair of large lasers and a Heavy rifle. With higher end L lasers,M lasers and improved heavy rifle it packs a punch. Double heat sinks try to keep it cool and somewhat works. It's heavy rifle takes it's max range of 825m as a suggestion. It has gotten hits at over a km out. The Nevermore may be an old Marauder with an outdated weapon load out but kills it's foes with the rage of a dead mech.
@@dubuyajay9964 Just telling a story from my time in MW 5. It was originally a stock Marauder but one mauled beyond all recognition. It is the first heavy I got in MW 5 and it has a few tales to its name now.
It's awesome how players are able to create such tales out of experiences with a specific mech. I share a similar affinity with my Huntsman, it's been with me since my first days in MWO and has gone though so much modifications that it almost reflects my progress as a player
@@MKmaki6094 A side note, when I got it it's cockpit was the only part that didn't suffer an armor breach so I like to think it took it's pilots place when the grim reaper came calling. It's a mech that will get you home,even if it isn't.
i love how this is one of the few mechs that is actually older than the lore itself. i can also personally vouch for it's design. truly a worthy machine of it's legacy.
This design really was just menacing. From Robotech to Battletech it just hit all the right notes to be something that you look at and go, damn thats one mean mother... It just has that look to it that screams its a predator.
The Maurader is one of the few 'Mechs, that when you see appear on the field, you say, "Oh, ****". And has been my "go to" command 'Mech for over 3 decades.
And they are right to do so, because ,in my humble opinon, no other battlemech inspires close, the cold icy dread this one does when it apeers. Even to this day, its stil used. And, it was the chosen mech Blackwatch used when training in the gunslinger program, and that, should say something.
This, in my opinion, is the sexiest ‘mech there is, aesthetically speaking. I’ve got one on the way from catalyst. Can’t wait… think it might be my commander’s ride. I’ve used it as such in Battletech (2018 pc game) with a UAC/10 and four medium lasers, spending the weight saved from the heat sinks and PPCs on armour and jump jets. It’s an absolute demolisher that can easily go toe to toe with an assault mech. And man, does it look good whilst doing so. A great mech.
I remember getting one of these in our Mechwarrior RPG. I immediately pulled off the cannon and replaced the tons with more armor and heat sinks. I never died due to ammo explosion.
Spheroids, Clanners, Micronians, and Zentradi all respect the Marauder/Glaug. In its original setting the Tactical Officer's Battle Pod Glaug (Marauder) was actually LosTech, the automated Roiquonmi factories that produced it being destroyed about 280,000 cycles before the war with the Humans. About 3,700 cycles before the war with the Humans a cache was found of pristine Glaugs which allowed for it to be at least less rare than it already was by that point. It was not until later when after the war Humans and Zentradi collaborated to restart production of the Glaug after hundreds of millennia of being LosTech and produce new variants of the Glaug, including a transforming Veritech (LAM) version of it. Given the prevalence of the Tomahawk (Warhammer) destroid among the human forces the rivalry between the Marauder and the Warhammer predate their entry into BattleTech. Also if the Variable Glaug had a Marauder LAM counterpart then it, not the Phoenix Hawk, would have been the heaviest of the LAMs. Also note that in the TRO you could see the fairings for the thrusters (the Glaug can fly) even though the Marauder MAD-3R has no jump jets. Another thing to note is the Zentradi themselves. They are somewhat Clan-like in that they are born from canisters and exist for the purpose of war. However it is as if the Clans had the warrior caste but none of the Science caste and supporting castes. Hence why the Glaug stayed LosTech and their equipment breaking down until human cooperation could occur.
The Marauder is one of those mechs that requires a good amount of skill and finesse to be used effectively. I love its aesthetic as well. There are few mechs that have a more menacing appearance than this 75-tonner. It's not without its weaknesses, however, and I firmly believe recent attention put towards it have built up a level of hype that it cannot live up to most of the time. The side torsos and legs are woefully under-armored, and with ammunition only in the Left Side Torso, a penetrating shot can easily turn the mech to scrap. The Clan Invasion variants and beyond are where the Marauder really shines. As a long-range sniper, it's a fantastic weapons platform for more advanced tech.
I used a Marauder for fire support/harassment back in the MW4Mercs days when MEKTEK introduced it. 2PPCs/RAC2, max armor and heat sinks. Get behind any kind of berm, ridge, etc and with it's narrow profile from the front, it made a more difficult than usual target. Get on a target, PPC, PPC, RAC2 to keep them rocking as one reversed into cover for PPCs to recharge. Concentrate on enemy brawlers to make it easier for your guys and guaranteed after a while someone would get mad and charge your position. In that case you would either stand your ground and shoot steadily as they closed in or, preferably, max reverse and hit them as many times as possible. Sure enough, they would be deader than hell as everyone in range as the other guys hanging back doing long range work would also join in shooting him to pieces.
Take the 3025-era Marauder, change out its engine Heat Sinks to Doubles, and remove the extras. You go from 16 cooling to 20 cooling, and free up 6 tons for more armor/ammo/weapons, or even more Double Heat Sinks. Imagine fighting a Marauder that can freely fire its PPCs every turn while backing up, and if you ever get close it has a total of 4 Medium Lasers to cut up an attacker. Except for the Double Heat Sinks this is all standard 3025-era technology. The price of this upgrade is less than a single PPC.
The Marauder is the mech which taught me Battletech back in the day. It was the first mech I ever played when a guy brought in his collection of mechs and record sheets (in plastic sleeves, with dry-erase markers), divied them up between the collection of random strangers at the rec center that day, split us into teams and refereed/instructed as we went at it. It was the first miniature I bought, and my regular steed in the roleplaying campaign we started right after that. The Marauder taught me to disrespect heat neutrality enough that I would not play heat neutral mechs for a long, long time. If your mech is heat neutral, you don't have anything extra you can throw in when the situation is really dire, and any time that you don't have enemies in your sights is kind of wasted. I live for those "fire everything" moments when an opponent protests that I can't do that because of heat and I get to snark back that the shutdown check was only 4+ The Marauder is a seriously dangerous mech to face at 2-6 hexes if the Marauder pilot doesn't fear getting punished for letting their mech slow down or shutdown. Since the long range firepower is so good, mechs that make it into short range have usually been gnawed on quite a bit, and may not survive past the Marauder overheating. The Marauder also seems to get customized much more than most mechs, both in lore and tabletop. Moving the ammo to the same torso with the AC/5 is an easy and obvious modification that greatly increases survival (in the left torso, any crit hits the ammo, but in the right crits are much more likely to hit the AC, in which case you just eject the ammo). It's also worth noting that lostech double heatsinks began being produced in limited quantities in the Inner Sphere in 3022, so even though they are rare and insanely expensive for much of the 3025 era, they exist, and if your company can only afford/acquire 3 or 4 double heat sinks the Marauder is probably the best mech to fit them on.
Oh yeah baby, the Marauder. I've been waiting for this one. Hands down my favorite mech and my signature mech. I never enter the battlefield without my green, and White and black MAD-3R called The Lucky 20.
The Marauder always has, and always will be my favourite Mech! Last March I picked up a 3D printer and the first battlemech I printed was... the Warhammer. 😜However the next Mech was a 3X sized Marauder; Ooooooh yeah! 🤟😎
I'm actually very surprised Bear mentioned the Zentradi Officers Pod. I totally planned on using that line and he beat me to the punch. Well played! Very honestly, this is my favorite mech in the game. Artistic, classic, beautiful. And based on art that wasn't designed for the game so the actual mech stats try to live up to the art which is a bad design philosophy. The top cannon on this mech is generally where the engineer makes bad decisions. The AC5 takes up a lot of weight. Most variants that change the weapon install a AC-10/LBX-10 in its place, or switch to another large energy weapon. The added weight of a heavier AC doesn't help. The added heat burden offsets most of the gains from switching out the AC5 so the mech retains its heat problems, but also improves its overall damage. Strangely the model has 2 jet pods that are only slightly less obvious than the top cannon. The top cannon gets represented on almost every variant, but hardly any models have jump jets. Even stranger is that many artistic redesigns of the MAD keep the jet pods. Most MADs don't have jump jets, why does the artist redesigning the mech want to retain that art element? Succession War designs like the 3L and 3M replace the PPCs with large lasers in an attempt to reduce heat. The extra tonnage freed up is used for heat sinks. Overall, these are good design decisions but not extreme enough. The 3D rips out the AC5 and replaces it with a large laser and 4 heat sinks. Amazingly nobody made a variant that rips out the 2 PPCs and the AC5 and installs 3 large lasers. If that was done it frees up 8 tons. If all 8 tons are used for additional heat sinks it matches the heat produced by all 3 large lasers. It also gets rid of the point blank range modifiers. For the purpose of fighting the clans, inner sphere players are better off switching the ER PPCs back to regular PPCs. The heat savings allows the redesigned mechs to fire all of its weapons constantly without worrying about heat. Rip out any AC and replace with an energy weapon. Install more double heat sinks or just armor with the saved weight. Maybe consider jump jets if that variant doesn't have them. When fighting clans, having IS ERPPC (or ER Large Laser) is a bad decision. You're weapon has less range than the clan version, and does 1/3rd less damage for 50% more heat than its non-ER predecessor. You aren't going to out range a clanner. Use the older weapon and just accept that you need to get closer. Don't saddle yourself with really hot weapons that cripple your performance. Inner Sphere ER is just bad. For an anti-clan quick and dirty rebuild of a succession era MAD, rip out the heat sinks. Replace the engine heat sinks with doubles. Put in enough heat sinks to fill the crit slots that the heat sinks use to take up. Use the extra tonnage for armor. If you did this to a MAD-3R, that would be 12 double heat sinks and 4 tons of armor. This keeps both PPC and the AC5 firing constantly. It also means you should have no hesitation using the 2 medium lasers whenever you have a good shot. Don't upgrade to ER weapons, they are a trap that eats all the gains double heat sinks provide. Now if you can get clan ER weapons, absolutely use them. Especially the Clan PPC. Honestly, Clan PPC is so good its broken. It is worth sacrificing a lot to add more clan PPC, it is that good. Part of what make the Marauder such a legend is it is overgunned. It can't handle all of its weapons, the mech will overheat. The alpha strike on a Marauder is a desperation move, and a thing of beauty. One last spark that illuminates the dying world as the Marauder makes its final struggle. And sometimes that final burst is enough to clinch victory.
Ran a custom mod of the base Marauder that swapped out the AC-5 for an LRM 10 with one ton of ammo, 2 HS, and another ton of armor. It gave it some indirect fire options, and the damage was comparable. The mini actually had a missile box from a Catapult glued on in place of the top cannon.
A lot of Battletech fans are comparing you to Tex, which i understand considering you're both two of the most prominent Battletech RU-vidrs who deliver amazing content. That said, I really appreciate the way you can condense the extensive lore behind a mech into a shorter form. Even though your videos are shorter than those of Tex, i think theyre just as informative, detailed, and entertaining. Keep up the awesome work Big Red 40k!
Thanks Elijah! I appreciate it. :D I do some long-form stuff too, like this Marauder video even, lol. Though most of my videos aren't meant to be long. This week has felt really abnormal as a result XD
The MAD is my all time favourite Mech chassis. I fell out of franchise continuity at the start of the Dark Age so I especially appreciate your later coverage. You've become a pivotal source for my Battletech content. Keep it up
I've loved the Marauder ever since watching the Macross-series in the 80's, and once I learned that it was something you could pilot in MechWarrior 2, it's been a favorite in every damn game it's present in. Despite its usual issues with heat.
An amazing and interesting video. Thank you, I love the Marauder. It and its successors in the MAD II and MAD IIC are my favorite Mechs in all of Battletech. And I would be thrilled to see those two also get their own videos
They are getting their own videos. MAD II should be covered before the end of the year. I actually posted my roadmap for content here: ru-vid.comUgkxxRaSFCgR5372VdIESuFcov5cogv-r_sY
The first mech I fell in love with back in the 80's , it was also the first metal miniture I ever bought and painted, long before I got into 40k. I still gotta have a maurader in every PC game I play to this day. I was so happy when it was brought back from the "unseen".
I was going to post that if no one else did. Your lance takes 10% less damage for some reason, good for stacking with bracing and/or terrain features. Using 2 UAC 5 and 4 M lasers, you need to hit with 1 of the 4 UAC 5 shots and 1 of the 4 M lasers to deal the 61 dmg to the head. Easier with +weapons that add dmg, or if the target is Tagged or Narc. Need to hit with 2 / 8 of your shots, so 25% chance but you have a 35% hit chance instead.
You need an elite pilot to get that 35% but yeah, it’s lethal. I stack 3 Ultra AC2s on Marauders and 2 ER Small Lasers, max armor and max jump jets and I can ride roughshod over the AI in the hardest scenarios. With one as a spotter/sensor locker sometimes I can kill entire lances and take 0 damage in return.
In MechWarrior living legends there is a variant with a thumper artillery on it's back... My favorite has a GECM, 4 ER Medium Lasers, 2 ER Large Lasers, and 1 Gauss rifle with 24 shots and 12 double heat sinks, it's expensive to buy and takes 14 tickets off you're team's score when it dies but if you use the GECM right it'll last the rest of the match.
The Marauder is a mech which I struggle to think of a single thing that needs to be said. Its reputation speaks for itself and is very much earned. If I don't have the technology to make my personal variation of the MAD-3D, I will remove the PPCs for large lasers, more heat sinks, and of course more armor. With proper heat management I can rip apart any mech foolish enough to get close enough after having come through the punishing enough weight of fire.
I piloted a MAD-3D in GEnie’s Multiplayer Online Battletech in the early 1990s. I used to refit MAD-5Ds in MWO to emulate the old 3D. As soon as they were released in MW5 I made a point of doing the mission to get one :)
If people thoight the Marauder was Dangerous with an over the sholder cannon with quad beam mounts... Imagine having to fight one with Missile Packs, Beam Weapon mounts with ECM! Thats the Marauder 9-M She may not be the most intimidating to look at, but she isnt exactly designed to be seen. But she got the punch where it counts! In MWO thats my favorite Variant.
You should also fear the MAD-5S along with the 9M, 2 EP PPCs, 2 Medium pulse lasers and a GAUSS RIFLE, missiles are good but the gauss rifle is gooder (I headshot every single assult mech I could find in the battle tech game when the marauder came out)
Now that they've made SNPPCs worthless for anyone that isn't a medium or a light, the 9-M is the best of the Marauders in MWO. I had to make a Bounty Hunter II in MW5 so I could still walk my best friend out into the battlefield again since PGI decided I wasn't allowed to have fun in it anymore in MWO. Take a look at Living Legends. You don't get to customize, but your favorite mech wont ever get taken away from you, and it's actually free.
I run with the MAD-3D variant, but swap the PPCs and Large Lasers with each other, fielding 2 Large Lasers in the arms and a PPC in the torso. This allowed it to take sniping shots with its PPC from behind cover while allowing it to last longer in direct engagements due to the lasers lower heat generation. Add in extra armor, again due to the lasers weighing 2 tons less, and eventually double heatsinks to replace the singles and you got an ammo non-dependent, cool ride that can duke with the best of them. I consider this the MAD-3E variant as there are no canon variant currently using that designation. Did this same set up with a Marauder II MAD-4A variant, and found myself eventually replacing the 2 medium lasers and large lasers with their pulse versions and the PPC with an ER PPC, replace the standard engine for an XL version and I could then add max armor all around and jump jets. This is my MAD-4B variant.
My Mech5 loadout: Single Heat Sinks replaced with Doubles. With the weight saved upgrade the AC/5 to an UAC/5 and upping the armor. Fights well, fights hard and saved my ass when I had to take a heavy lance off and fought assaults at the end.
mine is double heat sinks, max armor, 2 large lasers, 2 medium lasers and 1 LBX SD medium autocanon. Im not very found of the PPC's due to heat management and i find large lasers to be more efective againts cockpits and generate less heat and deal same damage.
Personally I feel like not just the timberwolf, but a lot of Clan mech design was indirectly inspired by the maruader, what with majority of the iconic clan mechs similarly being weapons platforms with reverse chicken legs and no hands, with big guns in the left and right arm
One of my first figures, and characters' mech when I started playing the board game back in 1990. But, I went with L Lasers in place of the PPC's due to heat.
I just wanted to say, hearing the MW2 mission music in the background just makes these excellent videos just that little bit better. Thank you for all of these little touches.
I always saw the Marauder as a direct firing vessel instead of a battle mech. Probably the same reason as most SLDF commanders. With PPCs, autocannons, and a few machine guns for infantry, it serves better as a second line direct support in both offense and defense. It was also one of the first mech that used reverse hind legs like that of the King Crab. A noteworthy mech for its time, especially the Star League Royal Division. But it's often overshadowed by other mechs of its weight class.
@@thaipankatima658 Must have been, not one variant on Sarna tells anything about MGs on a Marauder. Of course there could be modifications done to an individual machine by a character in a novel or so.
Just finished painting of my mar3d for the combat lance of my mercenaries. I love the design, and next step is a display with a heavy/assault lance of the royal black watch. 2 marauders, a riflemen and a highlander, for a good purpose. I took the challenge of my mates from the gaming club, so lets test out the tartan painting skillz.
In MW 5 i can currently field three Marauders who i run in one of two configurations. Configuration Nr 1 being armed with 4 medium lasers and a AC/10 cannon with as much ammo as i can cram into the empty space. Configuration Nr 2 being armed with 2 Medium lasers and two large lasers and then packed with as many heat sinks i can cram in to deal with the heat. Both configurations having maxed armor. Still they are not my heavy hitters, that position is currently held by my five Warhammers who are usually armed with two large lasers, and up to six medium lasers depending on the model. The Marauder model i have in store can simply not mount nearly as many weapons as the Warhammers can, and iconic looks or not, that do not help much to compensate for those missing guns in a fight.
I have used a Marauder in so many forms and experimented with different weapon loads to find one that worked out best. At one point I even dumped the AC/5 for an LRM/5, it has always worked well for me. Even before the new tech my Marauder would tangle with the Atlas without fear, because the Atlas could only hit with it's LRM/20 and I could stay at a distance being the faster mech.
Just think how badass Rick, Max, and Roy from Robotech must be-they regularly went up against these things in stingers and wasps and won! Of course, the original Macross/Robotech Valkyrie fighters had way better mobility, could transform from mech to fighter, and had WAY more weapons, but still. The main gun was basically an AC 2 or 5, and the fighter had the equivalent of either a couple of LRM 10s or 20s depending on whether it had the super armor.
They also had the best Ganmen Warrior of all time, Roy Kamina Faulker. Gotta love that guy. He's sure to have a long, fulfilling life and a wonderful sendoff at the series finale.
In all its configurations, every time a marauder enters the battlefield everyone hears the song. "Don't mess with son of bitch"! Of course, with ppc's the enemy doesn't bother running. They would just die tiered
My first 'Love' in Mechwarrior ^^ The Marauder stayed with me all time over... in Tabletop, in PC Games, in the Pen and Paper Game ... i use it, love it, defend it ^^ Only the Raven and the Catapult are close to this wonderfull design for me ^^
Great mech in so many ways. I just wished that more designs had this alien look. Too many look humanoid or like a chicken. The MAD has an iconic profile. The only problem the MAD-5D has is that silly Streak. Should be an ECM and TAG.
Three DHS and call it quits. That SSRM2 is obviously just there to give the best Mech in the TRO a weakness, i blame Cappie sabotage. It‘s even worse than the AC5 bomb on the 3R, the Mech can run even hotter, the ammo will last forEVER, and the CASE is just insult to injury.
Favorite Innersphere mech next to the Atlas, Warhammer and Bushwacker with the Annihilator being in that top 5 IS mech designs its one of those Mech’s that the Clans never chose to end use of and instead update a bit. Its the Great White Shark of mech design and with its PPCs and an Autocannon in its most base form it makes sense that it would do well in a clan invasion where clan medium lasers have IS large laser range and clan large lasers do IS PPC like damage. This thing was built to last only got better with age and modern variants. Prob a top 3 mech for me overall when throwing in clan mechs
The MAD-3R Marauder is my favorite mech in all of Battletech. Its a mech of truly legendary lineage and deeds. The MWO take on it is especially my favorite appearance. It's sleek, it's mean. This mech is my command mech of choice for my own Mech Company. be it MWO, MW5, Battletech HBS, or even in the table top.
I love this mech above all others. This is the mech that showed me that Heavy Mechs can fight assault mechs and win. This is the mech that taught me that "bird body" mechs aren't stupid and ugly. This is the mech that taught me to love Battletech. I just can't play it in MWO anymore. I could build one that isn't the Bounty Hunter, but I paid money for that mech. When I see that mech in my bay, I'm looking at my Best Battle Buddy. I refuse to replace him. PGI can fix my SNPPCs, or I just wont play that game anymore. I'm sort of glad the license is passing from them soon. I know the MWO youtubers look on the company with fondness, but from my position I'm struggling to see why. Perhaps I'm beyond just "sort of glad" that it's passing from them soon. I hope a company like Gaijin picks up MWO, and runs it into the ground so deep we'll have to write the Ares Conventions early just to deal with the fallout.
Nice! You gave my 2ng most favorite mech the royal treatment! May Aleksandr Kerensky bless your guns. Here's to giving the King Crab (my favorite mech) as much love when its time in the spotlight comes ^.^
This is a mech which I love running 4 medium lazers in the arms (I can't aim ppcs well). And either run the stock ac5 or run the ppc variant for the torso. Many many heatsinks (like 25/30 ish) so I can fire everything all the time. Great armor and jus enough mobility to be a good brawler in close/mid range. Edit: spelling
My FAVORITE mech since the 90s. I still have a painted lance from that era. I played the hell out of the HBS game with a lance of Marauders. As mentioned by another poster, the Command Module makes it horrifically OP when combined with elite pilots. Unlike him, I stack 3 x Ultra AC2s, 2 x ER Small Lasers, and max armor and jump jets on them. I can jump every turn and rarely overheat. With one mech player spotter/sensor locker I can sometimes obliterate entire lances without any damage in return.
I have a marauder that I put 2 heavy ppcs and a uac5 on. 3 tons of ammo and an ecm and bap. It hits like a freight train and will core any medium in one shot. It can also defend against aircraft or tanks from range
In over 150 hours of mw5 I only found one with jump jets and it's just glorious. Jumping on the roof of a tall building, reigning death on the enemy and commanding my lance from above
Yep, you could do that too, but that's pretty expensive for that job, and you'd still need to conceal it. But if those factors don't an issue, definitely.
It really is. Extremely well rounded for it's size. It's VERY capable of doing what it was designed to do, and even a lot it wasn't with only minor tweaks. There really aren't many I.S. Mechs that I honestly love, this is definitely my number one though, immediately followed by the good old Warhammer. Either of which can easily put some hurt on my favorite Clan Mechs...much to my chagrin...
The Marauder is one the the weird ones, i like the design in general, but somehow, despite liking the look, i never got warm with the Project Phoenix one. Overall this machine saw sheer innumerable different iterations, some better, some worse, but the current official design by Scroggins looks really good.
@@terryhiggins5077 I actually like the majority of them better than the original artworks, and i have ZERO issues admitting that. Taste is an individual thing, unique to each person. My personal favorites are the Phoenix Hawk and the new Bug mechs as well as the significantly improved Griffin. Only the Warhammer came out looking ATROCIOUS, but well, you can´t win every time. Doesn´t necessarily mean i dislike the original artwork, but that too can be hit or miss. Duane Loose certainly worked his ASS OFF for the franchise, but if you have to do 10 pictures TODAY, quality suffers for the sake of quantity.
I dropped the AC-5 and replaced it with a medium laser and eight heat sinks. At long range being able to fire twin PPC forever at the walk or run while staying cool is nice, but when you close and add those medium lasers, you start getting serious criticals on all those places the PPC stripped bare. Alpha Strike doesn't leave you in danger of shutting down, and the next round you can still choose to cut out one PPC or a medium laser depending on hot you were running, but next round you can Alpha Strike again.
And another Badass video BR! I've pretty much stopped listening to and subscribing to the others I was doing for Mechs and BT stuff! All they seemed to do was read the TRO. Boring 😴! Superb job! Keep up the Great work!
Just got myself from the turian quest line in mechwarrior 5. I can't wait to try it out, and the fact it's a fantastic laser boat makes my attrition warfare loving heart happy.
Absolutely my favorite Mech. Versatility without compromise! able to punch up again assault Mechs and take on multiple light/mediums. In the HBS turn based game, I can make a lance with just Marauders and have every tactical role covered.
@@BigRed40TECH Ok, True. Everything in Battletech requires some compromise because play balancing exists. That said I'm happy to take those compromises and look as good as I do piloting a MAD.
I am a Marauder main and I approve this message. But in all seriousness great video. I look forward to seeing you cover the Marauders big brother the Marauder II
Some MAD-3R Configs I use in MW5 Campaign: 1 AC5, 2 Med Laser, 2 Large laser instead of the PPCs. This gives at least 4 Tons free space to spend on more Heatsinks, Armor and / or Ammunition for the AC5. If you take out the Large Lasers and replace them with Meds, you also can install an AC10 / LBX AC10 or a UAC5, instead of the AC5 with some ammo and more heat efficiency. (And yes, that would technically be other MAD- Numbers. ^^ ) There is also another Variant in the Game, which switches the AC5 against another Energy Weapon Slot. This one have 2PPcs, 2Med Laser and one Large one. Here I often take out the PPCs and replace them with L Lasers and the one on it's back with one PPC or ER Laser. Yes, this reduces the Firepower again, but is more heat efficience. At last, I also have a totally nuts config for it: 2 Large Pulse Laser, 2 Med Laser and one L ER Laser. (Also I replace the Standard Heat Sinks to Double as fast as I can get them. ;D ) Only useable on very cold Planets and even than you could fry your breakfast bacon and eggs on it, after one barrage. ;-) The last MAD I still searching for in the Game is the one that Changed the AC Slot with 2 Missile slots. Don't know were to find it. I also have sometimes a whole lance of MADs in action with different Configs. A real Nightmare for the NPC Enemies! ... but with a lack of missile support. Problem here is, that the Missile Mechs are lower in tonnage and Armor or Higher, but they are all not fast enough to keep up with the Marauder. That's why I search for the missing one. BTW. Beneath the Shadow Hawk is the Marauder, no matter in which config, a MUST HAVE for me, every Time I play the Game! :D Nice Video, hope to see more after your holiday. :D
One of the best looking mechs that you can turn into a behemoth in any given role and will happily beat the breaks off anything you put in front of it without flinching the marauder is one of the mechs that cements the 75 ton category as the best heavy mech weight class
In all of my time in service of the Dragon, I never served alongside a Marauder. But I did face several of them from my time on the Robinson front, and over on the Skye front. I never had a lot of respect for them. The weaker side torso armor and the ammo being opposite of the autocannon made for easy targets for my larger lower heat AC/10. But most of the time I generally just sat at range and forced Marauders to keep their heads down with my LRMs. Even after I had returned to duty in the 3030 I rarely had to worry about a Marauder. As by that time I was piloting an ARC-2K. Granted the one Marauder that actually caused fear in me was those treasonous Wolf's Dragoons Marauder II.
The Marauder: the forefather of the ball and socket and walking pod technology. Grayson Death Carlysle won his Marauder from Draconis Combine pilot during the Battle of Verthandi. A mech that does well on the battlefield in any weapon configuration. Lastly, the primogeniture of other designs such as the Rakshasa and Falconer. Great video on the history of this venerable design.
I love the Marauder...mostly. I has one of the most unique looks but also one of the most altered units in the game. Losing its swivel gun mount to become a fixed shoulder gun is a visual downgrade. The Marauder itself, well its underwhelming in actual performance. Its armor is several tons below maximum, and it lacks the minimum heat sinks to fire its PPCs without overheating. The autocannon-5 is underwhelming and likely better removed for additional heat sinks, such as in the MAD-3D model. But that also means I love upgrading it!. Extralight Engine, Double Heat Sinks, Endo-Steel, 2 ER PPCs, and a Gauss Rifle is my ideal Marauder. Many variants are close to that in the MAD-5S, MAD-7C, MAD-7R, MAD-7S, MAD-9D, MAD-11D. Its certainly a different design than the Warhammer. The Warhammer is often a brawler with numerous short-range weapons and uses it arm PPCs almost as secondary weapons. The Marauder instead had 3 main weapons and some smaller sized lasers for self-defense. The Marauder is so important that its connected to no less 8 other designs. Some of them are ways to get around the Unseen debacle.
i love the marauder, currently playing a marauder II in mechwarrior 5 which is just a bigger 100 ton marauder lol the mech is awsum seen how many variants there are a 75 ton, a 85 ton and 100 ton, and each has alot of own variants XD its fun to have a full lance of marauders XD
The marauder is one fine mech. I prefer it even over assault mechs. Strap 2 L-SB laser and 2 medium in each hand. Than add a Heavy rifle on the chasis and it'll take the cockpit of most mech in one alpha strike.