

However, unlike missiles which now have complicated mechanics, energy weapon can reliably focus-fire well with precision-strike, very well-sutied for a finisher job mechs which are supposed to have very high alpha damage to kill knock down mechs. They do not contribute knocking down a mech, which makes them highly undesirable when you want to knock down enemy mechs. The biggest issue for all energy weapons with exception of PPC is that they have ZERO stability damage. These three requirements mean that you need a heat efficient weapon that does a lot of damage to quickly destroy knocked down mech's center torso.
#BATTLETECH MARAUDER FREE#
Thus there are hard limit on customization on mechs' weaponry unlike MW3 and older games.Ĭonsider the fact that the fastest and the most reliable way to kill a mech in a game is.ġ) Knock the mech down with weapons with high stability damage.Ģ) Use free precision fire to destroy center torso.ģ) Keep doing this since a player is always outnumbered by 1:2 or even 1:3 if you got a bad roll on a mission difficulty. Here are quick summary.ġ) Normal PPCs are way too hot and limited thanks to nerfs on numbers and the nature of the game where long-range combat is rarely effective.Ģ) HBS buffed ballistic weapons, with ammo explosion far less common since all empty critical spaces are now acting as pads.ģ) HBS kind of nerfed missile weapons' raw damage but gave them immense stability damage.Ĥ) With all of visibility changes and maps themselves, range advantage is shockingly small.ĥ) This game uses hardpoint system, which was invented in MW4 era and used by MWO and now this game. LRMs have special rules exclusive for them and they're heavily nerfed for hitting the head.It is impossible to talk about the mech's performance without weapon balance in HBS Battletech game.įorget about table top balance, since HBS pretty much changed a lot of values here and there, and they added a thing called stability damage, which is loosely related from roll when a mech is taken more than 100 damage (20 from tabletop). All non LRM multihit weapons (including SRMs) have diminishing returns, and LBX in particular are very bad for the Marauder. The damage they do is very important too, in order to be able to reach the relevant thresholds for headcapping (61/77/102/153).

The Marauder cannot equip missiles and maximizing rolls is not the only thing that matters. Regardless, I've had great success with the LBX, called shot, and pilot with Assassin/sniper traits. My understanding is that the LBX checks for each pellet. This is why multiple smaller launchers is preferable. For missile systems, the game only checks once, so if it isn't a head shot then none of the missiles will hit the head. You're trying to maximize the rolls for a head strike, so you need to maximize the number of those rolls. Originally posted by wardenwolf:Tripple LBX-2 and LBXs in general (but stick to the 2s if you actually don't want to destroy the mech). I'll admit, I haven't tried a 3 LBX2 marauder yet, but I have a hard time believing that it'll be more efficient than the 80+% I'm already getting on the first salvo. When my marauder has 80% chance to destroy the head from front when the enemy has 0% damage reduction, you have to be shooting at small mechs to risk destroying them with the 1 salvo it takes to blow off the head. Just try the tripple LBX2 Marauder build with a skilled pilot. I'd much rather spread damage across a mech AND have an increased chance to hit the head, than to use larger damage weapons and risk destroying the mech outright through missed headshots. Using those weapons is all about injuring the pilot and incapacitating the mech. you need a lot of heat sinking, but something like 4 ER ML and 2 UAC2 is what to look for for your MAD-3R I think. ER medium lasers are the most popular to fill a headcapper. Originally posted by Scathe:the damage of LBX and missiles, the way they spread, is bad for headcapping percentages.
