Headcapping MAD-3R Marauder. The ANH is not very good for medium range due to only 2 max JJs. There is nothing you "should" do. The Lance Command Mod on its left torso gives a 10% damage reduction against attacks towards your entire lance. I also designed my mechs to be net cooling mechs, even after jumping. You can see it in BattleTech for now only if you use a mod which adds it along with other Unseen mechs like the Warhammer, Rifleman, etc. And I always put max frontal armor on everything. MAD 3R with a ++Gauss and 4 ML, 2 ERSL for when its time to get up close. Retrieved from "https://battletech… I use a MAD 3D (I think) with 2 lg and 3 med lasers (with various accuracy and damage boosts.)

Nothing fancy, but it rarely takes more than 2 rounds to down absolutely anything, and very often 1-shots half the opposition. Nice. I don't think HBS will do much in the way of nerfing called shots in Battletech, but if there is a BT2 they may change it up a bit so it's not a no brainer to go for the head with mass weapon volleys. They help you to act as a better support mech, because you can replace to some extent weapon range with reach derived from mobility, so you may have the benefits from long range weapons (great survivability) together with those from medium range weapons (great weapon efficiency). Most often there is Anni with 3 UAC5 and 2 snubs with a Mixed loadout Highlander doing a variety of roles, sometimes its replaced by a Anni with Quad LBX10s I believe there's a Marauder variant with 3 ballistic slots.

JJ's on a sniper mech are useful if you're fighting in close quarters or you don't have a good wall (Ex: Atlas II w/ bulwark).

If the values are kept the same, It should probably be changed to if the mech has a major debuff on it like being shut down, or knocked down then allow a headshot called shot. Unless you actually require them for a situation in particular.Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Wow. Personally, I only use JJs on my fast-strike mechs (P-Hawk, Firestarter, Griffin/SHD/Kintaro, Grasshopper). If you can keep a sniper away from enemy fire and you don't have to rush the mission, it's better to have medium armor and more armaments. Yeah, it doesn't have the damage boost of the Annihilator, but it's got the double headshot chance. Loading... Unsubscribe from Hydrocarbon82? 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 … Before I could get a gauss I relied on a AC10 as main sniper weapon. Personally, I rarely use them.

And for the M3R longer range weapons are a big advantage too if coupled with a Rangefinder. 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.
And imo they'll make the mech much more effective if you play accordingly, because they allow you to get away with a lot less armor than you should be able otherwise; or allow you to hit & run much more aggressively, like delaying the attack, reserving, then jump + fire and next turn fire + jump away (with Ace Pilot). I guess it all depends on how much you like Jets. The Marauder is the MAD-3R variant, with 3 slots for ballistic weapons.
All rights reserved. I'll stick with the jump jets. All trademarks are property of their respective owners in the US and other countries. Tried everything and went back to the Gauss for headcapping and it leaves a nice dent anywhere else when it misses that one of the Assaults can exploit.

Hmmm...interesting. All rights reserved. The MAD-3R is a 75 ton mech that has 24 tons available with full armor or 42 tons with no armor.
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battletech marauder headshot


Kinda akin to the bounty hunter build actually. Thanks for the help folks. In addition the mod also gives a bonus to accuracy on Called Shots.

So I have a Marauder and I was wondering if I should give it jump jets or just leave them off and add heatsinks and more ammo for my UAC 5? Presenting my sniper mechs for headshots My primary sniper mech is the Marauder UAC2. So you could mount 3 UAC2's and some ERML in the arms. The ER PPC++ and LB 2-X++ combo can easily kill a mech across the map with a headshot. I don't have a ton of lostech yet in my campaign but there are multiple MAD-3R parts located on just about every planet I come across. I gave my marauder a gauss cannon and large lasers as main weaponry, and JJs for mobility (it is often worth to jump into the enemy back or onto a ridge).

It is fitted with 3 UAC2 guns and 2 Med Lasers.

Jump to: navigation, search. The survivability you lose with lower armor you gain it (and more) with higher range and now you also have more killing power too. It's one of the many mechs involved in the various ongoing lawsuits by Harmony Gold. But for right now it seems that it will be dependent on my preferred role for the mech. Not just "good" but very very very good. I'm thinking of having it be a long range sniper...but right now without jump jets its really slow to get where I need it to be. I just ran across a planet store that had 3x UAC/2 in stock. BattleTech PPC Headshot on Shadowhawk Hydrocarbon82.

Headcapping MAD-3R Marauder. The ANH is not very good for medium range due to only 2 max JJs. There is nothing you "should" do. The Lance Command Mod on its left torso gives a 10% damage reduction against attacks towards your entire lance. I also designed my mechs to be net cooling mechs, even after jumping. You can see it in BattleTech for now only if you use a mod which adds it along with other Unseen mechs like the Warhammer, Rifleman, etc. And I always put max frontal armor on everything. MAD 3R with a ++Gauss and 4 ML, 2 ERSL for when its time to get up close. Retrieved from "https://battletech… I use a MAD 3D (I think) with 2 lg and 3 med lasers (with various accuracy and damage boosts.)

Nothing fancy, but it rarely takes more than 2 rounds to down absolutely anything, and very often 1-shots half the opposition. Nice. I don't think HBS will do much in the way of nerfing called shots in Battletech, but if there is a BT2 they may change it up a bit so it's not a no brainer to go for the head with mass weapon volleys. They help you to act as a better support mech, because you can replace to some extent weapon range with reach derived from mobility, so you may have the benefits from long range weapons (great survivability) together with those from medium range weapons (great weapon efficiency). Most often there is Anni with 3 UAC5 and 2 snubs with a Mixed loadout Highlander doing a variety of roles, sometimes its replaced by a Anni with Quad LBX10s I believe there's a Marauder variant with 3 ballistic slots.

JJ's on a sniper mech are useful if you're fighting in close quarters or you don't have a good wall (Ex: Atlas II w/ bulwark).

If the values are kept the same, It should probably be changed to if the mech has a major debuff on it like being shut down, or knocked down then allow a headshot called shot. Unless you actually require them for a situation in particular.Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Wow. Personally, I only use JJs on my fast-strike mechs (P-Hawk, Firestarter, Griffin/SHD/Kintaro, Grasshopper). If you can keep a sniper away from enemy fire and you don't have to rush the mission, it's better to have medium armor and more armaments. Yeah, it doesn't have the damage boost of the Annihilator, but it's got the double headshot chance. Loading... Unsubscribe from Hydrocarbon82? 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 … Before I could get a gauss I relied on a AC10 as main sniper weapon. Personally, I rarely use them.

And for the M3R longer range weapons are a big advantage too if coupled with a Rangefinder. 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.
And imo they'll make the mech much more effective if you play accordingly, because they allow you to get away with a lot less armor than you should be able otherwise; or allow you to hit & run much more aggressively, like delaying the attack, reserving, then jump + fire and next turn fire + jump away (with Ace Pilot). I guess it all depends on how much you like Jets. The Marauder is the MAD-3R variant, with 3 slots for ballistic weapons.
All rights reserved. I'll stick with the jump jets. All trademarks are property of their respective owners in the US and other countries. Tried everything and went back to the Gauss for headcapping and it leaves a nice dent anywhere else when it misses that one of the Assaults can exploit.

Hmmm...interesting. All rights reserved. The MAD-3R is a 75 ton mech that has 24 tons available with full armor or 42 tons with no armor.

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