THE PEACE BLASTER (2x LRM15+A, 5x MPLas, BAP, CCONS, 2x JJ's, XL300) I loved this build so much, I had to make it's own page!. The Command Console helps with lock ons, and the 5x MPLas give consistent, reliable mid-close range combat. EDIT: @Restosiii recommends swapping out 1 MPLas for a TAG, not a bad idea Try it out! It also frees up another ton for a 3rd JJ! STD Version (2x LRM15+A, 4x MLas, TAG, CCONS, 2x JJ, STD 300) For those who like it hot, dynamic range combat, or just a bit more action/firepower... THE RAMBO (2x LRM15+A, 1x LPLas, 4x MPLas, 2x JJ's, XL300) More fire power! You can dish out intimidating damage short/mid/long range. It's hot, but with heat management and positioning, you can keep the damage coming, with enough laser alpha for a quick last hope laser volley before overheating. I try to use XL300 in all my Marauder builds, if I do use XL, because you get 2 of them in the marauder basic pack! It makes it easy to try out new builds without dropping mad c-bills on XL engines.
979 damage on this variant! only 2 basic skills, using "The Peace Blaster" Having tons of fun with this mech in general!
844 damage with "THE PEACE BLASTER" The 5x MPLas really put out nice DPS and you can harass with the 2x LRM15+A. This build consistently dishes out a heaping helpings of damage, love it!
I quite like this build, just with 1 TAG and 4 MPLas. It's amazing how powerful 2 LRM15s are when at medium range with a TAG going, people underestimate it.
For my experience the BAP and the CCONS give enough sensor boosts to lock on to even ECM... unless there are multiple ECM units i suppose. But the TAG is a sure way to always have a lock if that's your thing. So far i haven't had any trouble locking on at medium range, but maybe I've just been lucky. And on the other, other hand, you do get some nice c-blls with TAG, but extra MPLas is a bit more damage. Experimentation is half the fun in this game. Thanks for the feedback! I love to hear constructive criticism, keep it coming
I modified this build to use LRM10s because I have the modules and I want more speed. I like it because it fills all slots and its fast, really fast.
To make it show up properly, just remove the [smurfy] bits and make it into https, not http. Also, personally that's too few LRMs, especially since with a larger LRM payload I still run out of ammo at a decent rate. Plus, the TAG should really be in the side torso for a higher mount.
THE BIGGEST PROBLEM WOULD BE: YOU NEED BAP!!! Please have BAP on if you use LRM boat, it would shorten lock time for most of your spammery actions.
Smurfy Repair Team Report: After multiple mechanics tried to mount the new weapons to this mech, we discovered a small cat inside of each limb of said mech. No one knows how they got there, much less the pilot, but we now have Righty, Lefty, Stumpy, and Jumpy as our new mascots. Mech repairs complete, no further action required.
I came to this build on my own, but didn't have CC on there. Never thought to put it on, nice touch. Here's the build I run:
I came up with something similar to this, so I'll put it here. Good active LRMer. Stay within a few hundred meters and take advantage of the cooldown quirk, the artemis speed, and the bAP targeting. _