Jump to: navigation, search. 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. Man, just saw this thread... i feel like making a lance of 4x Marauders... their Head Shots are just too OP even when outclassed Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts.
Yeah, it doesn't have the damage boost of the Annihilator, but it's got the double headshot chance. Nothing fancy, but it rarely takes more than 2 rounds to down absolutely anything, and very often 1-shots half the opposition. 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
So you could mount 3 UAC2's and some ERML in the arms. I tried various weapons, but the gauss does the most reliable headshot (and the various damage reductions be damned). I just ran across a planet store that had 3x UAC/2 in stock. 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.
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. 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. All rights reserved.
I tried various weapons, but the gauss does the most reliable headshot (and the various damage reductions be damned). I guess it all depends on how much you like Jets. Some good information here. Nice. Thanks for the help folks. And I always put max frontal armor on everything. I'll stick with the jump jets. MAD 3R with a ++Gauss and 4 ML, 2 ERSL for when its time to get up close. All trademarks are property of their respective owners in the US and other countries. Not just "good" but very very very good. The Lance Command mod gives additional called shot bonus, up to 35% (if I recall correctly). Marauder MAD-3R. I prefer to have it as a sniper if I have another Mech with jump jets (such as a Highlander). In addition the mod also gives a bonus to accuracy on Called Shots. 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). 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. 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). I love jump jets but the Marauder usually is better without them. But for right now it seems that it will be dependent on my preferred role for the mech. Headcapping MAD-3R Marauder. It's one of the many mechs involved in the various ongoing lawsuits by Harmony Gold. The MAD-3R is a 75 ton mech that has 24 tons available with full armor or 42 tons with no armor. I'll have a lot to think about. 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). All trademarks are property of their respective owners in the US and other countries. The ANH is not very good for medium range due to only 2 max JJs. I also designed my mechs to be net cooling mechs, even after jumping.