I am fully qualified to answer your question (at least from my own opinion) as i fly all 4 marauders for L4 mission running and this is my breakdown:
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Golem
Easiest, you can aggro every group of ships in any L4 room and kill them all without any concerns whatsoever. Full damage selection, full damage application out to like 118 km with my set up so no need to move except in like 1 or 2 missions Mission completion times: average for this group.
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Vargur
Most useful damage of the turrets as both its long and short range ammo have uses in L4s and you could (though i don’t) use other damage dealing projectiles to run missions that; for instance, require EM damage dealing. I use 800mm autocannons as the easily cover all necessary engagement ranges with some movement on some missions being requred but not often and not much.
The Vargur has great tracking and if you use Republic Fleet Depleated Uranium L you can increase your tracking to a very high level - i use three tracking computers and i can hit about 25% -50% of all orbiting frigates using this setup of ammo and tracking computers. Normally i have my computers set for range but if enough frigates get close to me for some reason and i don’t want to wait till my drones slo-mo kill them all I switch to 3 tracking comps and the Republic ammo to take care of the problem. Mission completion times for this group: above average.
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Paladin
Incredible damage application at long ranges (even though i use Mega Pulse Lasers). It is often hard to justify using the Scorch ammo as the optimal is stupidly long but you can use it for closing the gap as you can instantly swap ammo types anyways. Locked to EM/THERMAL damage so it really only shines where those damage types are the best options and really, really only shines fighting ‘Amarrian’ variant enemies.
Mission completion: most missions below average, those fights that shine with either EM or THERMAL the times are above average and if you fight ‘Amarrian’ variant enemies the completion times are excellent.
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Kronos
You use Null all the time, my fit has computers that almost always have 3 range scripts running and even this set up the optimal is only 19 km with a 71 km falloff using Null and 10km optimal and 19km falloff with Void making Void basically useless.
On missions like Damsel in Distress where you could park the Kronos dead center and have all the ships you fight within Void’s optimal range, you still cannot because waves of frigates keep coming and they will engulf you if you are in the middle of the combat zone; therefore, you are better off fighting from the point you land at when you hit the mission and using null the entire time.
Tracking on the Kronos is very good but damage dealing suffers at long ranges so missions where there are long ranges and few frigates or destroyers that are easy to kill you will be moving a lot to get close enough to start putting the hurt down. Comparison: Vargur’s long range ammo: falloff w/ 3 optimal scripts running 121 km vs the long range scripted Kronos’s at 77km. That kind of fall off difference really hurts the Kronos in missions with long ranges. Mission completion times: against non-optimal enemies below average as you are locked to KINETIC / THERMAL damage. for optimal or near optimal enemies missions are generally close to average but if there is even one pocket with targets at long range the completion time will be below average and the more long range engagements the mission has the more the Kronos falls behind the other three ships in mission completion times.
BUT…
All is not completion times, there is the fun factor to consider and so…
Golem (fun if you want to pull entire pockets and push the fight intensity, none of the turrets can really do this as well as the Golem can) Generally the Golem is less fun to use than the turrets because it makes mission running just so easy that it gets boring (well eventually anyyways, as I ran just the Golem for 5 years)
Vargur (fun all the time as its range of ammo types and its ability to use both its short and long range ammo types makes it perhaps the most interesting of the marauders to blast stuff with but it still isn’t my favorite because its appearance to me is somewhat lacking)
Paladin (a lot of fun when running against Amarrian Variant enemies as it will cook them so fast it is almost shocking but the fun goes away completely fighting angels in particular as they just wont care about your damage dealing at all, since you are locked to EM / THERMAL damage dealing)
Kronos (surprise, I love this one the most) The looks monster stomp the others and that just does it for me) The Kronos is locked to KINETIC / THERMAL and even then you have to travel more than the others by a consideble amount to kill targets. Also, you basically only use one ammo type so that can be somewhat boring.
And suggestions…
Golem (best of the marauders to run L4s for a year to a few years as it makes them easy and pulling entire pockets on to yourself is just so fun to do)
Vargur (best second choice after the Golem’s easy mode L4 running gets boring because the Vargur overall completes missions the fastest and has a lot of ammo options that are actually useful, which adds a lot of interest)
Paladin (The speed at which this ship will melt Amarrian variant enemies is stunning even though I’ve been running it for a year now, plus multi-colored lazors and insta-ammo swapping goodness)
Kronos (If you are stupidly wealthy or love the looks enough to ignore its generally slower completion times) then screw the ISK concerns and take this beast out and love your look as well as the fight!