
Marathon PC optimization Guide | Best PC Settings + Potato mode
You'll die in Marathon. A lot. But the runners who invested in the right factions first? They won't. Don't be the one who finds out too late.
You've decided to play Marathon, which means somewhere deep inside you, something has already given up. Good. That's the right mindset. Now before you sprint into the Void with no upgrades and get your skull caved in by someone who's been investing in factions since day one — sit down. Read this. Save yourself approximately 40 hours of painful, avoidable mistakes.
Below is a complete, merciless breakdown of every faction in Marathon, ranked by how much they'll actually stop you from dying like a screaming newborn. Spoiler: some of these factions are incredible. Some of them are a colossal waste of your finite time on this earth. We'll name names.
Oh, you want to move faster? Jump higher? Get on top of shipping containers that your enemies literally cannot reach without a ladder they don't have? Congratulations — Maida is the faction that turns you from a shuffling, wheezing liability into an actual predator. The Agility stat is the single most game-breaking permanent upgrade in Marathon. It affects your base movement speed, your strafe speed, and — deliciously — your jump height.
What does that mean practically? It means you escape when you should die. It means you chase when they think they're safe. It means you hop onto a crate mid-gunfight and they just stand there, blinking at the sky, wondering why their aim assist isn't compensating for their skill deficit. Get Maida first. Get it fast. The contracts are embarrassingly easy — kill some NPCs, break some windows. You could probably complete them by accident.
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Arachnne is for people who have fully accepted violence as a lifestyle. Increased melee damage is a flat multiplier — meaning enemies that used to take four hits to put down now take two. You know what that means? You keep your HP. You keep your shields. You don't waste ammo. You are, in essence, a budget melee machine who also has guns. In PvP, this upgrade is the difference between one-punching a runner and getting one-punched back. One of those outcomes is funny. One is a screenshot they post in Discord.
Then there's Finisher Siphon — down a player, drop a smoke, execute them slowly and dramatically, and watch your shields refill like it's some kind of reward for your sadism. It is. And if you run with a squad, Revive Speed will be the thing that saves your teammates' lives approximately once every thirty seconds if you play with anyone remotely reckless. Long-term, you can eventually start runs with implants. Get to level four and you spawn with a shotgun. A shotgun. In a game where shotguns are expensive and dominant. The math writes itself.
Cyber Acme is the starter faction, which means the game basically shoves it into your hands while whispering "you'll need this, sweetheart." And it's not wrong. Most upgrades here only require credits — not rare resources, not materials you'll spend two runs sobbing over — just credits. Which you'll be earning naturally just by breathing and looting.
The big draws? Heat recovery upgrades. In Marathon, heat is stamina, and stamina is your life. Without it, you waddle. You can't flee. You can't chase. You just stand there, a warm body in a cold zone, waiting. Cyber Acme gives you heat capacity, heat recovery speed, and heat recovery rate — stack these together and you become functionally tireless. Plus: looting speed, vault space, and eventually — if you're patient enough and haven't rage-quit first — a blue backpack to start every single run. Is it a long-term goal? Absolutely. Is it worth it? Ask your Rook.
SecGen is for ability users — which is everyone, because every class has abilities, and abilities win fights. The faction offers Tactical Ability Recovery, which directly answers the burning question: "Why can I only use my ability once every geological epoch?" Unstable Diodes are relatively cheap to acquire and the improvement is immediately noticeable. This is cross-class. This helps everyone, not just some niche build you'll abandon in week two.
Later you unlock Prime Recovery — more expensive, more powerful — but the early tactical upgrades are where the value lives right now. You can also work toward starting runs with Runner Cores, which is a lovely little gift to yourself each session. SecGen won't carry you out of a bad gunfight, but it'll make sure you had every tool available when you walked into one. Treat it as a high-value secondary once Maida and Arachnne are handled.

Ah, New Cal. The faction for people who want to be immortal, but don't mind waiting a month to get there. Here's the deal: New Cal has incredible long-term value. Free daily shields. Free daily patch kits. Self-rep speed that makes your healing consumables actually function at a pace that isn't geological. Hazard tolerance. Firewall protection against grenades and enemy abilities that would otherwise delete your health bar while you're just standing there, confused.
The problem? Hazard Capsules are obscenely expensive and the top-tier upgrades will take weeks of dedicated resource grinding to unlock. This is legitimately the best faction in the game at full investment. It is the worst faction at week one. Get the self-rep speed immediately — that one is cheap and criminally undervalued — then check in occasionally like a plant you forgot you owned. Do not make this your primary focus at launch unless you enjoy explaining to your teammates why you spent your session farming materials instead of playing the game.
Traxxas. Dear, sweet, useless Traxxas. This is the faction for weapon mods and higher-tier armory unlocks, which sounds exciting right up until you remember that you can just find gear in the world for free, without paying tribute to a vendor who probably charges premium rates for things that fall off dead runners twice a session. The entire value proposition of Traxxas is "buy better gear from us" and the counterproposal is "or I loot it for free from the guy I just melee'd into the afterlife."
Is there anything worth looking at? Maybe Tad Ping area if you're desperate. But for the most part, Traxxas is a faction you glance at, nod politely at, and then completely ignore while you go invest your precious faction XP somewhere that will actually stop you from dying. If you plan to buy most of your gear, revisit this. If you plan to scavenge like a feral raccoon, skip it entirely and never look back.

Track your faction items. Go into each faction's upgrade list. Find the items you need. Track them. When you loot a body, the tracked items will appear highlighted — that little yellow eyeball is the most valuable thing on your screen. You will walk past 25 of a material you desperately need because you didn't bother tracking it, and you will feel the specific shame of someone who deserved what happened. Also: crouching speeds up heat recovery. You're welcome. That alone is worth Marathon items help.

You'll die in Marathon. A lot. But the runners who invested in the right factions first? They won't. Don't be the one who finds out too late.

You'll die in Marathon. A lot. But the runners who invested in the right factions first? They won't. Don't be the one who finds out too late.

Maida — its Agility upgrades boost movement and jump height immediately, giving you a massive map mobility advantage over everyone else.
Yes. Melee damage multipliers and Finisher Siphon restore shields and save ammo, making Arachnne extremely valuable in PvE fights too.
It upgrades your armory shop access, but you can loot most gear for free. Buying gear is a luxury, surviving is a necessity.
Grab self-rep speed on Day 1 — it's cheap and vital. Then revisit weekly. Full New Cal potential takes weeks of serious resource grinding.
Slightly. Traxxas rises if you prefer buying gear. But Maida and Arachnne are universally strong regardless of your class or playstyle preference.


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