Author Topic: Random Mech variant descriptions for the wiki (missing ones preferred)  (Read 97 times)

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Offline cest73

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Chimera Prime; "Slow counter"
The key to this unit is the swap - use the massive MRM20 launcher only for mere final blows and rather on stationary targets. Exploit the zero lead of the powerful laser array (ERLBL + 2 ERMBL) to soften a spot first. The single MG can be effectively used both coupled with the medium lasers or alone against eventual stray BA.

Chimera A; "Weather-forecast",
An camper at the heart, this mech isn't quite an LRM boat, as the Chimera G. The ERPPC, reaching as far as 900m  provides quite significant support to the moderately powerful LRM15 launcher. The pair of medium lasers, if ever brought to bear, should serve as an reminder to keep the LRMs in check all the while the target stays within their range. Otherwise the missed salvo could, while reloading the launcher, waste an succeeding, more opportune moment.
Other than that, an excellent 2nd line support with quite a staying power, and a punch at a range.

Chimera B; "Umbrella",
Short ranged brawler with a extended pinch. Its primary role being an ECM counter measure, this unit packs quite a punch for a light support. A wary pilot could quite deliver a blow and duck one in this unit, thanks to it's improved Jump Jets package.
However, novices are advised to stay away of this units as its 7.5 tons of armor will not provide for long staying power, due to it's bulky silhouette and the need for an active radar to be of any AECM use.

Chimera C; "Uncle Ben's",
While the feeble 7.5 tons of armor won't last under any serious fire, it's standard PPC and the respectful MRM30 launcher will rack up a hefty price to any foe trying to oppose it.
The quad small beam lasers, while not quite a threat, will allow the warrior to try tip the scale the more often.
Chimera C is an excellent fire support unit, especially if neglected for any period of time, able to whittle down quite some armor even to an heavy-class mech in just few of its massive salvos. It's main weapons are effective up to medium ranges, although not quite so against fast moving targets.

Chimera D; "Uncle Sam",
This variant is screaming "distance is best armor", and it's mere 6.5 tons seem to confirm that. The pilot is strongly advised to hit & kit any contact and at any time.
Choosing light Gauss, or Extended LRM ammo, or just picking a ton of each, this unit promises quite some time and damage to a remote target. It's extreme range weapons are nicely complemented by each other, and both by the extended optics system. The MG pair is a backup should the unit be pestered by an battle armor or infantry.

Chimera E "Rocky",
-provided-
note: has only single MBL now (don't ask)

Chimera F; "Jack of all trades",
A bit of everything, You name it this Chimera has it: Auto cannons, Extended range small lasers, Extended range medium lasers, SRM6 launchers, check, check, check. And at an affordable price too, short of 45000 c-bills this affordable multi talent mech packs it all.
Considerable from short up to medium range, and affordable at lower ranks this unit is expected to be commonly seen across the battle filed.

Chimera G; "Dish and squish!",
A guy calling this a camper would err and would err by much! This, while carrying two of the most formidable Inner Sphere long range weapons of the 31st century, is a brawler at the core. But not for the faint of heart!
Close in, deliver a deadly NARC beacon to the unsuspecting target and swiftly flee for cover. While the unfortunate enemy is trying to duck, join Your team mates in the deadly LRM shower, with occasionally adding insult to injury by means of the large X-pulse laser.


P.S.
To Wiki editors staff:
Edit, redact, proofread and post as found fit.
« Last Edit: April 01, 2017, 11:22:15 PM by cest73 »
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

HPG data-links: Easy tweak FPS n'more
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline cest73

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Uziel Prime
Brawler? In my opinion this is truly an night hunter - it's twin PPCs can keep the night vision sensors disabled on two or even more foes if used smartly. The SRM6 launcher adds quite some punch to it, providing even further disorientation by massive cockpit shake. The MG pair is more a means to pick on stray BA or lure unsuspecting victims in the range of it's deadly weapons.
Uziel A
-Provided
Uziel B "Popeye"
A brawler, and a heavy hitter. The pairs of medium and small lasers each, can fill the intermezzo of the two streak launchers that, besides shaking of most heavy mech cockpits, also decimate the opponents armor at an petrifying rate. If the damage isn't enough to defeat the foe, the pilot can use the MASC to flee for cover and thus evade most returning fire.
Uziel C "Damage parade"
An unit to receive it's best role yet. Tbolt5 launcher, although reaching up to 1000m, can track lock an target only up to 750m, at 600m the reliable AC10 comes to bear further increasing its damage potential. From 500 the MXPL adds to the deadly orchestra and at the 300m mark the tree SXPL round up it's versatile arsenal. The interesting point of this variant is that no weapon has a "blind spot" in range - at point blank all can hit and all deliver. The improved Jump Jets add ever more to it's deadly potential.
Uziel D "the popless tart"
This one is somewhat strange one, it's a sniper, without jump jets and without enhanced optics to support it's 900 reaching ERPPC. But it has thicker skin, C3 to rely targets caught by it's radar and backup weapons as SRM6 and a pair or ERSBM and MPL each. With all this on hand, it could be used as an command point of an light lance that is up to making an ambush or a night streak.
Uziel E "Golden eye"
Two AC5 and two ERLBL provide pinpoint accuracy at 900 and 800 meters respectively. The laser provide deadly precision against fast moving targets, while the AC5 dish out damage beyond any heavy hitting weapons, save artillery and long range missiles. Having no jump jets or MASC, the pilots are advised to check their distance and look out for potential sneaky flankers.
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

HPG data-links: Easy tweak FPS n'more
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!