Author Topic: Random Mech variant descriptions for the wiki (missing ones preferred)  (Read 349 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 »

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.

Offline cest73

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hello folks, kudos to the prudent wiki editors, here goes Hollander II:

Prime
-provided
A
-"-
B
-"-
C
-"-
D - "Jesse James"
This is as pop tart is it gets: 1200m of Gauss and Cannons and E-optics. Hit the enemy from behind the radar range, hit it from behind the wall. What ever You do, rarely if ever face the consequences - like the famous robbers of the Wild West back on ancient Terra.
E - "From Russia with love"
a quad of LBX-2 means instant damage to both large and tiny fast moving target, from close up to afar. Be it cycled or bound in a single burst. Augmented by the fearsome LBX-20, the E is hard hitting from the both extremes of the range. A deadly foe to an unsuspecting BA on the far side of an map, or an valuable addition to an ambush in the medium class. Lacking any fancy stuff but BAP, puts this interesting machine in a fire support role to keep those annoying BAs in check and occasionally finish off any luring threat to the second line.
F - "Martini"
This is an heavy hitter, but with a twist! Its main argument is the AC20 hands down, yet the two SRM2 provide some cockpit shake to the foe while the powerful auto cannon readies for the next deadly blow. Should the foe be an stray BA or an coolant spamming heat boat - the two flamers might do short business of any. Otherwise it's advised to save them to finish off an already nearly devastated target, or to provide some "smokescreen" if the two SRM2 can't keep the enemy in check. This is in no case a variant for the faint of heart!
G - "Lackluster"
I sincerely can't see a reason to buy this one over the Prime variant in the 55000 c-bills price bracket. Save the way to punish or challenge a pilot. But there it is for anyone to enjoy :^]

Offline cest73

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Bushwacker C - "Pushwacker"
There is hardly any tougher machine in its price bracket - 650 meters of large pulsed laser, 600m of 20 wire guided missiles and the fearsome UAC10 spewing twice as often as the UAC20, yet delivering more than half of its damage per an complete soaked in hit. A machine not to be neglected in any moment. A pilot fielding it is to be aware of that - expect to bear the main heat of the enemy fire at any time.

Offline cest73

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Thanatos - the heavy lifter of any battle

Prime - scout extreme or, alternatively, a seat for an commander of an heavy lance. Its main punch comes from the powerful and radar-independent MRM30 launcher salvos. Being as they are, MRM are to be spared for slower targets as either an unsuspected opening shot or as an finishing blow to an already devastated enemy. Save the GECM suite and the team serving C3 target rely, the Prime has it's remaining arsenal in an versatile laser layout - the ERLBL, two ERMBL and the MPL. They all provide for lead-free targeting. This and the unlimited twist of the torso lend this variant ample anti air threat potential. Especially if crouched to further increase it's maximal pitch.

A - poptart extreme, sacrifices all for an almighty punch. The HGauss, while an assault class weapon, reaches out up to the medium range. The quartet of the ERMBL supplement it's firepower even further, if the target is not too fast. The most skilled pilots are able to align the two groups in such a narrow succession to overcome even this drawback. Other than Jump sniping, this variant offers nearby units a moderate missile shield by means of one LAMS, and for it self furthers it with it's own GECM suite. Pilots are advised to take care of its main weapon: it is placed to the hand to prevent internal Gauss explosion thus increasing survivebility of the pilots by a great margin, however once disarmed the unit might fall short of fire power regarding its class. Further, the two tonnes of reloads, although costly to fill up, provide for not much more than a dozen of shots - so care is to be taken that each one counts, and that the replenishment is obtained in time. The variant is reputable of overheat issues.

B- "work from home" - this variant is by no means an lone wolf, lacking any short range support, where it faced by an close opponent it can rely on it's hot ERPPC and the feeble LXB2 trio. But on the other side of the range scale, the odds turn quite the opposite way. Being supported by an NARC or TAG asset, this unit has the potential to make short business of any lance. The only spare ton of ammo helps the staying power. The LBX2 trio can be handy to deter an approaching BA from afar - long before any of its weapon can be effective, or to finish off an about to die target. The ERPPC, being the shortest range, provides firepower "only" up to 850m. To be most effective this unit is to be parked far away form the battle and on an elevated place providing good oversight of the surroundings. This is easy done by the provided Heavy class Jump-Jets.

C- "Bully JR" this unit is plaqued with problems: The UAC20 jams, the 5DHS are prone to overheat, the four SPL are underwhelming. Only the DSRM6 is reliable, low on heat, yet ammo hungry. Having in mind all of that, and the chance the UAC20 will be most probably the target of primary concern to an vary opponent, the pilot is advised to split the spare reloads to both UAC and SRM ammo. And stay close to supply and repair lines.

D- "the big bully". I assure You the "D" stands for Devastation. The LBX20, with it's thight WoE lends it self excellent for brawling - helping the denying of the vulnerable spots to the opponent. The MPL trio, provides the "in between" fire for the other two weapon groups, stacking up to the deadly trio. The DSRM6 provides reliable blow after blow for the lasting of the ammo reloads. Pilots are advised to calculate the ratio of LBX vs SRM ammo, and to be vary of the MPL trio taxing the 3 DHS. This unit can operate to is full firepower capacity without any radar support.

E- "Experience": a come to unit for an advanced player with an advanced team. The unit belongs to the poptart class due of its Gauss and ERLBL weapons. However, the iNARC puts it into an advanced scout/target designation role. The LRM10, although most far reaching, seems to be there only to add "insult to injury" would an successful NARC beacon be placed to the sorry foe. An valuable asset to any organized lance or formation.

F- "Fido"; -don't hold Your breathe, this unit is a classic IS heavy design - the goal was the price. No fancy weapons, no fancy tech, the unit is available already at mere 80700 c-bills. Other than that, it has the ample LRM20 launcher, for the long range response and the LBL and LB-10-X for the medium range threats. The later not taxing the 3 DHS by much. The two MBL and the four ERSBL array is the response for potential face huggers that would try to threaten the unit from point blank.

G- save the best for last? The "G" might only be standing for "Gladiator"? The Unit is on par with the Prime in armor, yet surpasses any Thanatos in maneuverability by it's improved heavy Jump Jets. The weapons are, all of middle range and of tree kinds, but might be split into only two groups - high fire rate and wire guided. The RAC5 has very similar DPS profile to the MXPL trio - a steady stream of damage over time. The MRM10 launcher, however fires every so often and a tight swarm of missiles. This two groups, used in conjunction to allow each other to reload/cool down, can provide an steady stream of damage to any but the most agile targets on the 31st century battlefield. Ill suited against aerial threats this unit will serve best against heavy or assault class targets.