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Mechwarrior: Living Legends Is Not Dead...


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#341 Kh0rn

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Posted 24 July 2015 - 07:03 AM

Mwll data center.

ID = Bushwacker medium battlemech

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The Bushwacker is some would say the perfect combination of speed , armor , firepower and versatility. The Bushwacker is good at any role you give it. And can even hold its on when caught in a tight situation. With variants build for all ranges. The Bushwacker really does not have any flaws apart from exposed weapon ports and lack of jump jets. Other from that the Bushwacker is a solid IS medium mech more then capable for facing off against clan units.

Prime: The prime variant goes for medium too long range combat and the inclusion of a GECM allows it too either hide away and give fire support or surprise enemy forces with a flank. For long range it is armed with 2 LRM-10 racks an a single ERLL these alone do enough damage. Coming in closer a single AC-10 helps out and lastly for BA defense it is armed with a pair of MG.

A: Nicknamed the "warthog" The A variant is a power house damage over time dealer.Giving up fire support in terms of direct firepower and more medium too close range. The A is armed with 2 RAC-5 ( rotary) Which can spit out death incredibly fast over 700m. These cannons are backed up by 1 ERML and 1 SRM-4 pack with 2 machine guns for Ba defense. The A variant is fitted with a LAMS system too protect it self and allies from missiles. It also has a whopping 4 extra tons for ammo.

B: Up in your face Brawling variant. The B Is fitted purely too engage target at close range lacking any long range weapons. The B is armed with 2 SRM-6 packs followed up by 2 SPL 1 MPL and a large LBX-20 with a single ton for reloads. It also carries a single LAMS for anti missile duties. This variant is extremely dangerous up close.

C: Long range engage support. The C variant goes into a missile and support platform. This variant is armed with 2 LRM -15 racks that can fire up too 1000m backing up these missiles is a pair of 2 ERLL Finally for BA defence 2 machine guns are fitted. It also carries a single LAMS system.

D: A very usual but still dangerous variant. The B goes for pure DOT. Its weapons are 1 LXPL , 2 MXPL and 2 SSRM-4 packs while lacking initial punch its easy too sustain damage output can bring the hurt fairly soon.

E: The E variant is a sniper long range. Build similar too that of one of the Shadow cat variants it bears a ERPPC an a Gauss Rifle as its long range firepower. But it does have a single SRM-4 for adding too the fight if targets should come up close. But just like the Shadow Cat its punch weapons are mounted on the arms and can be disarmed by a good shot.

F: Another un common variant the F Is suited more for medium range battles and it packs some heavy weapons too do it. It is armed with 2 LL for softening up its targets as the F closes in for the kill it brings too bear 2 ERML and its most powerful weapon a MRM-30 rack which can if struck can cause some serious damage. It also carries a extra ton of ammo for it allowing it too stay in the field longer.

G: The G variant is a one man army, It is the most heavily armed Bushwacker on the field armed with 5 different weapon systems there is nothing it can not really do. This variant is armed with 1 SRM-6 pack 1 MPL , 1 PPC, 1 AC-20 and 2 machine guns. It packs incredible firepower for a mech of its size However due too the vast weapons it does suffer from heat problems in sustained combat. But as a added perk it has a single ton for ammo reloads.

Edited by Kh0rn, 24 July 2015 - 07:05 AM.


#342 Kh0rn

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Posted 26 July 2015 - 05:10 AM

Mwll data center

ID: Black Lanner Medium battle mech.

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The Black Lanner is the clans support and raiding mech build on speed and heavy firepower the Lanner is ideal for support , heavy recon and also hit and fade. With the ability to have 360 torso rotation and MASC on every variant the Black lanner can fire while running away only to come back and return the favor. With a large top speed with MASC of 162kph the Lanner can out run any thing it can't out gun. Added with its large array of weapons Lanners can become very dangerous if the pilot knows what he/she is doing. The Black lanner does have some draw backs. It is very weakly armoured and carries no jump jets.

Prime: The prime is a combination of every thing put in one variant. The prime can engage at all ranges effectively. The addition of MASC and GECM allow it to quickly move about the field attacking and vanishing or moving to capture outposts. For long range the Prime carries 1 CERLL and 1 CLRM-10 rack. As it closes the distance it brings in 2 ERML an a single CSRM-6 pack. Tho able to fight at all ranges Lanners do not have the armor for stand up brawls so pilots are best to use the MASC to keep distance.

A: The A variant packs great long range firepower for its size. The A is a long range fighting mech and is armed with 1 CERPPC, 2 CLRM-10 racks and 3 CSPL for close defense. How ever in order to mount this arsenal the A variant has had a whole ton of armor dropped making even more fragile.

B: The Variant is a mix bag it is build for medium range an support role. This variant carries a TAG laser and a C3 radar to help with in direct fire support as well as recon. But this mech can hold its on if engaged. It mounts 1 CDSRM-4 pack, 6 CERSL and a single CHLL. This variant does suffer from heat problems due to the vast number of energy weapons. It has also a ton of armor removed

C: A group support variant. The C goes in for supporting teams movements and assaults while while providing its own firepower contribution. The C is fitted with an AECM. This system covers the assets around the Lanner hiding them from radar however as a draw back AECM does NOT protect the Lanner it self. When in combat the C can bring to bear 1 CDSSRM-4 pack ( dual streak) 2 CHML and a single ERLL.

D: Probably the most geared up an supportive Lanner on the field. This variant sacrifices firepower for now support base equipment. This variant has a GECM, and a C3 radar giving it outstanding recon and support roles. With the ability to hide and transmit data to allied forces while remaining undetected. The mech also carries a cNARC system to help with indirect fire support from missile platforms. In combat the D variant lacks over all firepower but is still enough to be a threat. It is armed with 1 CLRM-10 rack 4 CHSL and 1 CLPL.

E: The best hit and fade variant of all the Lanners. The E is build for raiding and skirmishing. While it lacks any Electronics besides its MASC system the E packs some heavy weapons for its purpose. For long range it carries a CATM-9 pack that can on its own be dangerous. When getting up close it has a CLBX-AC10 and 3 ERSL. This variant can pop in and out of no where unleash its weapons and vanish for most enemies can return a shot. It does however have half a ton of armor removed.

Note: Some mechs have special camo's like the Uziel's red paint and this Tiger camo paint.

Edited by Kh0rn, 02 August 2015 - 12:11 PM.


#343 Gremlich Johns

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Posted 26 July 2015 - 08:14 AM

I can imagine the cries if the Black Lanner makes it in. The Bushy is a great mech and the IS and Clans alike respect it.

Edited by Gremlich Johns, 26 July 2015 - 08:14 AM.


#344 Kh0rn

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Posted 28 July 2015 - 05:30 AM

Mwll Data center.

ID = Hollander II medium battle mech.

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The Hollander II is the Inner Spheres Sniper and raider. The Hollander II follows a basic set up with all variants. 1 Large weapons backed up by smaller ones. While the Hollander can not take as much punishment as the Bushwacker or Uziel it does have some of its own quirks. More of its variants have access too jump jets , It can only expose a small bit of it self too fire off its most powerful weapon and it carries a weapon no other medium fields. However pilots must protect the large cannon on its shoulders as it back up weapons are not enough too deter enemies.

Prime: The prime is a Sniper / poptarter in one. This variant is geared for sitting away just peaking its top and letting off a round before ducking behind cover. The prime is armed with a Gauss rifle for long range and it is backed up by 2 extra tons of ammo giving it a long time in the field. For back up it is armed with 4 SPL, for extra mobility it is fitted with improved Jump jets.

A: The A variant mounts the most powerful cannon on all variants. The A has had its back up weapons and jump jets removed and replaced with a MASC and 4 SL but the regular Gauss rifle has been upgraded too a Heavy Gauss rifle giving it a massive punch at 700m enough too too be a real threat in close range. However as before the pilot must keep the cannon safe or risk loosing 2/3 of his firepower.

B: The B variant acts like a brawler this variant has had its Improved Jump jets return too help with close range fighting. The weapons for the B are 2 SPL and 2 Flamers for heating up the target but its main punch comes from its shoulder UAC-20 with 2 extra tones of ammo this variant can be on the field a long time and ammo will not be the issue. But the same rule applies too keep the cannon safe.

C: A DOT over model the C variant goes for long range constant fire. Too do this the C is armed with a shoulder mounted RAC-5 and 2 UAC-2's it carries 3 tons of extra ammo too keep its guns firing for a long time. While slightly under gunned Its the rate of fire that makes this variant dangerous. For added mobility the C is fitted with improved Jump jets.

D: AKA Jesse James A super long range sniper variant the D is build for one thing, Very long range engagement Armed with 4 AC2's and a single light Gauss rifle with 2 extra tons of ammo the D can sit far away only poking out its top part too fire off. While the enemy will find it very difficult too find this variant. For added radar range it carries a BAP allowing it too find its target before it finds him.

E: Straight up in your face shotgun. The E variant goes up close once more but this time is geared like a shotgun. The E carries the same BAP as the D giving it the chance too pick a target before it sees him. Once in range it opens up like many shotguns at once. Its weapons are 4 LBX-AC 2 cannons and 1 large shoulder mounted LBX-20 with a extra ton of ammo This variant excels at sandpapering armor off and even great against air threats.

Edited by Kh0rn, 28 July 2015 - 05:30 AM.


#345 Hit the Deck

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Posted 28 July 2015 - 07:09 AM

Mmm... Hollander!

#346 Lily from animove

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Posted 29 July 2015 - 04:23 AM

View PostHit the Deck, on 28 July 2015 - 07:09 AM, said:

Mmm... Hollander!



indeed

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#347 Kh0rn

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Posted 30 July 2015 - 05:05 AM

mwll data center.

ID Harasser light Hovercraft.

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The Harasser is a light recon and as it names says harasser unit. With a high top speed and great maneuvering the Harasser can get too places some times not even mechs can reach. However it is very wobbly in terms of controls and if not careful a pilot can loose control and flip it over. Harasses make great raider units as there speed mixed with some decent weapons can catch a over confident pilot if he or she is nor careful. However due too it being a hovercraft it is very weakly armored and can be destroyed rather quickly.

Prime: The prime is a hit and fade and can be a major irritant if left loose. For covering its approach the prime variant is fitted with GECM too hid its already small profile. Once in range the Hovercraft can unleash its 2 SSRM6- packs and dart away before the enemy can return fire. For staying in the field longer it has 2 extra tons of ammo. However as with all Harassers they are not build for brawling and will suffer if trapped with enemy forces.

A: The A variant goes long range support. The A still retains its GECM too hide it out in the open. For long range support it carries a pair of LRM-10 racks these a supplemented by 2 tons of ammo allowing it too stay in the field longer.

B: The B variant is a skirmisher hit and get out. This variant does away with the GECM and in its place mounts 4 ML for hitting hard then taking off. Not suited for direct combat but a pilot can poke in and out and cause some damage.

C: AKA the Sparkle and for good reason. The C is a rapid fire fast moving hovercraft. With the added bonus of GECM and BAP it can pick where too strike way before the enemy knows its there. This variant is armed with 6 SXPL these lasers altho weak in damage can easily mount up the damage thanks too there rapid firing. But it does mean the pilot has too get close too use it taking a large risk.

D: AKA Toast and go. The D variant is pretty much an insane type of Harassing. The D variant Still retains its GECM and it needs it badly for its role. Its weapons are geared towards heat, 6 Flamers are its choices and if left un checked this little fire bug can easily stop an assault mech it its tracks and possibly destroy it from its high heat out put. But like the sparkle it requires the pilot too close the distance.

E: A vast moving mobile long range and AA support variant. The E like its others still carries its GECM too hide it where ever it goes. But its weapons are build for long range and Anti air duties. It mounts a pair of RAC-2 cannons that can fire far out too whether away armor over time. This makes the E good for air defense as it can shower lead into the sky and drive off aircraft.

F: A odd little one. The F variant goes for direct firepower over every thing else. It mounts 3 SL and 1 AC-10 a lot of weapons for such a little craft. However in order too fit it the GECM has been removed from this variant. The AC-10 can have a extra ton of ammo added.

G: Long range little sniper. The G is all that. Fitted back with its GECM system and enhanced Optics the G variant is build for long range sniping role. It is armed with 1 ERPPC for hitting targets far out too nearly a km backing up this weapons are 2 ERML. It does suffer heat issues so pilots must control fire carefully.

Edited by Kh0rn, 30 July 2015 - 05:09 AM.


#348 Kh0rn

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Posted 01 August 2015 - 02:22 AM

mwll data center

ID = Hephaestus light combat Hovercraft.

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The Hephaestus is a clan fasting moving combat and support hovercraft, geared with advance tech in most of its variants and decent array of weapons the Hephaestus is ideal for raiding warfare much the same as with Hovercrafts in general. With a good top speed , great electronics and decent weapons the Hephaestus can fit in well in either fast attack or team support.

Prime: The prime variant is all about support and getting it too where it needs it quickly. This variant is fitted with AECM too cover allied movment it is also fitted with a radar extending BHP and a C3 radar for transmitting data too friendly forces. The prime is a support asset through an through. For weapons it is armed with 2 CMPL an 2 CSPL not very threatening, then again it is build for support.

A: Long range harassment. The A swaps out most of its electronics for more firepower. Its AECM has been down graded too a GECM so it can work on its own undetected. For long range fighting the A variant mounts 3 CLBX-AC2 cannons which can fire pretty far out at targets and keep them distracted. At closer range it can bring in a CDSRM-4 pack for help with a extra ton of ammo.

B: An altered version of the A the B variant keeps the GECM but now has a BHP added too it allowing it too see targets up too 1400m away. For weapons it is now geared more too medium range combat. It is armed with 2 CERML an a single CDSSRM-4 pack.

C: Long range fire and team support. The C variant pretty much forgoes close range righting and is centered around sitting back too help the team with indirect fire and covering advances. Fitted with a AECM, BAP and C3 radar the C is very useful towards a teams movements and information warfare. For helping out the C is fitted with a TAG laser too designate targets and or guide friendly missiles towards their target. It is armed with 1 CHSL an 1 CLRM-15 rack too contribute too the fight.

D: The D variant goes back too long range harassment. Fitted with a GECM too keep it hidden. this variant is armed with 2 Machine guns for BA defence and 2 CUAC-5 for sustained long range fire on its targets. However ammo is a problem for this variant as it needs regular resupply.

E: A kind of mix between support and brawling. The E variant has its electronics set up too support it self and allied forces. Its GECM covers it self but its BAP and combined C3 radar give information too allied forces. Armed with medium range combat. The E has 2 CHML and 1 CDSRM-4 pack too hit hard.

F: Another long medium range variant. the F forgoes advance tech in favor of more weapons. However it stil retains its BAP, It is armed with 2 CERSL an 2 CLBX-AC5 cannons for showering the enemy with pellets.

G: A rather beefed up variant. THe G maps use of its wide array of its electronics too support the team and it self with GECM , BAP and C3 but this time it can hold its own against some lighter assets. Armed with 2 CERML and 1 CATM-6 rack with a ton of reloads, this little variant can be rather nasty if left unchecked.

#349 Kh0rn

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Posted 02 August 2015 - 02:44 AM

Map of the month. TSA_New Roland

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http://imgur.com/a/ANuGJ

The battle for New Roland has finally ended with the Capellan Confederation reportedly marching into the capital city, which was formerly held by the Minnesota Tribe, and seizing control of the planet. The conquering of New Roland should further escalate and improve the militaristic might of Capellan Confederation."A large Urban landscape with surrounding rolling hills of grass and trees. Heavy brawling fighting takes place here. It is also a haven for battle armor as they pick up targets from roof tops.

#350 Kh0rn

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Posted 02 August 2015 - 06:01 AM

mwll data center

ID = Epona medium attack Hovercraft.

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The Epon is a slightly large more powerful hover craft compared to the others. The Epona goes for more weapons at the price of some armor and reduced speed. The result is a fast moving platform with serious firepower for it size. With its great maneuverability and hard hitting punch a skilled pilot can perform devastating attacks on enemy targets. However with its reduced speed and weak armor it can not sustained too much damage and thus should never engage alone. The other draw back too the Epon is its lack of electronics as it focuses more on firepower.

Prime: The prime is situated for medium range fighting and its weaponry reflect this. The prime is armed with 4 CMPL that can rapid fire there way through armor too back up these weapons it carries a single CSSRM-4 pack ontop.

A: The A variant goes in another direction. The A is a hover missile platform for long range direct and indirect support from a far. This variant is armed with 4 CLRM-10 racks for firing at max distance with its speed it can relocate fairly fast but has no back up weapons too defend it self properly if something should close the range.

B: A mix bag variant. The B mixes long range with short range and is a all rounder variant. It is armed with 1 CERPPC for long range engagement. For coming in closer 2 CERML and 2 CSPL add into its load out. Heat is a issue with this variant. as the price for no ammo based weapons.

C: A long too medium range variant. The C backs a lot of firepower for a little craft. For long range it has a CATM-6 rack and upon closing into range this is further backed up by 4 CERML making it a rather well rounded variant.

D: Probably the most devastating up close range fighting. The D variant utilizes Clan heavy lasers and is the only variant fitted with a GECM too hide its approach. It is armed with 3 CHML and 2 CHSL. Al tho powerful these weapons do have a long burn time an heat generation so pilots must choose when too place shots.

E: Another mix bag variant. The E once again goes for a mix type load out. this variant is fitted again with a CATM-6 rack for long range fighting. For close range it is fitted with a CLBX-AC10 and finally for BA defense it carries 4 machine guns. The one major draw back to this variant is it being totally ammo dependent and with not extra tons for reloads it can not operate a long time with being near supply lines.

#351 Kh0rn

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Posted 03 August 2015 - 12:33 AM

Mwll data center.

ID = Chevalier light recon tank.

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The Chevalier is a very small , very fast recon vehicle that has a niche for its role as a scout and light harassment. It is also the only wheel tank in the game. The Chevalier's all have a build in C3 giving them all great scouting and information sharing abilities. Mix that with its small profile and witty speed they are perfect for supplying allied forces with the information they need. Alternately they can be rather nasty hit and fade tanks. But due too its weak armor direct combat should be avoided.

Prime: The prime variant is a mixed bag of such able too do both recon, information sharing and long range sniping this variant is dangerous little tool. Fitted with GECM too hide its position, BAP an C3 radar this little tank can move pretty freely with out being seen busy sending vital info back too allied forces. For defense the Prime carries a ERPPC and a SSRM-4 pack a very nasty combo for such a small tank.

A: Changing the role a bit the A variant is now a team supporter unit. this is done by swapping the GECM for a AECM too now mask team movements. Its weapons has also been changed too reflect a closer range combat system. It is armed with 3 SXPL and 1 LPL.

B: A support and recon mixed with brawling. The B is a strange little one. The B variant returns its GECM to help it close the distance this time. But this time the Chevalier is armed for close range combat and some times can holds its own pretty well. It is armed with 2 SML and 1 LBX-AC 10. A nasty punch and run type weapon load out. For support of direct and in direct fire support it also carries a TAG laser.

C: A medium long range Chevalier. The C variant has had all but its C3 removed and replaced with a long range arsenal. This variant is armed with a UAC-5 and a LL with a single ton of reloads. While it may not look threatening its rapid fire UAC and punch of large laser can inflict some damage if overestimated. However with out its other advance electronics it does suffer a bit.

D: A DOT model. The D variant goes for weapons with continues fire, mixed with its fast speed this is ideal for this kind of tank who can keep moving and shooting. Fitted with a BHP it can find its targets well out to 1400m before going in. When in combat the D variant is armed with 1 MXPL an 1 LXPL for rapid fire.

E: Probably the best brawler out of the Chevaliers. The E variant forgoes its electronics besides the C3 in favor of a larger arsenal. It is geared towards brawling and fast firing. It is armed with 3 SPL and 1 AC-10 with a ton of reloads. These weapons reload fast so the E variant can keep up a barrage of fire on its target which can quickly mount the damage if left out of the fight.

#352 Kh0rn

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Posted 04 August 2015 - 01:13 AM

Mwll data center.

ID = APC Armored personal carrier.

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The APC is just that and all. A fairly large 8 seater tracked vehicle that can transverse the field carrying a number of infantry units into battle. But what makes the APC special is that when parked some where it can act as a mobile respawn point for battle armor infantry. A well placed and hidden APC can spawn dozens of Ba too harass or attack a enemy outpost. Secondary it can be used a resupply point for assets that need too rearm, BA can also purchase weapons here. While lightly armored and with only 2 machine guns for BA defense the APC is a defense and support unit. The APC plays a great roll in keeping forward forces resupplied and is perfect for supporting a long tom with additional shells so it does not have too uproot and return too base.

Edited by Kh0rn, 04 August 2015 - 01:14 AM.


#353 Gremlich Johns

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Posted 04 August 2015 - 03:46 PM

View PostKh0rn, on 04 August 2015 - 01:13 AM, said:

Mwll data center.

ID = APC Armored personal carrier.

Posted Image

The APC is just that and all. A fairly large 8 seater tracked vehicle that can transverse the field carrying a number of infantry units into battle. But what makes the APC special is that when parked some where it can act as a mobile respawn point for battle armor infantry. A well placed and hidden APC can spawn dozens of Ba too harass or attack a enemy outpost. Secondary it can be used a resupply point for assets that need too rearm, BA can also purchase weapons here. While lightly armored and with only 2 machine guns for BA defense the APC is a defense and support unit. The APC plays a great roll in keeping forward forces resupplied and is perfect for supporting a long tom with additional shells so it does not have too uproot and return too base.

The was one of the most fun vehicles to use for a group of BA players. There were places you could actually keep it hidden, depending on the map, of course. but it was cheap and playing a BA was wicked pissah!

Edited by Gremlich Johns, 04 August 2015 - 03:47 PM.


#354 Kh0rn

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Posted 05 August 2015 - 01:10 AM

Mwll data center.

ID = Partisan Support and Anti Air tank.

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The Partisan tank was build with 2 roles in mind. Support and anti air duties Which both roles it excels at. The partisan is centered around heavy use of ammo based weapons such as LBX , AC , UAC and Missiles While making it ammo depended also gives it great long range instant punch. The other use for the tank is Anti air support which it does a great job of since its turret can aim straight up as too keep a constant fire on its target. Most variants feature a GECM too help hide it self in combat. But its is not a direct front line tank too face off against heavy and assault mechs.

Prime: The prime is a mix of AA an support. This tank can lay out a long range barrage of AC fire while its GECM keeps it already low profile that much lower. Backed up with 4 extra tons of ammo the Prime can sit for long periods blast away at assets both ground and air. It is armed with 4 AC-5 cannons that can reach out too a respectable distance, this mixed with its fast fire rate can be rather dangerous.

A: A slightly altered version of the prime. The A swaps out the 4 AC-5's in place for 4 LBX-AC5's while giving it a slower recycle time its shot gun is very effective at stripping armor and is better for its role as AA support. The rest of the system is identical.

B: A true AA platform. The B variant goes for DOT weapons and can quickly strip the armor of both ground and air assets alike. The B is armed with 4 RAC-2's with 2 tons worth of reloads. Long range machine gun like Auto cannons that can easily over time reduce mechs armor to nothing. However in order too add these weapons. It has had its GECM removed.

C: A long range direct and in direct fire support platform. The C variant returns its much needed GECM an this time it has a BHP too extend its radar too 1400m. This set up is ideal as the C variant mounts 2 ELRM-20 racks with 2 tons of extra reloads. ELRM's can fire out to 1500m so the inclusion of BHP too extend its radar too 1400m greatly helps it. however with any lack of close range weapons it is a sitting duck too brawlers and even lonely battle armor.

D: The D variant is probably the most interesting. Breaking the whole long range role all together. Whiles its BHP is removed its GECM is still onboard and this variant needs it the most. For long range the D variant mounts 2 UAC-5 but as it closes the distance the D variant can bring too bear a large MRM-30 rack that can really dish out the damage. Provided the pilot can make them hit. It is also backed up by 3 tons of extra ammo.

E: Another long range variant. The E goes for fast firing weapons much like the RAC variant. This variant is armed with 4 UAC-2 cannons and while lacks the DPS of the RAC variant it can shoot further, Supplied by 4 tons of ammo the E also mounts a pair of Machine guns for BA defense.

F: Identical too the prime but its GECM has been swapped out for a BAP.

G: A mix of the D and prime variants. This one takes 2 different sets of AC's too give it a constant fire set up, Armed with 2 AC-5 and 2 UAC-5 the tank can fire in different waves. It is also fitted with 2 extra tons for reloads. But as a down side too mounting 2 UAC-5 the GECM has been removed and replaced with a BAP.

#355 Kh0rn

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Posted 06 August 2015 - 05:55 AM

Mwll data center.

ID = Huitzilopochtli ( Huit for short)

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The Huit is a large clan heavy support tank build for long range and anti air duties. The Huit is a very large tank with a small turret, While not that well armored it does mount effective weapon systems from long range combat. It also uses the ArrowIV missile it most of its variants, making it a great long range indirect fire support unit. With the added feature of its turret guns being about too point straight up it can also be a very good anti air asset.

Prime: The solid AA variant. The A goes for quick firing AC's that can shower the sky in lead, able too deter any Aerospace fighter in the sky. It also has the ability too fire with Indirect fire support at long distance targets. For helping it remain hidden and finding targets. The prime is fitted with a BHP and a GECM. The prime is armed with 4 UAC-5 and 2 UAC-2 cannons for long range and Anti air duties. For long range direct and indirect support it carries a single ArrowIV launcher. It also comes with 8 tons extra ammo for supply.

A: The A variant is another type of AA an long range support tank. The tank increases its indirect fire support in terms of decreasing its direct. It has also had its BHP removed for the same of large weapons. This variant is armed with 2 CLBX-AC10 for low level AA duties as well as some direct fire on ground targets. But where it shines is in its In direct fire support. Fitted with 2 ArrowIV launchers. This Huit can fire 2 large warheads out too 3000m and can be helped along by NARC or TAG. 8 tons of reloads helps keep it in the field.

B: Nicknamed the " Anaconda" This variant is a powerful laser boat an is build for direct combat. This variant has had its GECM stripped an replaced with BHP system. Its weapons are 6 CLPL that can deliver a huge punch of damage, but at a very high heat output. The total lack of ammo based weapons allows the B too remain in the field very extended periods, only needing too repair when damaged.

C: Nicknamed " Force of nature" This Huit is armed similar too that of a Puma variant but takes it to another level. With its GECM returned too help it hide this variant is extremely dangerous too any thing that comes across it. Armed with 6 CERML an 2 ArrowIV launchers this beast can either far from a far or close in range too bring some pain. But again its high heat out put is its one big downfall. Helping it with ammo it carries 4 extra tons of Arrow ammo.

D: A nasty variant it its own right. The D makes use of more direct long range firepower paired off with indirect firepower. The D variant is nasty at any range and still carrying its GECM. For direct firepower it is armed with 2 CGauss rifles and 2 Machine guns for BA defense. For long range direct and indirect fire support it carries a pair of ArrowIV launchers. 4 tons extra ammo help keep it in the field longer but its total reliance on ammo and its low ammo reloads mean it has too operate near supply lines.

E: Nicknamed " Steel Rain" The E is a missile heavy variant of the Huit. This variant is also the only one too mount a AECM system too cover friendly forces and a BAP too extend radar this variant is a nasty one. Armed with 1 ArrowIV an 1 ATM-12 launcher these missiles alone can cause serious damage too those on the receiving end. For back up the tank carries 1 CHLL and 2 CUAC-5 cannons. However with only 2 tons for reloads and most of its weapons Ammo based this variant does not have a long battlefield time and needs too operate close too supply lines too keep it going.

#356 capt hungry

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Posted 06 August 2015 - 12:14 PM

I need to reinstall this!

#357 EvilCow

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Posted 06 August 2015 - 01:00 PM

View PostKh0rn, on 12 July 2015 - 01:06 AM, said:

Pic of the day. Posted Image Strike force on the move across TC_NewAvalon


What? no orange? not a bit of purple? not even violet?

#358 Kh0rn

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Posted 06 August 2015 - 01:18 PM

Lol these are not the maps you are looking for.

#359 Lily from animove

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Posted 07 August 2015 - 12:45 AM

View PostKh0rn, on 06 August 2015 - 01:18 PM, said:

Lol these are not the maps you are looking for.


your local ATM mechs would disagree

#360 Kh0rn

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Posted 08 August 2015 - 01:13 AM

mwll data center.

ID = Long tom artillery tank.

Posted Image

The Long Tom artillery is the single most powerful weapon in the game followed closely by Firebombs used by Aerospace fighters. The Long tom has incredible damage and range. Enough damage too severely damage and cripple an assault mech with a direct or close direct hit. With a range of up to 1800m the Long Tom is one of the longest ranged weapons in the game. However for this it pays a large price for being very difficult too use, long reload times and the tank it is fitted it is very slow , weak armored and has no back up weapons. Making it very vulnerable to enemy attacks with out a defense team protecting it. With the addition too carry 4 extra tons of ammo into combat it is advised that a APC is kept near the tank for constant resupply as returning too an outpost too rearm will leave it sitting duck for any unit too engage. Even a lonely battle armor is a threat too the tank. However in order too use the tanks massive long range of its gun a light or medium asset should be present with a C3 system so that information sharing can reach the tank giving it target co-ordinates beyond its 1200m radar range an allow it too shell targets further out. Long toms are very useful for shelling enemy strong points where defense are to strong too attack by other ground forces.

Edited by Kh0rn, 11 August 2015 - 12:22 PM.






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