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Elementals are the battle armored infantry of the Clans. While infantry has been used alongside BattleMechs since the war machine was introduced to the battlefield in 2439 and platoons trained to take these metal titans out followed soon after; it was the Clans that revolutionized Anti-Mech infantry. Most Inner Sphere infantry, conventional and Anti-Mech alike, have armor that will sufficiently protect against small arms fire, like pistols and rifles. The Clans, however, introduced a type of infantry that not only could bring a ‘Mech down, but could still do so after taking a hit from a Large Laser.
Riding into combat mounted on the torsos of OmniMechs, a “Point” Elementals – five if the unit is at full strength – will dismount at the command of the MechWarrior. Once on the ground they will generally hold position and fire at any target they have in their line of sight (LOS). Due to the jump packs mounted on their armor they have a 90 meter range and are able to see over heights of 90 meters. Veteran units have been known to give chase to targets and venture away from the standard Small Laser and C-SRM 2 weaponry, mounting Machine Guns or Flamers.
Ideally a MechWarrior would like to drop these troopers as close to the enemy’s movement. Any enemy that walks within 10 meters of an Elemental Point risks having these troops swarm their ‘Mech. However, allowing Elements riding on one’s OmniMechs does cause some hindrances. While Elementals are mounted on an OmniMech said ‘Mech cannot fire torso mounted weapons, so sometimes dropping them earlier than what is optimal might be an option.
Swarm Attack: Any time an enemy ‘Mech approaches within 10 meters the Elementals will attach and immediately start doing damage with their primary weapon.
Beta: 30.0 seconds of damage
NARC-like sensor abilities.*
Release: Add “Physical Attack” key; hold down a key for length of time similar to CW Eject time and the Elementals are removed.
Update: Allies are able to lock on to Elementals and attempt to shoot them off, risking doing damage to a friendly ‘Mech.
* Assess the NARC-like ability with each release and adjust as needed
Weapon Loadout (Basic & Veteran-Small Laser):
Primary: Small Laser
Damage: 3.00
Cooldown: 2.25
Range: 135
Max Range: 270
Duration: 0.75
Speed: N/A
DPS: 1.00
DPH: 1.50
HPS: 0.67
Ammo: N/A
Secondary: C-SRM
Damage: 4.00
Cooldown: 2.00
Range: 270
Max Range: 270
Duration: N/A
Speed: 300
DPS: 2.00
DPH: 2.00
HPS: 1.00
Ammo: 4
Weapon Loadout (Veteran-Machine Gun):
Primary: Machine Gun
Damage: 0.08+
Cooldown: N/A
Range: 120
Max Range: 240
Duration: N/A
Speed: 100
DPS: 0.80
DPH: -
HPS: -
Ammo: 250
Secondary: C-SRM
Damage: 4.00
Cooldown: 2.00
Range: 270
Max Range: 270
Duration: N/A
Speed: 300
DPS: 2.00
DPH: 2.00
HPS: 1.00
Ammo: 4
Weapon Loadout (Veteran-Flamer):
Primary: Flamer
Damage: 0.70+
Cooldown: N/A
Range: 90
Max Range: 90
Duration: N/A
Speed: 1050
DPS: 0.70
DPH: 0.70
HPS: 1.00
Ammo: N/A
Secondary: C-SRM
Damage: 4.00
Cooldown: 2.00
Range: 270
Max Range: 270
Duration: N/A
Speed: 300
DPS: 2.00
DPH: 2.00
HPS: 1.00
Ammo: 4
Module Stats (Basic):
Range: 90m
Duration: Until Destroyed
Elevation Change: 90m
Armor: 22 Each**
Module Stats (Veteran):
Range: 90m
Duration: Until Destroyed
Elevation Change: 90m
Armor: 22 Each**
*The Elementals (Veteran) will chase after the first target the can get lock on. If they lose LOS they will hold position until they can get lock on another target.
** Each module will have 5 Elementals each one can withstand 11 points of damage.
Balance Methods:
- Introduce Thunder LRM ammunition for the Inner Sphere (reintroduced in Lyran Alliance and Federated Suns in 3052). This munition causes no damage when fired at a ‘Mech but will lay a mine field at the point of impact. Once a ‘Mech enters within 30 meters of the point of impact the mines go off. They will cause damage as if an artillery strike from below and does damage equal to LRM size.
- Allow Inner Sphere BattleMechs use this ability but at a higher “reload” cost, representing that the Inner Sphere BattleMechs need to be repaired after each mission because the BattleMechs are not designed for the strain of loading and unloading Elementals, only OmniMechs have that ability. This is not how it works in Lore, mind you. In Lore BattleMechs – Clan and Inner Sphere – simply cannot mount Elementals, but MWO regularly fudges Lore a little for game balance purposes.
- Reduce the armor for each Elemental from 22 to 11.
Edited by R79TCom1 Night Lanner, 28 December 2015 - 10:49 PM.