Jump to content

Mechwarrior: Living Legends Is Not Dead...


793 replies to this topic

#361 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 08 August 2015 - 06:00 AM

View PostKh0rn, on 08 August 2015 - 01:13 AM, said:

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 3000m 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.

A.K.A. The I-Don't-Mind-Losing-My-Friends Mobile

#362 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 08 August 2015 - 06:10 AM

Hopefully the LT pilot will have the niceness too tell his friendlies too clear the blast area before putting a shell down range lol.

#363 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 08 August 2015 - 06:14 AM

View PostKh0rn, on 08 August 2015 - 06:10 AM, said:

Hopefully the LT pilot will have the niceness too tell his friendlies too clear the blast area before putting a shell down range lol.

How many times has that NOT happened?

#364 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 08 August 2015 - 06:22 AM

View PostIraqiWalker, on 08 August 2015 - 06:14 AM, said:

How many times has that NOT happened?


Well very very rarely actually I guess because of the amount of penalty for team killing stops them from just lobing shells.

#365 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 09 August 2015 - 02:27 AM

Mwll data center.

ID = Oro medium main battle tank.

Posted Image

The Oro in short is a mix between a medium and heavy main battle tank, out fitted with good armor , good weapons and good speed its a jack of all trades kind of tank able too hold its own in any situation it may find it self in. With a high gun elevation The Oro can also act as a type of anti air asset for low flying aircraft. However its not with out its draw backs. The first being its large turret which is very lat and open and hard too miss. Second is its lack of many electronics. Never the less the Oro MBT is a dangerous tank and can rival light , medium and even some heavy mechs in direct battles.

Prime: The prime is a good example of a jack of all trades variant. Mounting weapons for just about any engagement the Prime is suited for most battle field conditions. With the added bonus of a extra ton of armor too help it survive longer the prime carries some heavy hitting firepower. The prime is armed with 1 CLPL for engaging targets out too long range, as the tank closes in it brings in 2 CERML and 1 CLBX-AC20 with a extra ton of reloads. This pay load can easily cripple and destroy most light and medium battle mechs it may encounter.

A: A long range variant the A version mounts weapons for engaging at very long range and with its small profile can deliver a nasty punch before the enemy can even see where it is. The A is armed with 1 CERPPC an 1 CGauss rifle for engaging targets up to 900m this combination of weapons is extremely powerful at this distance. For light defense against Ba it carries a pair of ERSML. However it will struggle in brawling range as the long reload cycles of the PPC and Gauss will hamper it. For extra battlefield time the CGauss is supplemented by a extra ton of ammo.

B: A very nasty but hot variant. The B backs some impressive firepower for any Oro. It functions much the same as the Prime where it is a jack of all trades. For engaging targets out too 700m it carries a CHLL, for when targets come into range this is backed up by a CUAC-20 and 2 CERSML for support. It also carries a extra ton of ammo for the UAC-20. But control fire is needed as it generates heat rather quickly.

C: A straight up brawler sand paper variant. The C fore goes any long range weapons in favor of pure close range. Its longest firing weapon is a CLBX-AC10 when coming into closer range this is backed up by the larger CLBX-AC20. These two guns along can strip armor off even heavy mechs. For BA defense and heating the enemy it carries a pair of Flamers. However with no long range weapon at all drivers must be careful and what they choose too attack. Either the LBX 10 or 20 can have a extra ton of ammo.

D: Bearing a similar load out to the B variant the D keeps the CHLL but has swapped out the CUAC-20 for a CGauss rifle, It has also done away with the 2 CERSML and replaced them with 2 Machine guns. While being more ammo dependent this does make the D far cooler then its B counter part.

E: A long range energy boat on treds. The E variant strikes hard at 900m and being the only Oro to mount a BAP, can find its target before lining up its gun. When in position too fire The E can deliver a nasty punch with its 2 CERPPC's combined with its small profile and total lack of ammo the E variant has the best battle field time as rearming is not needed. Backing up the ERPPC's for Ba defense it does mount 2 CERSML. But with 2 major draw backs being its total lack of brawling with its long reloading PPC's and its extreme heat out put. Drivers are advised too keep far away with this variant.

#366 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 10 August 2015 - 01:00 AM

View PostKh0rn, on 08 August 2015 - 06:10 AM, said:

Hopefully the LT pilot will have the niceness too tell his friendlies too clear the blast area before putting a shell down range lol.


Calculated collateral damage with positive sideeffect.
pff, its a fast way to get backup, shoot your friends 3km away let them spawn at your base where you are hiding.

#367 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 10 August 2015 - 04:44 AM

Mwll data center

ID = Morrigu heavy tank.

Posted Image

The Morrigu is a 85 ton heavy assault tank with enough firepower too stand up too most assault mechs. Altho very slow and hard too turn. The Morrigu is a line breaker and build mostly with long range firepower too pound enemy positions. With the added bonus of GECM on all variants this makes finding and targeting a Morrigu rather harder. However due too the slow speed of the Tank it is a prime target for fast movers and Air support. A morrigu in the right hands and in the right place can be a very difficult and dangerous threat.

Prime: Build too engage at long range the Prime focuses on direct and in direct fire support for allied forces. It is armed with a trio of CERLL and 2 CLRM-15 racks boosted by 2 tons of extra ammo. For countering missile fire on its self and friendlies it carries 2 LAMS systems.

A: The A cuts down a bit on firepower for additional armor. This variant keeps its same set up of lasers and LRMS but the weapons them self have been altered. It now carries a trio of CLPL which do not shoot as far but can fire faster. The two LRM-15's have been downed to LRM-10's. The two extra tons , 2 LAMS and GECM remain un changed.

B: AKA the " Scalpel" This variant mounts 3 of the most powerful energy based weapons and does away with any kind of missile system giving it massive damage and the ability to sit in the field longer with out the need too rearm. The tank is armed with 3 CHLL that can strip armor off any thing that comes in range. But even with its 22DHS it still suffers heat problems so drivers must be aware. It also carries 2 LAMS an GECM.

C: On the long range attack again. The C returns to its more familiar system of energy mixed with missiles. This variant mounts a trio of CERPPC which can cause serious damage too targets but also generate a lot of heat considering the tank only has 14DHS. To back up its long range weapons it carries a pair of CATM-3 racks good against far targets and even air threats. Like its other variants it still holds its GECM and twin LAMS.

D: A mixed bag variant. The D breaks the normal builds of energy with missile and instead goes Ballistic with missiles making it ammo dependent but still very dangerous. For long range fighting the D carries 2 CATM-6 racks but unlike the other variants the D goes in close too hit with its AC's It mounts 3 CLBX-AC10's for punch holes in combat units up close and can even give limited AA support if the turret can aim high enough. However it has had a single LAMS removed and its inability too carry extra ammo means it will need too stick close too supply lines.

E: A medium too close range fighter. The E fore goes any long range weapons in favor of brawling. For medium range it carries a trio of CUAC-10's that can quickly put the damage out and bring down heavy assets. When getting closer the E can bring in 2 CSRM-4 packs too help out. For extra battlefield time it carries 3 tons of extra ammo for its weapons but like the D only carries a single LAMS system.

#368 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 11 August 2015 - 03:21 AM

Mwll data center.

ID = Demolisher heavy tank.

Posted Image

The Demolisher is a hard hitting heavy tank. Heavily armored and armed the Demo takes no prisoners. While being less gunned then a Morrigu it does carry a little more armor and speed. Demo's can be out fitted all kinds of weapons for short to long range fighting. It usually is built around a pair of weapons that are identical making using a demo rather easier and not needing too worry about various ranges. However with its total dependence on ammo the Demo can't operate for long extended periods in the field. But regardless a good Demo driver can rival heavies and light assault battle mechs.

Prime: The prime is a simple puncher. Armed with twin AC20's with 2 tons of reloads. This allows the Prime too deliver a fast firing blow again and again making it very powerful at close range and throwing enemy return fire out the window. For helping it close the distance the Prime carries a GECM. However with only being able too engage at 350m it does mean the Demo has too be careful when moving into range.

A: A long range variant. The A Demo replaces its twin AC20's with twin Gauss rifles, Still retaining its 2 tons of ammo. This variant is geared for fighting at long range. But as a draw back too this the A variant has ha its GECM removed. But with its twin Gauss rifles it can now fire at targets at long range dealing some serious damage.

B: A brawler just like the Prime. This variant performs a similar role but has its weapons have been changed. It now mounts double LBX-AC20 with the same 2 tons of ammo. However now the B variant delivers a punch harder but slower punch. It also gives limited AA support too ground forces. It also returns its much needed GECM.

C: A Dot variant the C demo has the fastest rate of fire of any demo. It is armed with a pair of RAC-5 supplemented by a whopping 8 tons of extra ammo, what makes it stand out even more is that it carries 4 extra tons of armor giving it great protection. While the Rac-5's do less damage the sheer rate of fire makes up for them.

D: A interesting mixed bag variant. This is the only Demo too mount two different weapon systems. It mounts a UAC-20 and a LBX-20, probably the most damaging of all the variants. The D also mounts a AECM too cover allied ground forces as it advances. However in order too fit this firepower and ECM a full ton of armor has been stripped from the tank.

E: A medium range assault tank. The E is a very rare variant not seen cause of its lack of firepower. The E brings too bare 2 UAC-10 cannons that can fire out too respectable ranges. Its rate of fire and range are its perks. It also carries 4 extra tons of ammo giving the E variant a longer battlefield time.

#369 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 12 August 2015 - 02:02 AM

Pic of the day. Posted Image Cockpit view of the Hollander II

#370 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 12 August 2015 - 05:22 AM

I rally miss landscape in MWO, we have those battlefield areas here but they alwas try to look specifically alien and whatever. or "very impressive" but just some regular landscapes, thats somehow missing, some big wide open farms. But then those open maps would not wor within MWO due to, well imbalance and lack of cover.

#371 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 12 August 2015 - 05:40 AM

No not with the MWO combat system they would not but they still could make more Earth like planets on a smaller scale.

#372 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 13 August 2015 - 01:01 AM

Mwll Data center.

ID = Timberwolf heavy mech.

Posted Image

The Timber Wolf is the most Iconic Clan mech fielded It is also a very well rounded and tough heavy mech to boot. With variants build for all kinds of engagement ranges the Timber wolfs only real draw backs are its lack of jump jets and advance electronics. But with so much firepower and good armor Timber wolfs become primary targets for enemy forces to destroy as left un checked can bring down massive amounts of firepower on their targets.

Prime: Geared too fight at long range this variant boosts heavy direct and indirect fire support for combating enemy forces. For long range it packs a pair of CERLL backed up by a pair of CLRM-20 racks. this firepower alone can cripple any thing far out. As a target comes closer the prime brings in 2 CERML and 1 CMPL, finally to round it off it carries a pair of Machine guns for BA defense. Pilots can also use the CLRM-20's for close range if need be.

A: Doing away with all missiles and going for medium too long range fighting The A variant packs a lot of heavy hitting power in a few weapons. For long range the A variant mounts a pair of CERPPC that alone pose a serious threat to any thing. Finally to help them when cooling down the A packs a pair of CUAC-10's mounted high up backed up by 2 tons of extra ammo.

B: Another long range variant with no missiles. The B changes its weapons load out but keeps a similar role to that of the A. Armed with 2 CERLL and 1 CGauss rifle for long range it packs respectable punch for a heavy at long. When coming closer these weapons are boosted by 4 CERML and 2 machine guns for BA defense. This variant also sports 1 extra ton of ammo and a single LAMS system.

C: A medium range brawler. The C while uncommon is a murder machine in its range bracket. Armed with 2 CLPL , 2 CSSRM-6 packs and 4 CHML this variant brings the hurt up close. However it does have a high heat output so pilots must be careful when firing the weapons. And like the B carries a single LAMS defense system.

D: Trading back too long range the D variant is also another uncommon variant but still dangerous. The D variant mounts a pair of CLRM-15's for direct and in direct fire support. these weapons are backed up by 2 CHLL that can really hurt its target. finally for BA defense it mounts a pair of Machine guns. Due too the large heat out put pilots are advised too keep at distance and do not brawl with it.

E: A terrifying long range variant. The E makes use of pure long range firepower and fore goes any short range back ups. The E is also the only Timberwolf fitted with GECM making a grave threat that much more dangerous. For engaging at long range it packs a pair of CERPPC's and a pair of CATM-12 racks. This combination is extremely dangerous and can bring down heavy and assault assets with out much of a problem. However due too the minimal range of ATM's if a mech should get with in close range the E becomes nothing much more then a free target as it does not have the heat sinks too keep firing its CERPPCs

F: And insane close range build. The F variant has the most unique but dangerous close range attack of all Variants. The F is armed with 2 CLBX-10's backed up 2 CDSRM-4 packs and fianlly 6 flamers. While short range, up close the F can quickly over heat and blast away its enemy with out to much return fire. It is dangerous and not to be underestimated. But lacking any long range does leave it open for long range assets too pick it apart.

G: A medium to close range variant. This variant is armed to the teeth with medium and short range weapons. It is armed with 4 CHSML, 2 CHML, 1 CDSRM-4 pack , 2 CLBX-AC5 and 1 CLBX-AC20 giving it massive damage up close at its target however due too lack of extra ammo and less DHS this variant is very hot and can not sustain its fire for long.

#373 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 14 August 2015 - 01:08 AM

Mwll data center

ID = Hellbringer heavy mech.

Posted Image

The Hellbringer (Loki) is a Clan heavy battle mech build for offensive and electronic warfare. The Loki sports massive amounts of firepower for its size and is pretty nimble around the battlefield. On top of this as well the Loki sports advance electronics every thing from , GECM , MASC , C3 and all kinds of radar extension systems. However the Loki suffers in terms of its armor. The Loki is not designed too lead assaults or be on the front lines for long. The Loki also suffers in defense situations where its brittle armor can not last long against constant enemy fire. However despite the weakness the Loki can dish out the pain and provide its team with electronics to help tip the scale in some battles.

Prime: An utterly mad configuration. The prime is geared with massive amounts of firepower and electronics for its size. Fitted with a BAP , GECM and a C3 system this allows the prime to hide , see enemies afar and transmit data to friendly forces all in one mech. On the attack the Prime has a pair of CERPPC for long range. With in them self are a dangerous weapon. When closing the distance the prime brings into play 1 CSSRM-6 pack backed up by a trio of CERML. Finally for BA and Anti missile support it carries a pair of machine guns and a single LAMS system. The two draw backs are being very hot and fragile.

A: The A variant goes for more long range firepower over the prime. This variant is armed with a CLRM-15, 2 CUAC-5's and 2 CERLL for long range which is a pretty dangerous combination of weapons. For medium to close range support it has a trio of CERML and finally backed up for BA defense and missile cover sports a pair of Machine guns and a single LAMS system. For a longer time in the field the A variant comes with 3 extra tons of ammo. Pilots should not engage in brawling with this variant as it lacks any real threatening punch for its size.

B: A medium to close range fighter. the B mounts a simple few but dangerous weapon combination. Its furthest firing weapon are a pair of CHLL that can fire out to 700m, as the mech closes in a large CUAC-20 opens up on the target. Finally for BA defense the B carries a pair of machine guns. Due to the heavy weapons load out the B lacks any kind of electronics and missile defense systems.

C: Another close range attack variant. The C makes use of all kinds of weapon systems and excels at brawling range altho still lacking in armor its weapons are powerful enough too see it through. It is armed with a pair of CLBX-AC10 , 1 CDSRM-6 pack, a trio of CERML and finally for BA defense a pair of machine guns. 2 tons of ammo finally round off the variant. However with the lack of electronics pilots of this variant must be careful when choosing to attack.

D: The D goes back to a prime route of playing as a team support asset. the D is fitted with a AECM system too cover allied forces as they move. and to help it close the distance for its weapons it is also the only Loki fitted with MASC. While not as well armed as other Loki's the D does make up for it in armor adding a extra 1.5 tons extra armor. It is armed with 4 CHML, 2 CERSML and finally 1 CDSSRM-6 pack rounded off with a extra ton of ammo and a single LAMS system. This variant should rather stick with allied forces and should not lead assaults.

E: Bearing similarity to that of the C variant the E changes its weapons slightly for medium range rather then brawling range. The E is armed with a pair of CUAC-10's, 1 CSSRM-6 pack a pair of CERML, 2 machine guns for BA defense and 3 tons of extra ammo for combat. Due to the sightly less firepower then the C the E makes room for a GECM to balance it out. Allowing it self too be hidden as it closes in for a kill.

F: A power house up close the F variant is based mostly around an energy load out making it able too sit in the field for a long period of time. For long range the F mounts a pair of CERLL, as the mech closes in a trio of CMPL and 2 CERSML come into play finally in range it can deliver its largest weapon which is is a CLBX-AC20 cannon, backed up by a ton of reloads keeps this variant in the field even longer.

G: A long range support variant. This is probably the rarest seen Loki in the game. It is a sniper variant. Armed with 2 CLBX-AC5 and CLBX-2 cannons while spreading they can shoot far at targets and have a fast recycle time. But its main punch comes from a CGauss rifle supported by a extra ton of ammo. Finally if a target close come close enough it can bring in a trio of CSMPL to add to its firepower. but as always direct combat should be avoided.

#374 MikeDaBasque

    Member

  • PipPip
  • 20 posts

Posted 14 August 2015 - 06:30 AM

Today I've tried it for the first time and I like it but unfortunately I could only find a server with 3 players. Is anyone orginising an event or something so that we could group up around 20 or 30 players?

#375 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 14 August 2015 - 06:43 AM

View PostMikeDaBasque, on 14 August 2015 - 06:30 AM, said:

Today I've tried it for the first time and I like it but unfortunately I could only find a server with 3 players. Is anyone orginising an event or something so that we could group up around 20 or 30 players?


try later at EU primetime. Also if you have TS hop on there.

#376 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 14 August 2015 - 06:46 AM

Yes week ends in EU prime time hosts Chaos march a community run like community warfare with factions battling for planets. And as Lily said EU prime time we can expect any thing from 15 -30 players at that time. But we do have a small player base which we are trying too change. We hope too see you some time.

mwll.mwmaster.net is our Teakspeak address

#377 MikeDaBasque

    Member

  • PipPip
  • 20 posts

Posted 14 August 2015 - 09:14 AM

Thanks guys, I'll hop into the TS

#378 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 15 August 2015 - 04:50 AM

Pic of the day. Posted Image A Catapult and Warhammer busy securing a recently captured outpost on TC_Death valley

#379 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 16 August 2015 - 02:13 AM

Mwll data center.

ID = Catapult heavy mech.

Posted Image

The Catapult is a Inner Sphere second line support heavy mech build wit the emphasis on support based weapons. While it does a great job at this some variants have also entered service that direct it to more close range and sniping roles. However due to the weak armor the Catapult is best used as a support asset. Most of the variants mount JJ allowing it to get into perfect firing positions for its long range weapons. Over all the Catapult is a great fire support asset and in the right hands can also be dangerous up close.

Prime: The prime is a long range Direct an In direct fire support platform. Build around missiles this variant is perfect for giving cover for allied forces as they advance. The prime is armed with 2 LRM-20 racks with 2 tons of extra ammo which can easily bring the hurt for targets they strike. If a threat should get close the prime does have 4 ML to support it self but pilots are advised not to engage in direct combat. Finally for mobility the Prime carries Improved JJ.

A: A sniping variant and one that is pretty nasty. The A variant bears similarity to that of the K2 variant. It does away with missiles entirely and goes for direct long range firepower. It is armed with 2 ERPPC's mounted on each arm which are high mounted. For contributing to the fight some more it is backed up by 4 ERML. While rather hot the total reliance on energy means the A can operate for extended periods with out supply lines. And like the prime still carries its Improved Jump jets.

B: Changing the role to a medium attack range. This variant delivers a really nasty strike when in range.The B is armed with 2 MRM-30 racks that can cause some serious damage in one salvo, however due to its spread they are difficult weapons too use effectively. If a target should close in range it does carry 4 ERSML for light defense. But like its others should not go in alone or lead direct attacks. Finally just like its others it still carries its Improved JJ.

C: An extreme long range fire support platform. The C is one of the most deadly assets in the game. The reason for this is the C is armed with 2 ArrowIV missiles that can fire out to 3000m. Added with the ability to use its JJ and then fire an ArrowIV gives it even more versatility, however due to the high heat out put of the missiles pilots should only fire 1 ArrowIV when jump jetting. For light BA defense it carries a pair of ERSML and a pair of Machine guns. 2 extra free tons help keep the arrows firing for longer. However the C should avoid direct combat at all costs.

D: Another close range brawler and the only variant that does away with its JJ. the D is a hard hitting variant up close. Arme purely for close range this does leave it vulnerable to ranged attacks if un supported. In range It is armed with 2 DSRM-6 packs and 4 MXPL, supplied with 4 tons extra ammo this variant can stay in the field much longer and keep its missiles firing on its targets well after most enemy assets have run dry of their own weapons.

E: Another extreme long range support asset. The E returns back to a long range missile platform and returns its much needed Jumpjets. However this time to help it target enemies further away the E is fitted with a BHP extending the radar out to 1400m. This system is perfect for its weapons load out as it is armed with a pair of ERLM-15 racks, capable of firing at targets at 1500m. Backed in with 4 extra tons of ammo the E has a long battlefield time for being a support platform. Finally if a target does get to close it brings in 4 ML to help out.

#380 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 17 August 2015 - 03:26 AM

Mwll Data center

ID = Rifleman heavy mech.

Posted Image

The Rifleman is a long range and anti air support mech in the game. With 90 degree vertical pitch of its torso and 360 torso rotation The Rifleman can fire from any location against both ground and air threats. While weak armor some Rifleman's pack some serious long range firepower and some times can become a problem with out most assets being able to return a shot. But its true role lies in Anti Air duties as with its very mobile torso can keep firing on air threats no matter how high they go. Other from that the Rifleman is not a direct combat unit al tho if push comes to shove they sometimes can prove to be rather useful.

Prime: Out fitted for both AA and long range this rifle man is armed with 2 ERLL an 2 UAC-5 to fire out at long ranges against both air and ground forces. 2 ERML help it add to its punch if something gets close enough. 2 extra tons finally keep the UAC-5 firing longer and its BAP allows it to scan for targets before most can see it on their radars.

A: The A goes more AA then long range support. The A is armed with 4 UAC-5 and 2 machine guns for BA defense with the added perk of 4 extra tons of ammo. To help keep it hidden in a well placed area the A is fitted with a GECM. Fitted with BAP as well it can find its targets in cover before unleashing a hail storm of lead fairly quickly. However like all Rifleman's direct combat must be avoided.

B: A more of a close range support and low AA power. The B makes use of a pair of LBX-10 that can be very useful for engaging both ground and low flying air assets. For helping it with additional firepower it carries a pair of AC5's and finally for BA defense a pair of machine guns are fixed to it.

C: A rather nasty long range variant. The C returns the BAP back to this variant. It works well in conjunction with its primary weapon as its mounted with a pair of Light Gauss rifles that can fire up to 1200m same distance as the BAP detection range. these weapons are also very good against air threats. Finally backing up the light Gauss are a pair of ERLL. One of the more deadly Rifleman variants.

D: AKA the patriot This Rifleman is a true AA and DOT variant. Armed with a whopping 4 RAC-2's supported by 4 extra tons of ammo. This variant can deliver a nasty storm of lead on its target for a respectable distance. It also plays havoc with air units as its rate of fire can quickly knock out fighters with out to much trouble. However mechwarriors should pay attention to the ammo count as well as the heat from the RAC's as not to jam in the wrong situations. Finally it has the ability to cover friendly forces with a AECM making it a perfect mobile support AA platform for advancing forces. Its BAP also helps finding targets quickly.

E: A medium range laser boat. The E variant mounts only energy based weapons allowing it to operate in the field much longer. The E is armed with 4 LPL giving it good respectable damage. But it should not go in alone an rather be supported by allied forces. However left unchecked this variant can quickly mount the damage to a enemy target and should not be underestimated.





13 user(s) are reading this topic

0 members, 13 guests, 0 anonymous users