Difference between pages "Arrow IV" and "Thunderbolt"

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[[File:ArrowIV.jpg|thumb|220px|ArrowIV]]
 
The '''ArrowIV''' (also called '''Arrow 4''', '''A4''', '''Arrow'''), is the most powerful guided weapon available. It can fly up to 3000 meters and, depending on where it hits, is capable of disabling many units in a single twin-missile salvo. ArrowIVs are also nearly impossible for a single [[AMS]] system to destroy, requiring at least 2 to reliably block a single missile, and 4 or more to have a chance to disable the usual 2 missile salvo.
 
__TOC__
 
  
<div style="clear: both"></div> <!-- Stops the text flow beside the picture-->
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The '''Thunderbolt''', or '''TBolt''', is a powerful, precision-fired [[Missiles|Missile]] mounted only on a handful of units. Thunderbolts can be guided to a target by [[TAG]] Laser, but can have trouble hitting oddly positioned or fast-moving targets as their turn speed is very low.
==Overview==
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The ArrowIV' distinct features when in flight are its brightly colored exhaust flame, black smoke trail and high ballistic arc. If you see it heading your way, turn off your radar, run like hell and pray, as devastation is not far behind. If you do survive an ArrowIV strike you will most likely be in need of major repair.
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Two TBolts are capable of devastating most [[Light Mechs]] with precise hits to the [[Armor|Rear Torso Armor]], and can also heavily damage the majority of [[Medium Mechs|Medium]] and [[Heavy Mechs]]. It is also possible to kill the Pilots of [[Mechs]] by hitting the [[Armor|Cockpit]], although in most cases it is pure luck. TBolts also have significant splash damage, allowing them to deal damage to several [[Armor]] components at the same time.
 +
 
 +
Upon impact, TBolts create large explosions and an intense flash, which can be blinding in [[Night Vision]], and can also cause severe Cockpit shake.
 +
 
 +
The most effective way to use TBolts is to fire them at Tagged [[Heavy Mechs|Heavy]] or [[Assault Mechs]] from 1000 meters, allowing the TBolter to avoid most enemy fire. These units are too slow to effectively dodge the TBolt, thus increasing the chance of a hit.  One can also unleash a sneak attack by performing a dumb-fire of a TBolt barrage while in passive radar mode, as long as your target is either stationary or moving slowly and can't see you coming.
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 +
Air Thunderbolts work a bit differently from their ground-based siblings in that they are very effective against larger, less maneuverable aircraft but deal almost no damage at all to ground assets. In this way, it is best to treat Air TBolts strictly as an air-to-air missile weapon.
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Only Inner Sphere units may make use of Thunderbolt launchers.
  
 
==Weapon Stats==
 
==Weapon Stats==
  
 
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
 
<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
{| class= "wikitable sortable" style="text-align:center; font-size:13px; margin:auto; border-spacing:0px; border-collapse:separate;"
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{| class= "wikitable sortable" style="text-align:center; font-size:13px; margin:auto; border-spacing:0px; border-collapse:separate; white-space:nowrap"
|- style="text-align:center; height:70px;"
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|- style="text-align:center; height:70px; white-space:normal"
 
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
 
! data-sort-type="number" style="width: 90px; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Weapon'''
 
! data-sort-type="number" style="width: 70px" | '''Min Range'''
 
! data-sort-type="number" style="width: 70px" | '''Min Range'''
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! style="width: 80px" | '''Splash Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
 
! style="width: 80px" | '''Splash Damage<wbr/>/Shot''' <!-- Shot is the minimum amount of ammo/beams one can shoot-->
 
! class="unsortable" style="width: 100px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''
 
! class="unsortable" style="width: 100px; padding: 5px;" | '''[[Damage types|Damage<br>Type]]'''
! style="width: 80px" | '''Sec. Splash<br>Damage<wbr/>/Shot'''
 
! class="unsortable" style="width: 100px; padding: 5px;" | '''Sec.<br>[[Damage types|Damage Type]]'''
 
 
! data-sort-type="number" style="width: 100px" | '''Splash Radius'''<br>(prm/sec)
 
! data-sort-type="number" style="width: 100px" | '''Splash Radius'''<br>(prm/sec)
 
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
 
! data-sort-type="number" style="width: 80px" | '''Shots<br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
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! style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton -->
 
! style="width: 70px" | '''Ammo<br>/ton''' <!-- Half ton ammo treated as one ton -->
 
! style="width: 70px" | '''Ammo cost<br>/ton'''
 
! style="width: 70px" | '''Ammo cost<br>/ton'''
|- style="white-space:nowrap"
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|-
  
| data-sort-value="1" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Arrow IV'''
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| data-sort-value="1" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''TBolt5'''
| rowspan="2" | ~500m
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| rowspan="4" | ---
| rowspan="2" | 4300m
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| rowspan="4" | 1940m
| 1000m
+
| rowspan="4" | 750m
| rowspan="2" | 10s
+
| Data-sort-value="1" | 1s
| rowspan="2" Data-sort-value="700" | 4 x 175
+
| Data-sort-value="327" | 327
| rowspan="2" | Missile
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| rowspan="4" | Missile
| rowspan="2" Data-sort-value="468" | 4 x 117
+
| rowspan="4" | 1.5m
| rowspan="2" | Missile
+
| 10
| rowspan="2" | 9.5m / 50m
+
| 52
| rowspan="2" | 7
+
| rowspan="4" | 600
| rowspan="2" | 131
+
| 50
| rowspan="2" | 150
+
| 20
| rowspan="2" | 240
+
| rowspan="4" | 800
| rowspan="2" | 32
+
|-
| rowspan="2" | 1000
 
|- style="white-space:nowrap"
 
  
| data-sort-value="2" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Clan Arrow IV'''
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| data-sort-value="2" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''TBolt10'''
| 1200m
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| Data-sort-value="1.5" | 1.5s
 +
| Data-sort-value="654" | 654
 +
| 10
 +
| 105
 +
| 80
 +
| 10
 
|-
 
|-
  
|}
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| data-sort-value="3" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''TBolt15'''
</div>
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| Data-sort-value="2" | 2s
{{Version tag | Width = 1700px | Version = 0.11.3}}
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| Data-sort-value="980" | 980
 +
| 8.3
 +
| 131
 +
| 110
 +
| 7
 +
|-
  
==Gameplay==
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| data-sort-value="4" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''TBolt20'''
[[File:Arrow4.jpg|thumb|200px|[[Cougar]] about to get hit by 2 Arrows]]
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| Data-sort-value="2.5" | 2.5s
Thanks to the missile's large splash effect, a salvo of A4s can easily reduce all of a Mech's components to "yellow" status, thereby making the ArrowIV's overall damage third highest, with the [[Long Tom Artillery|Long Tom]] taking the lead and [[Bomb|Bombs]] being second, with the [[Tbolt]] having roughly similar (but more focused) damage. When a Tbolt hits a target at the same angle as Arrows it does less damage, though with a more horizontal approach or back-armor hit, Tbolts can inflict higher total damage -- the overall result varies depending on the situation. Because of it's very characteristic damage spread, the A4 user cannot concentrate it's firepower nearly as effectively on a single part, which could quickly cripple the target's firepower or movement capability -- instead, the A4 user is forced to burn through all of the target's armor to reduce the enemy's strength, or aim at units with already damaged parts.
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| Data-sort-value="1308" | 1308
 +
| 7.5
 +
| 157
 +
| 140
 +
| 5
 +
|-
  
ArrowIV launchers are extremely heavy and are usually mounted in pairs, making very few units capable of bearing them. The [[Catapult#Variant C|Catapult]] had to strip nearly all its support weapons in order to handle ArrowIVs. The only vehicles fielding this weapon are the [[Huit|Huit]] , [[Demolisher]] and [[Regulator]]; notably, no [[Aerospace]] or [[VTOL]] is capable of using this weapon.
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| data-sort-value="5" style="color:#e69710; position: sticky; position: -webkit-sticky; left:0; z-index: 999;" | '''Air TBolt'''
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| ---
 +
| 5200m
 +
| 750m
 +
| Data-sort-value="1" | 1s
 +
| Data-sort-value="160" | 160
 +
| Mgun
 +
| 1.5m
 +
| 10
 +
| 43
 +
| 600
 +
| 50
 +
| 20
 +
| 800
 +
|-
  
The preferred way to use ArrowIVs is to have a friendly unit designate targets using a [[NARC]] or [[TAG]] while the ArrowIV unit shoots the missiles from other location -- while the ArrowIV can only achieve a lock out to 1000m, it's long flight time allows it to travel from one base to another, allowing the A4 user to stay well behind the front lines.
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|}
 
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</div>
Missiles can be also be dumb-fired (that is, fired without lock) towards [[Gameplay Tactics#LRM Camping|LRM campers]] or other stationary, long-range units from beyond the A4's lock-on range, allowing an easy hit without triggering the target's missile lock warning. When dumb-fired, ArrowsIV's have an effective range of 3000m, and will travel to a point directly over the targeting reticule, before descending at a steep point and landing almost exactly where they're aimed. However, the missiles' smoke trail is highly visible, which may give the target ample warning to take evasive action. <!-- to be cliche -_-->
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{{Version tag | Width = 1480px| Version=0.11.3}}
 
 
Another possible use of the ArrowIV is to scare off Aeros or VTOLs, with the missile lock warning forcing the enemy to involve in multiple dodge maneuvers for quite some time, thanks to the missiles' ability to approach a target up to three times. For this tactic it's best to fire the two missiles with few seconds delay between each, lengthening the time enemy will be threatened by the missiles, and increasing the hit probability. However, as with [[LRM]]s, an air unit is only likely to be struck by missiles if it takes no evasive action; in this case, the missiles serve as a distraction, making both offense and fleeing more difficult for the targeted unit, and perhaps giving friendly [[AA]] more time to shoot it down.
 
  
<div style="clear: both"></div> <!-- Stops the text flow beside the picture-->
 
 
==Canon==
 
==Canon==
[[File:Arrow_IV_Artillery.png|thumb|200px]]
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First developed by the Federated Commonwealth in the mid-3050s for the Solaris arenas, the Thunderbolt launcher is an offshoot of standard LRM technology. Instead of firing a group of missiles, the Thunderbolt launchers fire a single missile that inflicts as much damage as an Autocannon/5, an Autocannon/10, a Gauss rifle or an Autocannon/20, respectively. This increased damage is made up for by the slightly reduced range and increases to the weapon's heat and weight. The Thunderbolt missile is also more vulnerable to anti-missile systems.
The Arrow IV is a stand-alone, missile based, artillery system, designed to augment conventional systems such as the Long Tom and the Sniper. It was first introduced by the Terran Hegemony in 2600 and became a staple of the Star League Defense Force. Although the technology to create Arrow IVs was lost during the Star League's collapse, it was recovered by Capellan Confederation engineers in 3044 working off of surviving examples and the Helm Memory Core.
 
  
[http://www.sarna.net/wiki/Arrow_IV_Artillery BattleTech reference]
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In CBT, Thunderbolt missile launchers cannot use Artemis IV or Narc guidance systems, but operate like LRMs in every other way. <br>
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[http://www.sarna.net/wiki/Thunderbolt_5 BattleTech reference]
  
<div style="clear: both"></div> <!-- Stops the text flow beside the picture-->
 
 
==Usage==
 
==Usage==
The following assets equip Arrow IVs:
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The following Inner Sphere assets equip Thunderbolts:
  
 
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<div style="overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;">
 
{| cellpadding="0" align="center" cellspacing="3" style="border:2px solid #e69710; border-radius: 8px; padding:0px 2px 10px 1px; margin-bottom:3px; white-space:nowrap"
 
{| cellpadding="0" align="center" cellspacing="3" style="border:2px solid #e69710; border-radius: 8px; padding:0px 2px 10px 1px; margin-bottom:3px; white-space:nowrap"
 
|- style="text-align:center; font-size:14px; background:#2E2E2E;"
 
|- style="text-align:center; font-size:14px; background:#2E2E2E;"
! colspan="2" style="width: 500px" | (C)Arrow&nbsp;IV
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! style="width: 150px" | TBolt5
|- style="vertical-align:top;"
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! style="width: 150px" | TBolt10
| style="width: 50%; padding-left:25px; padding-right:20px" | <div style="margin-top: 0.5em;">&nbsp;&nbsp;'''Inner&nbsp;Sphere'''</div>
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! style="width: 150px" | TBolt15
*[[Catapult#Variant C |Catapult (C)]]
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! style="width: 150px" | TBolt20
*[[Thanatos#Variant B |Thanatos (B)]]
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! style="width: 150px" | Air&nbsp;TBolt
*[[Regulator#Variant G |Regulator (G)]]
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|- style="vertical-align:top"
| style="width: 50%; padding-left:25px; padding-right:20px" | <div style="margin-top: 0.5em;">&nbsp;&nbsp;'''Clan'''</div>
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| style="padding-left:10px; padding-right:10px" | <div style="margin-top: 0.5em;"></div>
*[[Madcat#Variant C |Madcat (C)]]
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*[[Commando#Variant B |Commando (B)]]
*[[Madcat_MKII#Variant C |Madcat MKII&nbsp;(C)]]
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*[[Anubis#Prime |Anubis (Pr)]]
*[[Daishi#Variant C |Daishi (C)]]
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*[[Hollander_II#Variant C |Hollander&nbsp;II&nbsp;(C)]]
*[[Huitzilopochtli#Prime |Huit (Pr]],[[Huitzilopochtli#Variant A |A]],[[Huitzilopochtli#Variant C |C]],[[Huitzilopochtli#Variant D |D]],[[Huitzilopochtli#Variant G |G)]]
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*[[Uziel#Variant C |Uziel (C)]]
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*[[Bushwacker#Variant F |Bushwacker&nbsp;(F)]]
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*[[Argus#Variant E |Argus (E)]]
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*[[Warhammer#Variant D |Warhammer (D)]]
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*[[Mauler#Variant F |Mauler (F)]]
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*[[Atlas#Variant F |Atlas (F)]]
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*[[Harasser#Variant F |Harasser (F)]]
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*[[Goblin#Variant A |Goblin (A)]]
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*[[Rommel#Prime |Rommel (Pr)]]
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| style="padding-left:10px; padding-right:10px" | <div style="margin-top: 0.5em;"></div>
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*[[Osiris#Variant B |Osiris&nbsp;(B)]]
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*[[Chimera#Variant D |Chimera (D)]]
 +
*[[Bushwacker#Variant F |Bushwacker&nbsp;(F)]]
 +
*[[Atlas#Variant F |Atlas (F)]]
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| style="padding-left:10px; padding-right:10px" | <div style="margin-top: 0.5em;"></div>
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*[[Hollander_II#Variant C |Hollander&nbsp;II&nbsp;(C)]]
 +
*[[Hawkmoth#Variant C |Hawkmoth&nbsp;(C)]]
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| style="padding-left:10px; padding-right:10px" | <div style="margin-top: 0.5em;"></div>
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*[[Fafnir#Variant C |Fafnir&nbsp;(C)]]
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*[[Regulator#Variant D |Regulator&nbsp;(D)]]
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| style="padding-left:10px; padding-right:10px" | <div style="margin-top: 0.5em;"></div>
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*[[Sparrowhawk#Variant A |Sparrowhawk (A)]]
 +
*[[Corsair#Variant A |Corsa (A)]]
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*[[Rusalka#Variant A |Rusalka&nbsp;(A)]]
 
|}
 
|}
 
</div>
 
</div>
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{{Version tag | Width = 770px | What = lists | Version=0.11.3}}
 
 
  
 
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Revision as of 16:10, 4 January 2020

The Thunderbolt, or TBolt, is a powerful, precision-fired Missile mounted only on a handful of units. Thunderbolts can be guided to a target by TAG Laser, but can have trouble hitting oddly positioned or fast-moving targets as their turn speed is very low.

Two TBolts are capable of devastating most Light Mechs with precise hits to the Rear Torso Armor, and can also heavily damage the majority of Medium and Heavy Mechs. It is also possible to kill the Pilots of Mechs by hitting the Cockpit, although in most cases it is pure luck. TBolts also have significant splash damage, allowing them to deal damage to several Armor components at the same time.

Upon impact, TBolts create large explosions and an intense flash, which can be blinding in Night Vision, and can also cause severe Cockpit shake.

The most effective way to use TBolts is to fire them at Tagged Heavy or Assault Mechs from 1000 meters, allowing the TBolter to avoid most enemy fire. These units are too slow to effectively dodge the TBolt, thus increasing the chance of a hit. One can also unleash a sneak attack by performing a dumb-fire of a TBolt barrage while in passive radar mode, as long as your target is either stationary or moving slowly and can't see you coming.

Air Thunderbolts work a bit differently from their ground-based siblings in that they are very effective against larger, less maneuverable aircraft but deal almost no damage at all to ground assets. In this way, it is best to treat Air TBolts strictly as an air-to-air missile weapon.

Only Inner Sphere units may make use of Thunderbolt launchers.

Weapon Stats

Weapon Min Range Max Range Lock On
Range
Lock On
Time
Splash Damage/Shot Damage
Type
Splash Radius
(prm/sec)
Shots
/min
Sustained
DPS
Max Speed
(m/s)
Heat
/Shot
Ammo
/ton
Ammo cost
/ton
TBolt5 --- 1940m 750m 1s 327 Missile 1.5m 10 52 600 50 20 800
TBolt10 1.5s 654 10 105 80 10
TBolt15 2s 980 8.3 131 110 7
TBolt20 2.5s 1308 7.5 157 140 5
Air TBolt --- 5200m 750m 1s 160 Mgun 1.5m 10 43 600 50 20 800
All stats are current as of release 0.14.10

Canon

First developed by the Federated Commonwealth in the mid-3050s for the Solaris arenas, the Thunderbolt launcher is an offshoot of standard LRM technology. Instead of firing a group of missiles, the Thunderbolt launchers fire a single missile that inflicts as much damage as an Autocannon/5, an Autocannon/10, a Gauss rifle or an Autocannon/20, respectively. This increased damage is made up for by the slightly reduced range and increases to the weapon's heat and weight. The Thunderbolt missile is also more vulnerable to anti-missile systems.

In CBT, Thunderbolt missile launchers cannot use Artemis IV or Narc guidance systems, but operate like LRMs in every other way.
BattleTech reference

Usage

The following Inner Sphere assets equip Thunderbolts:

TBolt5 TBolt10 TBolt15 TBolt20 Air TBolt
All lists are current as of release 0.14.10