Difference between revisions of "Corsair"

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===Variant H===
 
===Variant H===
{{Fluff}}
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The Corsair H, the most expensive Bomber in this trio and takes a pilot with a steady hand to land each shot. First up on the list is the mighty ranged [[LtGauss|Air LtGauss]] in a dual configuration. Knowing how to lead this weapon takes practice to land every shot. Next up and nomore easier is the [[NARC|Narc Missile Beacon]] which comes into play at 500m, a necessary evil if you want to ensure your Dual [[Bomb|Laser-Guided Bomb]] will strike the target. So NARC, Bombs Away, then hold the fire button on the [[MXPL|Air MXPL]], pull up and get out of Dodge. [[GECM|Air GECM]] reduces the Radar 'footprint' increasing your success rate. Two [[DHS]] helps to keep things cool. Three [[Free ton|Extra Tons of Ammo]] to be used as the battle dictates. Happy Hunting - You Bet.
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==History==
 
==History==

Revision as of 20:37, 8 September 2019

Corsair
Corsair.jpg
Corsair.jpg
Faction Inner Sphere
Ticket cost: 6 upon destruction
Tier: 7
Tonnage: 50 tons
Variant Armament
Variant Weapons Equipment
Prime:
Class: Fighter
Price: 66 900 CBills
Total Armor: 19 474
Maneuverability: 7.9
Max Speed: 480 km/h
Opt. Turning:
A:
Class: Fighter
Price: 67 250 CBills
Total Armor: 19 474
Maneuverability: 7.9
Max Speed: 480 km/h
Opt. Turning:
B:
Class: Fighter
Price: 63 000 CBills
Total Armor: 19 474
Maneuverability: 7.9
Max Speed: 480 km/h
Opt. Turning:
C:
Class: Attacker
Price: 83 150 CBills
Total Armor: 17 574
Maneuverability: 6.8
Max Speed: 459 km/h
Opt. Turning:
D:
Class: Attacker
Price: 73 000 CBills
Total Armor: 17 574
Maneuverability: 6.8
Max Speed: 459 km/h
Opt. Turning:
E:
Class: Attacker
Price: 77 500 CBills
Total Armor: 17 574
Maneuverability: 6.8
Max Speed: 459 km/h
Opt. Turning:
F:
Class: Bomber
Price: 71 000 CBills
Total Armor: 16 625
Maneuverability: 5.5
Max Speed: 444 km/h
Opt. Turning:
G:
Class: Bomber
Price: 68 600 CBills
Total Armor: 16 625
Maneuverability: 5.5
Max Speed: 444 km/h
Opt. Turning:
H:
Class: Bomber
Price: 82 000 CBills
Total Armor: 16 625
Maneuverability: 5.5
Max Speed: 444 km/h
Opt. Turning:
Armor Points Distribution
B
LW
RW
E
T
7267
2790
2790
3953
2674

All stats current as of release 0.15.3

The Corsair presents a very slender profile from most angles, allowing it to dodge inbound fire more easily. Despite the cockpits extremely rearward position, it has excellent visibility.

Above landing speeds, a ventral wing deploys between the engine and cockpit. Care should be taken when flying low, as this wing can catch on objects and turn the Corsair into a lawn dart.


Roles and Gameplay Hints

Prime

The Corsair Prime variant is a capable Fighter, with one of the most dazzling arrays of Energy weapons in the skies. Lasers abound, starting at 800m with a pair of ERLL, for longest range poking. Next come a pair of ERML for 650m engagement and more efficiency. Finishing off, a pair of tiny ERSL provide quick refresh at short range. This is a high accuracy Fighter that gets steadily more dangerous as it closes in, but only the Air ERML and ERLL are safe to use against ground targets without risk of collision. Air GECM keeps a low profile, but 6 DHS will struggle to handle alpha strikes.

Variant A

The A Variant of the Corsair is an even more dedicated Fighter platform, but sacrifices almost all Air to Ground capability. Its primary weapons are a pair of Air RAC2, spitting a wall of lead out to 800M. Backing this up are two heavy hitting Air TBolt launchers, and 2 free tons of ammo. BAP helps lock faster and keep the eyes open for assets far away. The Air TBolt will deal heavy damage and pursue very quickly, but are slower turning than other missiles and very weak against ground targets. This is best used to hunt and kill Air targets with impunity

Variant B - "Cobra"

A different flavour of firepower from the A, the "Cobra" Fighter trades lead and missiles for pure Wattage. Primary weapons are a quartet of Air MXPL, delivering a constant stream of energy out to 600m. Backing this up is a NARC launcher with 2 free tons, for some ground support capabilities, and BHP gives first class radar detection. While DPS is through the roof during a chase, on strafing runs performance is limited against ground targets. 4 DHS will cope with the heat in most circumstances.

Variant C - "Ostrogoth"

The "Ostrogoth" is an Attacker-class aircraft pairing high-power anti-air weapons with precision air-to-ground munitions making it an excellent bomber interceptor. The powerful Air LBX10 backed up with a twin Air SSRM4 can savage enemy aircraft, and the triple Air ERML can take out engines at range. A pair of laser guided bombs allow it to cripple high value ground targets, though it carries no self-guidance and must rely on allies. BAP allows it to spot inbound threats from further away. The "Ostrogoth" is agile enough to take on heavy aircraft like the Shiva and Visigoth, but it is not suited for turn fighting with lighter aircraft or Fighters. It is most effective when supporting allied Fighters.

Variant D

The Corsair D Attacker-class aircraft carries area-denial weaponry; twin scatter-shot Air MRM20 launchers allow it sandblast the armor off enemy battlemechs and gib battlearmor, and twin Cluster bombs can damage entire formations with careful bombing. A pair of Air MXPL give it some token point defense. While it is relatively cheap aircraft, it is often more suited for dealing with slower targets that appear later in a match. GECM for easing on its radar signature.

Variant E

The Corsair E is the last Attacker-class aircraft similar to the "D" but mounting the longer range 2x Air UAC5 allowing it to strike out against Ground Units as well as Aero. Dual Air SSRM6 means getting up close and personal while commencing your bombing run with Two High-Explosive Bombs. Two Extra Tons of Ammo an added DHS and 7.5 tons Armor. What more could a pilot ask for.

Variant F

The premier Inner Sphere mid-game bomber, the Corsair F Bomber-class aircraft can cripple slower ground targets at the cost of being helpless against aircraft. A pair of wing mounted PPC and fuselage-mounted duo of Air SRM6 give it potent direct firepower. Two High explosive bombs allow it to send just about any mech back to the repair pad with careful flying. 6 free tons of ammo are available for either the SRM or bombs. While deadly to ground assets, the Corsair F is all but harmless to other aircraft, and is too sluggish to dodge their fire.

Variant G

The Corsair G, the least expensive Bomber designed to come in hot firing all the way. Two Air LRM10 start the softening up process. While they are reloading the Dual Air UAC10 opens up with heart pounding destruction. Finally 2x Air ERML takes advantage of the holes you just created. By now you are in position to release the infamous Dual Cluster Bombs reshaping the landscape to liking. Dual DHS for laser heat and get this FOUR Extra Tons of Ammo. Life is Good!

Variant H

The Corsair H, the most expensive Bomber in this trio and takes a pilot with a steady hand to land each shot. First up on the list is the mighty ranged Air LtGauss in a dual configuration. Knowing how to lead this weapon takes practice to land every shot. Next up and nomore easier is the Narc Missile Beacon which comes into play at 500m, a necessary evil if you want to ensure your Dual Laser-Guided Bomb will strike the target. So NARC, Bombs Away, then hold the fire button on the Air MXPL, pull up and get out of Dodge. Air GECM reduces the Radar 'footprint' increasing your success rate. Two DHS helps to keep things cool. Three Extra Tons of Ammo to be used as the battle dictates. Happy Hunting - You Bet.


History

The Corsair is a 50 ton Inner Sphere Aerospace fighter that was released with MWLL version 0.6.0.

Canon

Designed by SLDF forces as an easy-to-refit aerospace fighter, the Corsair became a very common design, and a favorite medium fighter of the Federated Suns. However, its history was marked by many casualties, as the first 8 versions of the Corsair contained various flaws related to fuel tank, life support systems, and landing gear. Still, this fighter had an advantage in atmospheric combat, and an impressive load-out of energy weapons saw the Corsair enter into common service.

The Corsair's main purpose was to engage in combat in nearly any conditions, and withstand intense battle while striking the enemy with its quad Small Beam Lasers, 2 Medium Beam Lasers and 2 Large Lasers. This load relied on 13 tons of heat sinks which allow the Corsair to constantly fire its weapons. Meanwhile, 13.5 tons of armor provided protection against AA-fire. The 50 ton Corsair reached over 18 various versions through its career, and became one of most notable Medium Fighters.

Date Introduced 2779 during the Era known as "Star League" (2571 - 2780) - Unit Role: Dogfighter

BattleTech Reference