Difference between pages "How To Get Your Comeback" and "Avatar"

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{{Mech|
 +
| Image = File:Avatar.jpg
 +
| Class = Heavy
 +
| Faction = Inner Sphere
 +
| Tickets = 9
 +
| Tier = 11
 +
| Tonnage = 70
 +
| Speed = 76
 +
| SpeedWithMasc = 106
 +
| Rotation = 360
 +
| PitchStand = -34° to +45°
 +
| PitchCrouch = -34° to +55°
  
= How To Get Your Comeback =
+
| Price Prime = 79 500
 +
| ArmorT Prime = 60 258
 +
| Engine Prime = 280 XL
 +
| Weapons Prime = <ul>
 +
<li>1x [[LBX10]]
 +
<li>2x [[LRM10]]
 +
<li>4x [[MXPL]]
 +
</ul>
 +
| Equip Prime = <ul>
 +
<li>[[EOptics]]
 +
<li>5 [[DHS]]
 +
<li>0 [[free tons]]
 +
<li>12.5t [[Armor]]
 +
</ul>
  
This is a long read - MW:LL is a challenging game to win - to begin with!
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| Price A = 84 100
For a newcomer to MW:LL it can seem at time the game is not only demanding and punishing, but there is simply no way for a player to overcome the tide of the battle. This is not so by chance - this is the intended game design of MW:LL.<br>
+
| ArmorT A = 60 258
It is hard to win, and intentionally made so.<br>
+
| Engine A = 280 XL
But, despair not! The lone fact You are reading this, means not only that You will have a better chance by improving upon Your play style, But moreover You will get there sooner and easier now.<br>
+
| Weapons A = <ul>
We MW:LL players really like any and all newcomers, and while sparing no slack at the fights, are pretty glad to bring them to speed (and skill) so they can be a more worthy challenge for even the best among us.<br>
+
<li>1x [[Gauss]]
 +
<li>1x [[ERPPC]]
 +
<li>2x [[ERMBL]]
 +
<li>2x [[LRM5]]
 +
<li>2x [[MGun]]
 +
</ul>
 +
| Equip A = <ul>
 +
<li>[[EOptics]]
 +
<li>[[JJ]]
 +
<li>2 [[DHS]]
 +
<li>1 [[free ton]]
 +
<li>12.5t [[Armor]]
 +
</ul>
  
== Loosing ==
+
| Price B = 84 000
 +
| ArmorT B = 60 258
 +
| Engine B = 280 XL
 +
| Weapons B = <ul>
 +
<li>3x [[ERLBL]]
 +
<li>5x [[ERMBL]]
 +
</ul>
 +
| Equip B = <ul>
 +
<li>[[iJJ]]
 +
<li>[[EOptics]]
 +
<li>9 [[DHS]]
 +
<li>0 [[free tons]]
 +
<li>12.5t [[Armor]]
 +
</ul>
  
Note one difference of MW:LL versus all other games out there - most of the veterans that play it don't really mind ''winning'' is the most important aspect of the match. It sure is rewarding, or a comfort, but ''seasoned players aim at having most fun'' over winning at any cost.<br>
+
| Price C = 87 800
Have the above in mind - MW:LL is a special game and that ''special'' rules do apply due to it's stringent way of development. The crew who could actually put man/hours into the game to improve upon is of limited number. And those that are doing so do it at their own expenses and their own spare time. Willing volunteers are greatly appreciated, mere rants won't help no thing.
+
| ArmorT C = 60 258
The other key difference compared to other games is that the scoreboard only shows K/D ratios on both teams, while the score is shown only on ones own team, making performance comparison further complicated and harder to rely on.<br>
+
| Engine C = 280 XL
Due to this, ''some'' players have resorted to actually ''lack'' on score points and only go for K/D ratio or records. Usually, above 30 in favor of kills versus deaths is top tier, while a balanced score is a sure sign of an ascending newcomer soon to become a veteran.<br>
+
| Weapons C = <ul>
<br>
+
<li>1x [[HGauss]]
From the above facts, one can see the win or loose situation in MW:LL is quite less stringent than in other games out there, so please be somewhat more relaxed while ''ascending to the stars'' ;-)<br>
+
<li>2x [[SRM6]]
 +
<li>3x [[MPL]]
 +
</ul>
 +
| Equip C = <ul>
 +
<li>[[EOptics]]
 +
<li>2 [[DHS]]
 +
<li>4 [[free ton]]
 +
<li>12.5t [[Armor]]
 +
</ul>
  
So, You happen to be on the team that seems to be loosing the game and it's not fun:<br>
+
| Price D = 80 900
* You can't buy but the cheapest of assets and all the others are masked, since more than five lives now.
+
| ArmorT D = 60 258
* Every time You go out and find some one to fight against - as soon as you realize it you are already dead or in a dire state and dieing.
+
| Engine D = 280 XL
* You actually broke off the fight, reached a repair point and can't afford  to finish off the repairs (zero c-bills).
+
| Weapons D = <ul>
* Your asset is badly damaged and '''EJECT''' is all over the screen, however as soon as you eject you get killed in no time.
+
<li>1x [[AC20]]
* Even if You don't take anything and sneak around as the battle armor suit You get detected from afar and get killed in a swoop.
+
<li>3x [[MBL]]
* You can't aim nor hit the flying by assets that not only annoy but deal quite much damage to You.
+
<li>2x [[DSRM4]]
* You finally get a more powerful asset and try to duel a player in an obviously lighter one - but you get shred down just the same.
+
</ul>
and the list goes on...<br>
+
| Equip D = <ul>
''who could possibly like this game?''<br>
+
<li> [[iJJ]]
Yep, we all been there, You are in that same spot - yet don't despair! Read on:
+
<li>2 [[DHS]]
 +
<li>3 [[free tons]]
 +
<li>12.5t [[Armor]]
 +
</ul>
  
== Assessing the game ==
+
| Price E = 84 500
'''''Never alone:'''''<br> The alone idea of making a difference by an ''solo'' conduct or effort is plain wrong in MW:LL. Even the most OP veterans rely on cooperation and team mates to thrive in MW:LL. And so should You.
+
| ArmorT E = 60 258
Here a checklist what you can do without any dealy or skill upgrade to try turn the tide of an battle:
+
| Engine E = 280 XL
* Check if the teams have matching player counts - if your team has less, call out for '''"teams?"''' in public game chat.
+
| Weapons E = <ul>
note: You must be alive for Your chat to be seen among the living players.
+
<li>5x [[ERMBL]]
* Check if the opposing team has a high K/D ratio player on the top, call out for him: '''<nick> please switch teams for balance?''' - it works more often than expected. Usually one of your less experienced players will be required trade places to the winning team.
+
<li>2x [[MRM20]]
* ask for team re balance early if suspecting an unbalanced game - don't delay it as it will make a good map/level last longer
+
<li>1x [[NARC]]
* an ill-balanced match usually can't be saved in late game (30 minutes and on) by newcomers - just try have fun or come back after 15-30 minutes when the map is changed - no need to grief in vain.
+
| Equip E = <ul>
* disconnects (CTDs) are commonplace in MW:LL - check the team counts often.
+
<li>[[EOptics]]
* always report AFK and ''parked'' players to the opposing team as balance issues - don't park or leave AFK without setting your nick to note so.
+
<li>[[MASC]]
When going AFK i set my nick to note so:<br>[`]<br>name AFK-hound<br>and leave if I intend to finish the match. I rename back as I return.
+
<li>6 [[DHS]]
* report occurrences on the battlefield - use team chat or voice chat (we recommend TS3) - reporting can mean the difference of loosing or winning.
+
<li>0 [[free tons]]
* Look further down about '''Deathballs''', it is very important you understand deathballs.
+
<li>12.5t [[Armor]]
* Look further below about '''Forward factory spawning''' a key tactic for terrain control
+
</ul>
* Look further below for '''Back capping''' in Terrain control (a most common MW:LL game mode) back capping is the essence of the fight.
 
  
Thus far we listed all the efforts and procedures that can be applied now on without any skill or awareness upgrade by the newcomer.<br>
+
| Price F = 85 300
Further advice for accessing the game would require skill upgrading:
+
| ArmorT F = 66 648
 +
| Engine F = 280 XL
 +
| Weapons F = <ul>
 +
<li>1 [[UAC10]]
 +
<li>3x [[ERMBL]]
 +
<li>1x [[LRM15]]
 +
<li>1x [[SRM6]]
 +
| Equip F = <ul>
 +
<li>[[EOptics]]
 +
<li>[[GECM]]
 +
<li>5 [[DHS]]
 +
<li>2 [[free ton]]
 +
<li>13.5t [[Armor]]
 +
</ul>
  
* Practice moving over various terrain - most of the game assets have constraints and issues when traversing certain terrain features - use the free testing servers to improve your piloting skills and to learn the assets. There might be veterans who are willing help you further.
+
| Price G = 82 600
* Practice toggling the radar on and off to access the battlefield situation while avoiding to be detected or too obvious - don't just run always passive!
+
| ArmorT G = 60 258
* Practice breaking off the fight while still able to survive and repair - if your HTAL indicator is mostly red, you are too late already.
+
| Engine G = 280 XL
* Learn to keep track of your heat - outperforming assets are quite taxing on the heatsinks and coolant.
+
| Weapons G = <ul>
* Teach Yourself to move at all times as a part of a group - wait it out and/or rush to join.
+
<li>2x [[PPC]]
* Learn the many variants of the MW:LL assets - maybe there is no mechlab, but there are many surprisingly handy assets to be uncovered and used - some make quite a difference.
+
<li>2x [[ERMBL]]
* Practice sharp shooting - there is really no substitute for hitting the same component over and over in a duel.
+
<li>2x [[LRM15]]
 +
</ul>
 +
| Equip G = <ul>
 +
<li>[[AECM]]
 +
<li>4 [[DHS]]
 +
<li>2 [[free ton]]
 +
<li>12.5t [[Armor]]
 +
</ul>
  
=== Deathballs ===
+
| Armor H = 2760
If ''they'' "just stand there", and you can't do no thing against them because they're so many - it's a '''deathball'''
+
| Armor CT = 9502
The worst type of deathball is a deathball with well-funded assets. Deathballing refers to the tactic of moving the team as a massive group that overwhelms any smaller/less powerful groups they run into despite terrain advantage/disadvantage with sheer force. Defeating a deathball when you're outtonned is usually (but not always, we'll get to that later) a losing proposition, but that doesn't mean you're out of options! To beat it, first you must understand how the Deathball works:<br>
+
| Armor LRT = 6108
- It's only as fast as it's slowest member, otherwise retreats to rearm will leave their slowest assets alone and vulnerable.<br>
+
| Armor B = 5430
- Only teams with the highest levels of discipline will actively retreat to rearm all at once; most deathballs will have teammates trickling in and out of it to repair as they take damage. This can be exploited by putting a lot of damage on a single component to force someone out of the fight for way less effort that outright killing them, but this still isn't optimal in most cases as you're still likely to die despite forcing one to leave unless your teammates are able to capitalize on the advantage you've created.<br>
+
| Armor LRA = 4751
- Deathballs, once initiated, require very little coordination to be reasonably effective against most teams, making them a common strategy for pub games.<br>
+
| Armor INT = 3909
 +
| Armor LRL = 6515
  
Now, looking at the fact that the deathball's overall speed is a function of the assets they bring and their downtime per fight is limited by how close to the nearest rep bay they are, the easiest way to cause logistic issues for them is backcap a factory far from where the murderblob is roaming. Getting past the initial blockade can be scary, but once you're past the initial wave, chasing you down isn't practical in most cases for them unless that particular asset is retreating to that location anyway (which is uncommon). Once you get your team spawning at a rear cap away from your spawn area, you force them to split up to either stop you from taking more ground behind their lines or your team will be able to regroup at the new hangar. Either way, you've released pressure on the original point of the map they controlled. The way the other team reacts from here will depend on the map and players, but you've returned the game to a "neutral" state where neither team has overwhelming map control.<br>
+
<!--Current for 0.9.3-->
 +
}}
  
=== Forward Factory Spawning ===
 
The most frustrating situation in a TC match is to loose an forward factory for free to an back caper.
 
The most easy solution to that is to point the spawn point to it during the re-spawn time.<br>
 
Caution is to be taken not to point the spawn to a soon to be lost base, as if the timer runs out, it will reset for another run.<br>
 
Newbies usually avoid forward spawning out of fear of being easily overrun by the opponents. This is plain wrong: -always scout out the base while still dead, and only avoid it if it is already overrun by enemies - spawn in main - take a light (meaning ''fast'' asset) and try run and back cap the (usually) opposite side of the map - for free, c-bills gain and easy rank buff.<br>
 
If the timer '''turns gray'''  -you're waiting to spawn in the wrong (lost to the enemy team) base!<br>
 
The best back capping assets are conveniently both the fastest and the most affordable ones.
 
There is no way You can successfully back cap and not gain rank for doing so. If you can't win duels, always resort to back capping for easier rank and asset upgrade.
 
  
=== Back Capping ===
+
The '''Avatar''' is a [[Heavy_Mechs|heavy Omnimech]] built by the [[Inner Sphere]]. Comparable to the [[Clan]] [[Thor]], it is an agile multipurpose asset, trading the Thor's top speed for a full 360 degree torso. The Avatar gains in enough open tonnage and pod space to outgun the Vulture, while simultaneously boasting superior armor protection as well.
"omw cap as crazy"<br>''game chat quote''
 
To capture back a base that belongs to the other team.<br>
 
If avoid being opposed by an opponent from the other team, this is the sweetest and the easiest money in the whole game. Back capping three bases in a row guarantees at least a single rank buff any time (increase).<br>
 
Even regardless of that, the sole process is of substantial value to the team in securing ticket count and game victory.<br>
 
A newbie or a ''noob'' is recognized beyond any doubt in that he/she is refusing or missing opportunities to capture or back capture bases during a match.
 
Forward factories should be always prioritized for back capping, only the more valuable bases might have precedence over them, but not at any time or at any cost.<br>
 
  
== Winning ==
+
==Roles and Gameplay Hints==
 +
===Prime===
 +
The Avatar Prime is defined by its mix of medium to long range weapons supported by [[Eoptics|enhanced optics]]. Its duo of [[LRM10]] launchers allow it to provide long range indirect fire support and a [[LBX10]] is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. Four [[MXPL|Medium X-Pulse Lasers]] significantly enhance its ability to protect itself from enemies that break into close combat range. The mech's main issue is sustaining long range fire, as it has no free tons to reload its ammo-dependent weapons. Its 5 [[DHS]] can manage to dissipate the heat of its full arsenal.
  
This game/mod has been around for quite a while. And while the overall spirit is quite the same, many if not most of the assets have changed over the course of time. Yet some things did never.
+
===Variant A===
There is no real substitute for knowledge.
+
A variant focusing on long range firepower, the Avatar A's main armaments are its [[gauss|gauss rifle]] and [[ERPPC]]. Sharing a range of 900m they allow the variant to provide long range direct fire support and in combination with its [[Eoptics|enhanced optics]] and [[JJ|jumpjets]] make the Avatar A capable of jump sniping. In engagements over open ground, two [[LRM5]]s further boost the variant's long range firepower, while allowing it to provide a degree of indirect fire support. The pair of [[ERMBL|Medium Beam Lasers]] standard to the Avatar, in their extended range form, give it a little extra punch against enemies that manage to close in. A pair of [[mgun|machineguns]] offer much needed protection against Battlearmor. A single free ton keeps its gauss rifle fed and 2 [[DHS]] somewhat manage the combined heat of its weapons and jumpjets, as long as minimal fire discipline is practiced.
To illustrate this in a simple way, lets take a single map into consideration: TC_StoneRose:<br>
 
  
/TODO/minimap<br>
+
===Variant B===
 +
[[File:Flyingred.jpg|100px|left|The Flying Red]]
 +
Dubbed "'''''The Flying Red'''''," The Avatar B is the Inner Sphere's ultimate answer to [[Clan]] long range superiority among heavy 'Mechs. Featuring a blistering array of lasers, this variant mounts a trio of [[ERLBL]] on its right arm, while carrying an additional set of five [[ERMBL]] spread across its left arm and torso. This multitude of lasers allows this variant to blast through enemy armor with a mighty [[Gameplay Tactics#Alpha Strike|alpha strike]], hitting with extreme precision from great range supported by [[Eoptics|enhanced optics]]. [[Jump Jets|Improved Jump Jets]] further allow [[Gameplay Tactics#Poptarting|poptart]] tactics and increased maneuverability, while nine [[Double Heat Sinks|double heat sinks]] are plenty to keep heat under control thanks to the cooler nature of Inner Sphere lasers. All in all, the Avatar B is a terrifying addition to the Inner Sphere's heavy 'Mech arsenal, one capable of inspiring fear even amongst pilots of the most premier Clan assets.
  
It has come to be known, that holding the froward spawn in grid E5 makes winning a match much easier.
+
===Variant C===
 +
A brawler at heart, the Avatar C is capable of dealing damage from 700m out, but it needs to break into medium and even close range to bring its full firepower to bear. A [[gauss|Heavy Gauss Rifle]] with the help of [[Eoptics|enhanced optics]] lets it fire potshots at its enemies from medium-long range, but it's best used at ranges less than 450m for it to do maximum damage. Complimented by three [[MPL|Medium Pulse Lasers]] and a pair of [[SRM|SRM6]] launchers, the Avatar C's close combat power is not to be ignored. Its relative slowness and lack of jump jets means that its users must have a good grasp of combat flow and map awareness, but its 360 degree torso twist allows it to manoeuvre while keeping its arsenal trained on the target and its heavy armor gives it some confidence in prolonged engagements. Its lack of lock-on weapons and powerful optics allow it to comfortably maintain passive radar most of the time. 2 [[DHS]] are passable for its relatively low heat arsenal and its 4 free tons allow an extended combat period.
  
Tactical data like that, makes for an phenomenon that a team playing generally worse, is able to win a match despite being out skilled in man-to-man combat.
+
===Variant D===
 +
The Avatar D, known as the "'''''Fallshirmjaeger'''''", is one of the more dangerous Inner Sphere heavy 'Mech brawlers and sports a well-balanced blend of weaponry. An arm-mounted [[AC20]] easily blows holes in opposing 'Mechs which its two [[DSRM4]] packs can then exploit. Three [[MBL|Medium Lasers]] provide good, sustaining fire and are well-suited to precisely dishing out the final few points of damage needed to destroy a component or score a kill, while also being a danger to unwary [[Battle Armor]]. On top of all this, three tons of free space allows the Avatar D to carry more than enough ammo for extended combat. [[Jump Jets|Improved Jump Jets]] provide a lot of utility; this Avatar can quickly lunge at a target to perform a takedown, or leap back into cover to escape a bad engagement. Despite its incredible jump mobility, the D only has a maximum range of only 500m and as a result is woefully unsuited to fighting in open terrain. Pilots considering this variant should think carefully about their overall strategy before deploying this 'Mech on such maps.
  
There is ''in depth'' information that can further a team closer to the victory besides sheer skill and will. This applies not only for maps, but for general match conduct as well.
+
===Variant E===
 +
The Avatar E is most at home in medium range engagements. The variant's fussiest weapon is its pair of [[MRM20]]s. While sporting a max range of 700m and a minimum of around 20m, as their name implies they are best used at medium ranges. A weapon with great damage dealing potential, their spread firing pattern and wire-guiding mean a certain degree of experience is needed to take advantage of them. A blistering array of 5 [[ERMBL]] accompany them, providing a pinpoint strike to complement the missiles' indiscriminate nature. Aiding the variant with mobility is a [[MASC]], allowing it to achieve speeds capable of competing with medium mechs and clan heavies for short bursts. Thankfully, six [[DHS]] help dissipate the significant heat generated by the variant, and along with the cooler nature of Inner Sphere lasers make its heat manageable as long as pilots are wise enough to only use MASC to get into position and give it a few seconds to cool down before engaging. The [[NARC]] launcher and [[Eoptics|enhanced optics]] allows it to act as a limited support role.
  
We leave as an exercise for the reader to acquire more of such knowledge over the course of partaking in the 31st century battles in MW:LL.
+
===Variant F===
 +
Dubbed "'''''Scorpio'''''"
 +
Another variant sporting weaponry for every range, the Avatar F has a much clearer focus towards medium range combat. A [[UAC10]] and 3 [[ERMBL]] form the main sources of firepower for this variant. Its single [[LRM15]] supported by [[Eoptics|enhanced optics]] provides a significant long range boost, and one [[SRM6]] gives it an extra edge in close range combat. Its two free tons is usually dedicated to its ultra autocannon and the long range missile rack. 3 [[DHS]] do a decent job of managing the variant's heat, as long as everything isn't fired at once. A [[GECM|Guardian ECM]] gives this variant the chance to stealthily close in or use its LRMs without being outright detected by its active radar.
 +
 
 +
===Variant G===
 +
The Avatar G is a fire support mech designed with teamwork in mind. Its rarest piece of equipment is an [[AECM]], allowing it to hide the radar signals of its teammates and offer protection from [[NARC]]s. Spending most of its time running active as the most visible signature is bound to attract enemy fire, but makes the use of its pair of [[LRM15]] launchers more straightforward when used as direct fire support. Enemies that close into middle range will have to contend with a pair of [[PPC]]s, synergising with its missiles as a source of screenshake and splash damage, but potentially disabling friendly NARC beacons. Its two [[ERMBL]] offer some extra damage against enemies that begin to close in uncomfortably, as well as acting as a BA deterrent. Four [[DHS]] keep the asset's heat manageable.
 +
 
 +
==Canon==
 +
The first of the Inner Sphere OmniMechs to be conceptualized and one of the last to reach production by the Draconis Combine as part of its "first generation", the Avatar's design is based on captured Vulture OmniMechs. The Avatar is used primarily by the DCMS, but has also been sold to the Lyran Alliance and ComStar. The Avatar weighs in at seventy tons and is powered by a Hermes 280 XL Engine that gives it a top speed of 64.8 km/h. It is protected by twelve tons of StarSlab/4 armor that comes with CASE to protect the 'Mech against complete destruction from an internal ammunition explosion. The Avatar is a powerful OmniMech in its various configurations, with an impressive thirty-four tons of pod space allowing it to carry a wide range of weapons.
 +
 
 +
[http://www.sarna.net/wiki/Avatar_(BattleMech) BattleTech Reference]
 +
{{Template:Navbox_Assets_IS}}

Revision as of 16:27, 5 October 2018

Avatar
Avatar.jpg
Avatar.jpg
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 9 upon destruction
Tier: 11
Tonnage: 70 tons
Speed: 76 km/h (106 km/h with MASC)
Torso yaw: 360°
Torso pitch: -34° to +45° while standing.
-34° to +55° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 79 500 CBills
Total armor: 60 258
Engine Size: 280 XL
A:
Price: 84 100 CBills
Total armor: 60 258
Engine Size: 280 XL
B:
Price: 84 000 CBills
Total armor: 60 258
Engine Size: 280 XL
C:
Price: 87 800 CBills
Total armor: 60 258
Engine Size: 280 XL
D:
Price: 80 900 CBills
Total armor: 60 258
Engine Size: 280 XL
E:
Price: 84 500 CBills
Total armor: 60 258
Engine Size: 280 XL
F:
Price: 85 300 CBills
Total armor: 66 648
Engine Size: 280 XL
G:
Price: 82 600 CBills
Total armor: 60 258
Engine Size: 280 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
5430
2760
4751
4751
6515
6108
9502
6108
4751
6515
3909

All stats current as of release 0.15.3 </div>


The Avatar is a heavy Omnimech built by the Inner Sphere. Comparable to the Clan Thor, it is an agile multipurpose asset, trading the Thor's top speed for a full 360 degree torso. The Avatar gains in enough open tonnage and pod space to outgun the Vulture, while simultaneously boasting superior armor protection as well.

Roles and Gameplay Hints

Prime

The Avatar Prime is defined by its mix of medium to long range weapons supported by enhanced optics. Its duo of LRM10 launchers allow it to provide long range indirect fire support and a LBX10 is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. Four Medium X-Pulse Lasers significantly enhance its ability to protect itself from enemies that break into close combat range. The mech's main issue is sustaining long range fire, as it has no free tons to reload its ammo-dependent weapons. Its 5 DHS can manage to dissipate the heat of its full arsenal.

Variant A

A variant focusing on long range firepower, the Avatar A's main armaments are its gauss rifle and ERPPC. Sharing a range of 900m they allow the variant to provide long range direct fire support and in combination with its enhanced optics and jumpjets make the Avatar A capable of jump sniping. In engagements over open ground, two LRM5s further boost the variant's long range firepower, while allowing it to provide a degree of indirect fire support. The pair of Medium Beam Lasers standard to the Avatar, in their extended range form, give it a little extra punch against enemies that manage to close in. A pair of machineguns offer much needed protection against Battlearmor. A single free ton keeps its gauss rifle fed and 2 DHS somewhat manage the combined heat of its weapons and jumpjets, as long as minimal fire discipline is practiced.

Variant B

The Flying Red

Dubbed "The Flying Red," The Avatar B is the Inner Sphere's ultimate answer to Clan long range superiority among heavy 'Mechs. Featuring a blistering array of lasers, this variant mounts a trio of ERLBL on its right arm, while carrying an additional set of five ERMBL spread across its left arm and torso. This multitude of lasers allows this variant to blast through enemy armor with a mighty alpha strike, hitting with extreme precision from great range supported by enhanced optics. Improved Jump Jets further allow poptart tactics and increased maneuverability, while nine double heat sinks are plenty to keep heat under control thanks to the cooler nature of Inner Sphere lasers. All in all, the Avatar B is a terrifying addition to the Inner Sphere's heavy 'Mech arsenal, one capable of inspiring fear even amongst pilots of the most premier Clan assets.

Variant C

A brawler at heart, the Avatar C is capable of dealing damage from 700m out, but it needs to break into medium and even close range to bring its full firepower to bear. A Heavy Gauss Rifle with the help of enhanced optics lets it fire potshots at its enemies from medium-long range, but it's best used at ranges less than 450m for it to do maximum damage. Complimented by three Medium Pulse Lasers and a pair of SRM6 launchers, the Avatar C's close combat power is not to be ignored. Its relative slowness and lack of jump jets means that its users must have a good grasp of combat flow and map awareness, but its 360 degree torso twist allows it to manoeuvre while keeping its arsenal trained on the target and its heavy armor gives it some confidence in prolonged engagements. Its lack of lock-on weapons and powerful optics allow it to comfortably maintain passive radar most of the time. 2 DHS are passable for its relatively low heat arsenal and its 4 free tons allow an extended combat period.

Variant D

The Avatar D, known as the "Fallshirmjaeger", is one of the more dangerous Inner Sphere heavy 'Mech brawlers and sports a well-balanced blend of weaponry. An arm-mounted AC20 easily blows holes in opposing 'Mechs which its two DSRM4 packs can then exploit. Three Medium Lasers provide good, sustaining fire and are well-suited to precisely dishing out the final few points of damage needed to destroy a component or score a kill, while also being a danger to unwary Battle Armor. On top of all this, three tons of free space allows the Avatar D to carry more than enough ammo for extended combat. Improved Jump Jets provide a lot of utility; this Avatar can quickly lunge at a target to perform a takedown, or leap back into cover to escape a bad engagement. Despite its incredible jump mobility, the D only has a maximum range of only 500m and as a result is woefully unsuited to fighting in open terrain. Pilots considering this variant should think carefully about their overall strategy before deploying this 'Mech on such maps.

Variant E

The Avatar E is most at home in medium range engagements. The variant's fussiest weapon is its pair of MRM20s. While sporting a max range of 700m and a minimum of around 20m, as their name implies they are best used at medium ranges. A weapon with great damage dealing potential, their spread firing pattern and wire-guiding mean a certain degree of experience is needed to take advantage of them. A blistering array of 5 ERMBL accompany them, providing a pinpoint strike to complement the missiles' indiscriminate nature. Aiding the variant with mobility is a MASC, allowing it to achieve speeds capable of competing with medium mechs and clan heavies for short bursts. Thankfully, six DHS help dissipate the significant heat generated by the variant, and along with the cooler nature of Inner Sphere lasers make its heat manageable as long as pilots are wise enough to only use MASC to get into position and give it a few seconds to cool down before engaging. The NARC launcher and enhanced optics allows it to act as a limited support role.

Variant F

Dubbed "Scorpio" Another variant sporting weaponry for every range, the Avatar F has a much clearer focus towards medium range combat. A UAC10 and 3 ERMBL form the main sources of firepower for this variant. Its single LRM15 supported by enhanced optics provides a significant long range boost, and one SRM6 gives it an extra edge in close range combat. Its two free tons is usually dedicated to its ultra autocannon and the long range missile rack. 3 DHS do a decent job of managing the variant's heat, as long as everything isn't fired at once. A Guardian ECM gives this variant the chance to stealthily close in or use its LRMs without being outright detected by its active radar.

Variant G

The Avatar G is a fire support mech designed with teamwork in mind. Its rarest piece of equipment is an AECM, allowing it to hide the radar signals of its teammates and offer protection from NARCs. Spending most of its time running active as the most visible signature is bound to attract enemy fire, but makes the use of its pair of LRM15 launchers more straightforward when used as direct fire support. Enemies that close into middle range will have to contend with a pair of PPCs, synergising with its missiles as a source of screenshake and splash damage, but potentially disabling friendly NARC beacons. Its two ERMBL offer some extra damage against enemies that begin to close in uncomfortably, as well as acting as a BA deterrent. Four DHS keep the asset's heat manageable.

Canon

The first of the Inner Sphere OmniMechs to be conceptualized and one of the last to reach production by the Draconis Combine as part of its "first generation", the Avatar's design is based on captured Vulture OmniMechs. The Avatar is used primarily by the DCMS, but has also been sold to the Lyran Alliance and ComStar. The Avatar weighs in at seventy tons and is powered by a Hermes 280 XL Engine that gives it a top speed of 64.8 km/h. It is protected by twelve tons of StarSlab/4 armor that comes with CASE to protect the 'Mech against complete destruction from an internal ammunition explosion. The Avatar is a powerful OmniMech in its various configurations, with an impressive thirty-four tons of pod space allowing it to carry a wide range of weapons.

BattleTech Reference