Difference between pages "Avatar" and "Raven"

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m (Variant E)
 
m (Variant C)
 
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{{Mech|
 
{{Mech|
| Image = File:Avatar.jpg
+
| Image = File:Raven 086.png
| Class = Heavy
+
| Class = Light
 
| Faction = Inner Sphere
 
| Faction = Inner Sphere
| Tickets = 9
+
| Tickets = 4
| Tier = 11
+
| Tier = 4
| Tonnage = 70
+
| Tonnage = 35
| Speed = 76
+
| Speed = 97.2
| SpeedWithMasc = 106
+
| SpeedWithMasc = 136
 
| Rotation = 360
 
| Rotation = 360
 
| PitchStand = -34° to +45°
 
| PitchStand = -34° to +45°
 
| PitchCrouch = -34° to +55°
 
| PitchCrouch = -34° to +55°
  
| Price Prime = 79 500
+
| Price Prime = 52 200
| ArmorT Prime = 60 258
+
| ArmorT Prime = 25 486
| Engine Prime = 280 XL
+
| Engine Prime = Hermes 210 XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li>1x [[LBX10]]
+
<li> 2x [[MBL]]
<li>2x [[LRM10]]
+
<li> 1x [[Streak Short Range Missiles|SSRM6]]
<li>4x [[MXPL]]
+
<li> 1x [[iNARC]]
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
<li>[[EOptics]]
+
<li> [[C3]]
<li>5 [[DHS]]
+
<li> [[BHP]]
<li>0 [[free tons]]
+
<li> [[GECM]]
<li>12.5t [[Armor]]
+
<li> [[MASC]]
 +
<li> [[EOptics]]
 +
<li> 1 [[HS]]
 +
<li> 1 [[free ton]]
 +
<li> 5.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price A = 84 100
+
| Price A = 57 500
| ArmorT A = 60 258
+
| ArmorT A = 27 667
| Engine A = 280 XL
+
| Engine A = Hermes 210 XL
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>1x [[Gauss]]
+
<li> 2x [[LPL]]
<li>1x [[ERPPC]]
+
<li> 1x [[TAG]]
<li>2x [[ERMBL]]
 
<li>2x [[LRM5]]
 
<li>2x [[MGun]]
 
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
<li>[[EOptics]]
+
<li> [[C3]]
<li>[[JJ]]
+
<li> [[GECM]]
<li>2 [[DHS]]  
+
<li> [[BHP]]
<li>1 [[free ton]]
+
<li> [[EOptics]]
<li>12.5t [[Armor]]
+
<li> [[MASC]]
 +
<li> 3 [[DHS]]
 +
<li> 0 [[free tons]]
 +
<li> 6.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price B = 84 000
+
| Price B = 42 950
| ArmorT B = 60 258
+
| ArmorT B = 27 667
| Engine B = 280 XL
+
| Engine B = Hermes 210 XL
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>3x [[ERLBL]]
+
<li> 1x [[LBX10]]
<li>5x [[ERMBL]]
+
<li> 3x [[SPL]]
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
<li>[[iJJ]]
+
<li> [[LAMS]]
<li>[[EOptics]]
+
<li> [[C3]]
<li>9 [[DHS]]
+
<li> [[BAP]]
<li>0 [[free tons]]
+
<li> [[GECM]]
<li>12.5t [[Armor]]
+
<li> 1 [[HS]]
 +
<li> 0 [[free tons]]
 +
<li> 7t [[Armor]]
 
</ul>
 
</ul>
  
| Price C = 87 800
+
| Price C = 51 100
| ArmorT C = 60 258
+
| ArmorT C = 27 667
| Engine C = 280 XL
+
| Engine C = Hermes 210 XL
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>1x [[HGauss]]
+
<li> 1x [[ERPPC]]
<li>2x [[SRM6]]
+
<li> 2x [[ERMBL]]
<li>3x [[MPL]]
+
<li>[[TAG]]
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
<li>[[EOptics]]
+
<li> [[C3]]
<li>2 [[DHS]]
+
<li> [[BHP]]
<li>4 [[free ton]]
+
<li> [[GECM]]
<li>12.5t [[Armor]]
+
<li> [[EOptics]]
 +
<li> [[MASC]]
 +
<li> 3 [[DHS]]
 +
<li> 0 [[free tons]]
 +
<li> 5.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price D = 80 900
+
| Price D = 48 400
| ArmorT D = 60 258
+
| ArmorT D = 27 667
| Engine D = 280 XL
+
| Engine D = Hermes 210 XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>1x [[AC20]]
+
<li> 1x [[ERLBL]]
<li>3x [[MBL]]
+
<li> 3x [[ERMBL]]
<li>2x [[DSRM4]]
+
<li> 1x [[NARC]]
 
</ul>
 
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
<li> [[iJJ]]
+
<li> [[C3]]
<li>2 [[DHS]]
+
<li> [[BHP]]
<li>3 [[free tons]]
+
<li> [[GECM]]
<li>12.5t [[Armor]]
+
<li> [[EOptics]]
 +
<li> 2 [[DHS]]
 +
<li> 1 [[free tons]]
 +
<li> 6t [[Armor]]
 
</ul>
 
</ul>
  
| Price E = 84 500
+
| Price E = 45 750
| ArmorT E = 60 258
+
| ArmorT E = 30 936
| Engine E = 280 XL
+
| Engine E = Hermes 210 XL
 
| Weapons E = <ul>
 
| Weapons E = <ul>
<li>5x [[ERMBL]]
+
<li> 2x [[MXPL]]
<li>2x [[MRM20]]
+
<li> 1x [[MRM20]]
<li>1x [[NARC]]
+
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
<li>[[EOptics]]
+
<li> [[C3]]
<li>[[MASC]]
+
<li> [[BAP]]
<li>6 [[DHS]]
+
<li> [[GECM]]
<li>0 [[free tons]]
+
<li> [[EOptics]]
<li>12.5t [[Armor]]
+
<li> 2 [[DHS]]
 +
<li> 0 [[free tons]]
 +
<li> 6.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price F = 85 300
+
| Price F = 46 000
| ArmorT F = 66 648
+
| ArmorT F = 27 667
| Engine F = 280 XL
+
| Engine F = Hermes 210 XL
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>1 [[UAC10]]
+
<li> 2x [[AC2]]
<li>3x [[ERMBL]]
+
<li> 1x [[ELRM15]]
<li>1x [[LRM15]]
+
<li> 1x [[TAG]]
<li>1x [[SRM6]]
+
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
<li>[[EOptics]]
+
<li> [[C3]]
<li>[[GECM]]
+
<li> [[BHP]]
<li>5 [[DHS]]
+
<li> [[GECM]]
<li>2 [[free ton]]
+
<li> [[EOptics]]
<li>13.5t [[Armor]]
+
<li> 0 [[DHS]]
 +
<li> 2 [[free tons]]
 +
<li> 5.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price G = 82 600
+
| Price G = 48 250
| ArmorT G = 60 258
+
| ArmorT G = 31 329
| Engine G = 280 XL
+
| Engine G = Hermes 210 XL
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>2x [[PPC]]
+
<li> 1x [[RAC2]]
<li>2x [[ERMBL]]
+
<li> 1x [[PPC]]
<li>2x [[LRM15]]
 
 
</ul>
 
</ul>
| Equip G = <ul>
+
| Equip G= <ul>
<li>[[AECM]]
+
<li> [[C3]]
<li>4 [[DHS]]
+
<li> [[BAP]]
<li>2 [[free ton]]
+
<li> [[AECM]]
<li>12.5t [[Armor]]
+
<li> [[LAMS]]
 +
<li> [[EOptics]]
 +
<li> 1 [[DHS]]
 +
<li> 1 [[free tons]]
 +
<li> 7t [[Armor]]
 
</ul>
 
</ul>
  
| Armor H = 2760
+
| Armor CT = 3793
| Armor CT = 9502
+
| Armor LRT = 2466
| Armor LRT = 6108
+
| Armor LRA = 2181
| Armor B = 5430
+
| Armor LRL = 3414
| Armor LRA = 4751
+
| Armor INT = 2048
| Armor INT = 3909
+
| Armor H = 1380
| Armor LRL = 6515
+
| Armor B = 2276
 +
}}
  
 
<!--Current for 0.9.3-->
 
<!--Current for 0.9.3-->
}}
+
The ''Raven'' is an [[Inner Sphere]] [[Light Mech]] primarily used for scouting. It has a very distinctive profile, looking like a large bird beak on two chicken-like legs. Well-[[Armor|Armored]] for an Inner Sphere light mech, it can be difficult to kill. In most cases, the Raven sacrifices weapons and speed for a wealth of equipment, such as [[LAMS|Laser Anti-Missile Systems]], [[Active Radar Probes]], [[MASC|Myomer Accelerator Signal Circuitry]], [[GECM|Guardian Electronic Countermeasures]], and [[Eoptics|Enhanced Optics]]. Some variants are also equipped with [[TAG|Target Acquisition Gear]] or [[NARC]] beacon launchers, allowing them to direct friendly [[Missiles|missile]] fire. All variants are equipped with [[C3|Command/Control/Communications (C3)]], allowing them to share target information with allied vehicles in range. Due to this vast array of target-marking and electronic warfare equipment found in nearly every variant of it, the Raven makes an excellent scouting and fire support platform.
 +
==Roles and Gameplay Hints==
  
 +
===Prime===
 +
The Raven Prime, even more so than other Ravens, has little going for it in terms of firepower. Two [[MBL|Medium Beam Lasers]] and a single [[Streak Short Range Missiles|Streak Short Range Missile Six-Pack]] comprise its entire compliment of weapons - where the Prime variant really shines is in reconnaissance. The Prime also has [[BHP|Bloodhound Probe]] as well as [[MASC]] and [[GECM]], making it a very capable and stealthy scout mech. Note that the Prime has only one additional [[HS|Heatsink]] which severely limits liberal use of its MASC while firing its weapons. When in combat, Mechwarriors are advised to use MASC sparingly as the Prime will overheat quickly. Instead, Mechwarriors can surge their MASC while in combat (holding down on the MASC button, then releasing after a second or so). Surging causes the Mech's speed to become highly unpredictable and can often cause enemies to miss their target.
  
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.
+
Unlike other, slower Ravens, the Prime has an [[iNARC|improved NARC]] beacon launcher, allowing it to move in, mark a target, and leave - which in turn allows allied missiles to eliminate the target from afar. The Prime has only one spare ton available for ammo, so care must be taken when choosing targets to mark with the iNARC. Any kind of NARC is an ammo-hungry weapons system, so Mechwarriors that are either poor at aiming NARCs or plan on painting many targets should reserve their free ton for NARC ammo. On the other hand, Mechwarriors with better accuracy or plan on painting very few targets are advised to get an extra ton of SSRM ammo. Both the NARC launcher and the SSRM6 will chew through their ammo quickly. SSRMs don't have a very long lock-on time, but the Prime can bypass even this by NARCing their target, the SSRMs will follow the NARC as long as the SSRMs are fired in the general direction of the NARCed target. Like most other Raven variants, the Prime also carries C3 equipment, which rounds out its electronics package and allows the mech to share radar and contact information with allied assets. Lastly, like nearly all Raven variants, the Prime incorporates EOptics, which - in the case of the Prime variant - can allow the pilot to effectively snipe with the iNARC.
 
 
==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.
 
  
 
===Variant A===
 
===Variant A===
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.
+
The A is a beefier version of the Prime. Instead of using a NARC, the A uses a TAG laser, which requires slightly more skill than a NARC, and constant visual contact, but consumes no ammo. In addition, the A replaces the SSRM6 and MBLs with a pair of [[LPL|Large Pulse Lasers]]. This change in weaponry frees up enough tonnage to carry three [[DHS|Double Heat Sinks]]. The additional cooling capacity allows the A to use its MASC much more frequently than the Prime, effectively giving it the highest sustainable speed of any Raven variant. Like many other variants, the A carries [[BHP|Bloodhound Probe]], C3 and GECM, as well as EOptics, to fulfill its role as a dedicated scouting platform.
  
 
===Variant B===
 
===Variant B===
[[File:Flyingred.jpg|100px|left|The Flying Red]]
+
The B variant dramatically changes the Raven's role, packing different gear and weapons to turn this scout into a support-brawler. The signature GECM is still in place, however it is now complimented by a single [[LAMS|Laser Anti Missile System]] and [[BAP|Beagle Active Probe]] making the B a less capable scout mech compared to the Prime, but an excellent choice as a support asset that stays close to its allies. It still carries C3 to relay its radar information to allies. Weapons-wise the B variant takes on a more hard-hitting loadout; three [[SPL|Small Pulse Lasers]] and one [[LBX10|Lubalin Ballistics-X AC10]]. The LBX10 offers some limited [[AA|Anti-Air]] capabilites, but is best used in ground-based operations, supporting allies and exploiting holes in enemy armor. Due to this variant's focus on short- and medium-range support, it is one of the most armored variants with 7 tons of armor. Yet it lacks [[MASC]], therefore pilots must be wary of their surroundings and avoid being left behind should their team be forced to retreat or fall back.
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.
 
  
 
===Variant C===
 
===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.
+
The Raven C can fill the role of scout like most other Ravens, but where most Ravens have short- to medium-range weapons, the C packs one [[ERPPC|Extended Range Particle Projector Cannon]], allowing it to snipe targets as far away as 900m. It is usually difficult to determine where PPC sniper fire is coming from, so the C can often fire many shots while remaining relatively unnoticed. The inclusion of GECM further decreases this variant's noticeability, while MASC allows it to quickly fade behind cover after each shot, should cover be necessary. Further augmenting the C's sniping capabilities is a BHP - giving it a massive 1400m radar range - as well as [[EOptics]]. For close-range backup, the C also sports two [[ERMBL]]s. Mechwarriors should be aware that the C has only three [[DHS]]es, and firing all weapons constantly will quickly overheat it, even if its MASC is rarely engaged, making the C a poor choice in a brawl. As with all other Ravens, the C is equipped with C3 to share radar information with its comrades.
  
 
===Variant D===
 
===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.
+
The Raven D sits comfortably as a jack of all trades variant. It can forefill the role of a scout with its generous electronics equipment [[BHP]], [[C3]], [[GECM]], and [[EOptics]]. Its [[ERLBL|Extended Range Large Laser]] and three [[ERMBL|Extended Range Medium Lasers]] gives it longer range direct fire weapons than the Prime variant and is not ammo dependent. It also mounts a [[NARC]] launcher, albeit the standard shorter range version, so Mechwarriors deploying it would have to close within 460m of their targets. As the D only carries two [[DHS]]es, Mechwarriors are encouraged to chain fire the ERMBLs on the D for this reason. Finally, most of this variant's firepower is contained within the three ERMBLs in its left arm, therefore Mechwarriors are advised to ensure that arm's survival.
  
 
===Variant E===
 
===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.
+
The Echo was the most common Raven variant in MWLL 0.4.x mostly due to its formerly low price. It's surprisingly adept at dealing heavy, sustained damage, even late-game. The E variant has GECM, BAP, C3, a pair of [[MXPL|Medium X-Pulse Lasers]], and a single heavy-hitting [[MRM20|Medium Range Missile 20-Pack]]. The MXPLs' fast fire rate, incredibly easy fire control, combined with the Raven's 360 degree torso rotation, make this variant at least somewhat decent against fast targets. Where the E really excels is against slow moving, large targets like tanks, heavy mechs, and assault mechs. The E does have increased armor, but is still a scout mech, and as such should not engage alone. Additionally, all of its weapons are mounted in its arms, so pilots should take care to protect them.
  
 
===Variant F===
 
===Variant F===
Dubbed "'''''Scorpio'''''"
+
Packing two [[AC2|Autocannon Class 2s]] to back up an [[ELRM15|Extended Long Range Missile 15-Pack]] give the Raven F a very long reach. With a TAG laser, the Raven F can quietly paint a target to shower from up to 1300m away. Like most Ravens, the F carries both a BHP and GECM, enabling it to take full advantage of the extended-range LRMs it carries. However, the AC2s are not highly accurate against moving targets at long range, nor do they deal much damage. The Raven F also has no energy weapons, making resupply a high priority despite having two free tons for extra ammo. Its armament is also entirely arm-based, so protecting both arms is a priority.
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===
 
===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.
+
A departure from other Ravens, the G variant mounts a [[RAC2|Rotary AC2]] and a [[PPC|Particle Projector Cannon]], the former of which allows it to pour a high rate of fire into a target whenever the mech emerges from cover to fire its PPC. An [[AECM|Angel ECM]] takes the place of the standard GECM, sacrificing personal cover to instead provide ECM coverage for nearby allies, while providing radar info with its [[C3]] suite. This, on top of a LAMS, turns the Raven G into a highly-effective fire support Mech capable of laying down suppression fire during the early game. [[BAP]] is included for increased radar range revealing enemy locations at distance. Although it is one of the cheaper Ravens, it cannot be purchased at the start of the game without donations from other members of the team. Care must be taken not to jam the RAC, as much of the G's utility depends on it. Even more care must be taken to keep both arms, as they house this variant's only means of defense.
 +
 
 +
==Gallery==
 +
<gallery mode=packed heights=150px style="text-align:left">
 +
File:Raven.jpg|An earlier version of the Raven Prime (ca. 0.3.0)
 +
File:Raven three views.jpg|Left, front, and rear views of a Raven sporting desert camo (ca. 0.7.1)
 +
</gallery>
  
 
==Canon==
 
==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.
+
The ''Raven'' was designed by the Capellan Confederation and saw its first taste of combat when it was rushed into production during the Fourth Succession War. During that conflict, it won praise from commanders on both sides, and many wrecks were salvaged by Davion technical crews and brought home for reverse-engineering. With the addition of previously lost Star League-era technologies in the 3030s and 3040s, by the time of the Clan Invasion in 3050, the ''Raven'' was one of the best dedicated scouting platforms the Inner Sphere had to offer.
 +
 
 +
[http://www.sarna.net/wiki/Raven BattleTech Reference]
  
[http://www.sarna.net/wiki/Avatar_(BattleMech) BattleTech Reference]
 
 
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Revision as of 16:55, 5 October 2018

Raven
Raven 086.png
Raven 086.png
Class: Light Mech
Faction: Inner Sphere
Ticket cost: 4 upon destruction
Tier: 4
Tonnage: 35 tons
Speed: 97.2 km/h (136 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: 52 200 CBills
Total armor: 25 486
Engine Size: Hermes 210 XL
A:
Price: 57 500 CBills
Total armor: 27 667
Engine Size: Hermes 210 XL
B:
Price: 42 950 CBills
Total armor: 27 667
Engine Size: Hermes 210 XL
C:
Price: 51 100 CBills
Total armor: 27 667
Engine Size: Hermes 210 XL
D:
Price: 48 400 CBills
Total armor: 27 667
Engine Size: Hermes 210 XL
E:
Price: 45 750 CBills
Total armor: 30 936
Engine Size: Hermes 210 XL
F:
Price: 46 000 CBills
Total armor: 27 667
Engine Size: Hermes 210 XL
G:
Price: 48 250 CBills
Total armor: 31 329
Engine Size: Hermes 210 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2276
1380
2181
2181
3414
2466
3793
2466
2181
3414
2048

All stats current as of release 0.15.3

The Raven is an Inner Sphere Light Mech primarily used for scouting. It has a very distinctive profile, looking like a large bird beak on two chicken-like legs. Well-Armored for an Inner Sphere light mech, it can be difficult to kill. In most cases, the Raven sacrifices weapons and speed for a wealth of equipment, such as Laser Anti-Missile Systems, Active Radar Probes, Myomer Accelerator Signal Circuitry, Guardian Electronic Countermeasures, and Enhanced Optics. Some variants are also equipped with Target Acquisition Gear or NARC beacon launchers, allowing them to direct friendly missile fire. All variants are equipped with Command/Control/Communications (C3), allowing them to share target information with allied vehicles in range. Due to this vast array of target-marking and electronic warfare equipment found in nearly every variant of it, the Raven makes an excellent scouting and fire support platform.

Roles and Gameplay Hints

Prime

The Raven Prime, even more so than other Ravens, has little going for it in terms of firepower. Two Medium Beam Lasers and a single Streak Short Range Missile Six-Pack comprise its entire compliment of weapons - where the Prime variant really shines is in reconnaissance. The Prime also has Bloodhound Probe as well as MASC and GECM, making it a very capable and stealthy scout mech. Note that the Prime has only one additional Heatsink which severely limits liberal use of its MASC while firing its weapons. When in combat, Mechwarriors are advised to use MASC sparingly as the Prime will overheat quickly. Instead, Mechwarriors can surge their MASC while in combat (holding down on the MASC button, then releasing after a second or so). Surging causes the Mech's speed to become highly unpredictable and can often cause enemies to miss their target.

Unlike other, slower Ravens, the Prime has an improved NARC beacon launcher, allowing it to move in, mark a target, and leave - which in turn allows allied missiles to eliminate the target from afar. The Prime has only one spare ton available for ammo, so care must be taken when choosing targets to mark with the iNARC. Any kind of NARC is an ammo-hungry weapons system, so Mechwarriors that are either poor at aiming NARCs or plan on painting many targets should reserve their free ton for NARC ammo. On the other hand, Mechwarriors with better accuracy or plan on painting very few targets are advised to get an extra ton of SSRM ammo. Both the NARC launcher and the SSRM6 will chew through their ammo quickly. SSRMs don't have a very long lock-on time, but the Prime can bypass even this by NARCing their target, the SSRMs will follow the NARC as long as the SSRMs are fired in the general direction of the NARCed target. Like most other Raven variants, the Prime also carries C3 equipment, which rounds out its electronics package and allows the mech to share radar and contact information with allied assets. Lastly, like nearly all Raven variants, the Prime incorporates EOptics, which - in the case of the Prime variant - can allow the pilot to effectively snipe with the iNARC.

Variant A

The A is a beefier version of the Prime. Instead of using a NARC, the A uses a TAG laser, which requires slightly more skill than a NARC, and constant visual contact, but consumes no ammo. In addition, the A replaces the SSRM6 and MBLs with a pair of Large Pulse Lasers. This change in weaponry frees up enough tonnage to carry three Double Heat Sinks. The additional cooling capacity allows the A to use its MASC much more frequently than the Prime, effectively giving it the highest sustainable speed of any Raven variant. Like many other variants, the A carries Bloodhound Probe, C3 and GECM, as well as EOptics, to fulfill its role as a dedicated scouting platform.

Variant B

The B variant dramatically changes the Raven's role, packing different gear and weapons to turn this scout into a support-brawler. The signature GECM is still in place, however it is now complimented by a single Laser Anti Missile System and Beagle Active Probe making the B a less capable scout mech compared to the Prime, but an excellent choice as a support asset that stays close to its allies. It still carries C3 to relay its radar information to allies. Weapons-wise the B variant takes on a more hard-hitting loadout; three Small Pulse Lasers and one Lubalin Ballistics-X AC10. The LBX10 offers some limited Anti-Air capabilites, but is best used in ground-based operations, supporting allies and exploiting holes in enemy armor. Due to this variant's focus on short- and medium-range support, it is one of the most armored variants with 7 tons of armor. Yet it lacks MASC, therefore pilots must be wary of their surroundings and avoid being left behind should their team be forced to retreat or fall back.

Variant C

The Raven C can fill the role of scout like most other Ravens, but where most Ravens have short- to medium-range weapons, the C packs one Extended Range Particle Projector Cannon, allowing it to snipe targets as far away as 900m. It is usually difficult to determine where PPC sniper fire is coming from, so the C can often fire many shots while remaining relatively unnoticed. The inclusion of GECM further decreases this variant's noticeability, while MASC allows it to quickly fade behind cover after each shot, should cover be necessary. Further augmenting the C's sniping capabilities is a BHP - giving it a massive 1400m radar range - as well as EOptics. For close-range backup, the C also sports two ERMBLs. Mechwarriors should be aware that the C has only three DHSes, and firing all weapons constantly will quickly overheat it, even if its MASC is rarely engaged, making the C a poor choice in a brawl. As with all other Ravens, the C is equipped with C3 to share radar information with its comrades.

Variant D

The Raven D sits comfortably as a jack of all trades variant. It can forefill the role of a scout with its generous electronics equipment BHP, C3, GECM, and EOptics. Its Extended Range Large Laser and three Extended Range Medium Lasers gives it longer range direct fire weapons than the Prime variant and is not ammo dependent. It also mounts a NARC launcher, albeit the standard shorter range version, so Mechwarriors deploying it would have to close within 460m of their targets. As the D only carries two DHSes, Mechwarriors are encouraged to chain fire the ERMBLs on the D for this reason. Finally, most of this variant's firepower is contained within the three ERMBLs in its left arm, therefore Mechwarriors are advised to ensure that arm's survival.

Variant E

The Echo was the most common Raven variant in MWLL 0.4.x mostly due to its formerly low price. It's surprisingly adept at dealing heavy, sustained damage, even late-game. The E variant has GECM, BAP, C3, a pair of Medium X-Pulse Lasers, and a single heavy-hitting Medium Range Missile 20-Pack. The MXPLs' fast fire rate, incredibly easy fire control, combined with the Raven's 360 degree torso rotation, make this variant at least somewhat decent against fast targets. Where the E really excels is against slow moving, large targets like tanks, heavy mechs, and assault mechs. The E does have increased armor, but is still a scout mech, and as such should not engage alone. Additionally, all of its weapons are mounted in its arms, so pilots should take care to protect them.

Variant F

Packing two Autocannon Class 2s to back up an Extended Long Range Missile 15-Pack give the Raven F a very long reach. With a TAG laser, the Raven F can quietly paint a target to shower from up to 1300m away. Like most Ravens, the F carries both a BHP and GECM, enabling it to take full advantage of the extended-range LRMs it carries. However, the AC2s are not highly accurate against moving targets at long range, nor do they deal much damage. The Raven F also has no energy weapons, making resupply a high priority despite having two free tons for extra ammo. Its armament is also entirely arm-based, so protecting both arms is a priority.

Variant G

A departure from other Ravens, the G variant mounts a Rotary AC2 and a Particle Projector Cannon, the former of which allows it to pour a high rate of fire into a target whenever the mech emerges from cover to fire its PPC. An Angel ECM takes the place of the standard GECM, sacrificing personal cover to instead provide ECM coverage for nearby allies, while providing radar info with its C3 suite. This, on top of a LAMS, turns the Raven G into a highly-effective fire support Mech capable of laying down suppression fire during the early game. BAP is included for increased radar range revealing enemy locations at distance. Although it is one of the cheaper Ravens, it cannot be purchased at the start of the game without donations from other members of the team. Care must be taken not to jam the RAC, as much of the G's utility depends on it. Even more care must be taken to keep both arms, as they house this variant's only means of defense.

Gallery

Canon

The Raven was designed by the Capellan Confederation and saw its first taste of combat when it was rushed into production during the Fourth Succession War. During that conflict, it won praise from commanders on both sides, and many wrecks were salvaged by Davion technical crews and brought home for reverse-engineering. With the addition of previously lost Star League-era technologies in the 3030s and 3040s, by the time of the Clan Invasion in 3050, the Raven was one of the best dedicated scouting platforms the Inner Sphere had to offer.

BattleTech Reference