Difference between pages "Rifleman" and "Solitaire"

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{{Mech|
 
{{Mech|
| Image = File:Rifleman.jpg
+
| Image = File:Solitaire.jpg
| Class = Heavy
+
| Class = Light
| Faction = Inner Sphere
+
| Faction = Clan
| Tickets = 7
+
| Tickets = 2
| Tier = 8
+
| Tier = 4
| Tonnage = 60
+
| Tonnage = 25
| Speed = 64
+
| Speed = 151.2
| SpeedWithMasc = 91
+
| SpeedWithMasc = 216
| Rotation = 360
+
| Rotation = 190
| PitchStand = -35° to +88°
+
| PitchStand = -29° to +30°
| PitchCrouch = -35° to +88°
+
| PitchCrouch = -29° to +30°
  
| Price Prime = 71 600
+
| Price Prime = 35 400
| ArmorT Prime = 52 271
+
| ArmorT Prime = 25 543
| Engine Prime = Pitban 240
+
| Engine Prime = Model SF-25 (XL)
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li>2x [[ERLBL]]
+
<li>1x [[HLL]]
<li>2x [[ERMBL]]
+
<li>3x [[HSL]]
<li>2x [[UAC5]]
 
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
<li>2 [[LAMS]]
+
<li>4 [[DHS]]
<li>[[EOptics]]
 
<li>2 [[DHS]]
 
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
<li>10.5t [[Armor]]
+
<li>5t [[Armor]]
 
</ul>
 
</ul>
  
| Price A = 62 000
+
| Price A = 36 900
| ArmorT A = 45 884
+
| ArmorT A = 25 543
| Engine A = Pitban 240
+
| Engine A = Model SF-25 (XL)
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>1x [[ELRM20]]
+
<li>1x [[CLPL]]
<li>3x [[HVAC2]]
+
<li>3x [[CSRM2]]
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>0 [[HS]]
+
<li> [[iJJ]]
<li>4 [[free tons]]
+
<li>2 [[DHS]]
<li>9.5t [[Armor]]
+
<li>0 [[free tons]]
 +
<li>5t [[Armor]]
 
</ul>
 
</ul>
  
| Price B = 67 700
+
| Price B = 43 000
| ArmorT B = 45 884
+
| ArmorT B = 25 543
| Engine B = Pitban 240
+
| Engine B = Model SF-25 (XL)
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>2x [[LBX10]]
+
<li>1x [[CERLBL]]
<li>4x [[ERMBL]]
+
<li>1x [[TAG]]
 +
<li>2x [[CSPL]]
 +
<li>2x [[MG]]
 +
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
 +
<li>[[MASC]]
 +
<li>[[JJ]]
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>2 [[LAMS]]
 
 
<li>2 [[DHS]]
 
<li>2 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
<li>9.5t [[Armor]]
+
<li>5t [[Armor]]
 
</ul>
 
</ul>
  
| Price C = 65 750
+
| Price C = 33 800
| ArmorT C = 45 884
+
| ArmorT C = 25 543
| Engine C = Pitban 240
+
| Engine C = Model SF-25 (XL)
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>2x [[LtGauss]]
+
<li>2x [[ATM3#High Explosive|ATM3 (HE)]]
<li>2x [[UAC2]]
+
<li>4x [[Flamer]]
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
<li>[[BAP]]
+
<li>[[MASC]]
<li>[[EOptics]]
+
<li>2 [[DHS]]
<li>0 [[HS]]
+
<li>0 [[free tons]]
<li>2 [[free tons]]
+
<li>5t [[Armor]]
<li>9.5t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price D = 80 500
+
| Price D = 31 000
| ArmorT D = 45 884
+
| ArmorT D = 29 461
| Engine D = Pitban 240
+
| Engine D = Model SF-25 (XL)
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>4x [[RAC2]]
+
<li>1x [[CLBX10]]
 +
<li>2x [[CERSBL]]
 +
<li>2x [[MG]]
 
</ul>
 
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
<li>[[EOptics]]
+
<li>0 [[DHS]]
<li>2 [[LAMS]]
+
<li>0 [[free tons]]
<li>1 [[AECM]]
+
<li>6t [[Armor]]
<li>2 [[DHS]]
 
<li>4 [[free tons]]
 
<li>9.5t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price E = 76 500
+
| Price E = 41 500
| ArmorT E = 49 079
+
| ArmorT E = 25 543
| Engine E = Pitban 240
+
| Engine E = Model SF-25 (XL)
 
| Weapons E = <ul>
 
| Weapons E = <ul>
<li>4x [[ERLBL]]
+
<li>1x [[CERPPC]]
 +
<li>3x [[CERSBL]]
 +
<li>2x [[MG]]
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>2 [[LAMS]]
+
<li>[[JJ]]
<li>1 [[BHP]]
+
<li>3 [[DHS]]
<li>9 [[DHS]]
+
<li>0 [[free ton]]
<li>0 [[free tons]]
+
<li>5t [[Armor]]
<li>10t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price F = 64 500
+
| Price F = 44 500
| ArmorT F = 45 884
+
| ArmorT F = 23 585
| Engine F = Pitban 240
+
| Engine F = Model SF-25 (XL)
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>2x [[AC10]]
+
<li>2x [[CERSBL]]
<li>2x [[PPC]]
+
<li>2x [[CMPL]]
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
 +
<li>[[GECM]]
 +
<li>[[MASC]]
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>1 [[DHS]]
+
<li>[[iJJ]]
<li>2 [[free tons]]
+
<li>3 [[DHS]]
<li>9.5t [[Armor]]
+
<li>0 [[free ton]]
 +
<li>4.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price G = 79 500
+
| Price G = 33 900
| ArmorT G = 49 079
+
| ArmorT G = 23 585
| Engine G = Pitban 240
+
| Engine G = Model SF-25 (XL)
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>6x [[MXPL]]
+
<li>1x [[CUAC5]]
 +
<li>1x [[CERMBL]]
 +
<li>2x [[CSSRM2]]
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
<li>[[GECM]]
 
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li> [[MASC]]
+
<li>[[JJ]]
<li>11 [[DHS]]
+
<li>0 [[DHS]]
<li>0 [[free tons]]
+
<li>0 [[free ton]]
<li>10t [[Armor]]
+
<li>4.5t [[Armor]]
 
</ul>
 
</ul>
  
| Armor H = 2760
+
| Armor H = 1380
| Armor CT = 8823
+
| Armor CT = 3283
| Armor LRT = 5614
+
| Armor LT = 2955
| Armor B = 4812
+
| Armor RT = 2134
| Armor LRA = 5253
+
| Armor B = 1970
| Armor INT = 3366
+
| Armor LRA = 1395
| Armor LRL = 5775
+
| Armor LRL = 2955
 +
| Armor INT = 1869
  
<!-- Current for 0.9.3 -->
+
<!-- Current for 0.9.4 -->
 
}}
 
}}
 +
The Solitaire is the fastest light mech in the game, with the ability to clock out at 216KPH while using [[MASC]]. The mech however, is also the weakest in terms of armor and can easily be destroyed if the pilot is over confident. The mech is a perfect striker using its speed and hard hitting weapons too deal a blow then outrun anything before it has a chance to really fight back. The Solitaire is similar in basic concept to a [[Hollander II]] or a Hunchback, with most variants typically using one large weapon mounted in its left torso followed by much smaller weapons on the arms.
  
 +
Note:  All Solitaire variants have non-standard armor distribution for Left and Right Torsos.  Compared to the standard mirror image armor distribution, the Solitaire's right torso has sacrificed 25% of it's armor to shore up the armor of the left torso by the same amount.  Most of this additional armor, however, is drawn from the Arms. As the Solitaire mounts it's strongest weaponry in the Left Torso on all variants, it's a calculated gamble; longer staying power for the prime weapon at the cost of the arm-mounted weaponry being significantly vulnerable.
  
The Rifleman is an [[Inner Sphere]] [[Heavy Mech]] and was added with the 0.6.0 update as a surprise.<br>
+
==Roles and Gameplay Hints==
As it is intended primarily as an anti-air mech it sports only moderate speed and armor, but it has the best torso pitch and rotation of any mech.<br>
 
 
 
All variants are equipped for anti-aircraft duty and are therefore very efficient against [[BA]], [[ASF]] and [[VTOL]]. However, their performance against mechs or tanks of similar weight is poor, and Rifleman pilots might find themselves getting easily overwhelmed by medium or even light assets.
 
 
 
The center torso of the Rifleman is very large and is usually the first and only part of the mech to be destroyed. Mechwarriors are advised to hide their center torso whenever possible such as while waiting for weapons to reload or cool down.
 
 
 
  
==Roles and Gameplay Hints==
 
 
===Prime===
 
===Prime===
The Rifleman Prime is a well-balanced [[AA]] mech. Despite its 2 [[DHS]] the Prime runs very hot, as it boasts 2 [[ERLBL]]s and 2 [[ERMBL]]s. These energy weapons are complemented by 2 [[UAC5]]s, making the Prime an excellent anti-[[BA]] mech. Two free tons for ammo, coupled with the fact that the Prime is mostly an energy-based mech, give it tremendous staying power for as long as its armor holds. The Prime has a [[BAP]], which, along with the [[EOptics]] that all Rifleman variants carry, allow it to spot and effectively engage threats at range, aerospace or otherwise.
+
The Prime is probably one of the best Solitaires available. Its [[cHLL]] gives it a high-heat, high-exposure, high-damage medium-range punch. The Prime also mounts 3 [[cHSL]]s in its arms and side torso as backup weapons. At 4 [[DHS]]es, the highest number of any Solitaire, the Prime can only barely handle its heat. Being equipped with only heavy lasers means that the Prime is forced to face its opponent for extended periods of time denying the Prime the ability to torso twist after each volley to conceal it's main gun. The Prime works best when used in concert with other mechs that can soak up damage for it.
  
 
===Variant A===
 
===Variant A===
The Rifleman A is a long-range specialist. The A doesn't have the pinpoint damage output of the Prime, but it more than makes up for that with precise damage from 3x [[HVAC2]]s reaching 1500m outside most other direct-fire weapons' ranges while it fires at aircraft and targets of opportunity. Equipped with 1 [[ELRM20]], allows the Rifleman A to lock and fire its missiles out to a maximum range of 1500m with 6 shots per ton. The Rifleman A carries 4 free tons of ammo, 1 extra ton or each weapon. Equipped with [[EOptics]] which are useful for precision and long-distance aiming, as well as picking out targets from their surroundings that were otherwise undetectable by radar. The Rifleman A is designed to snipe your prey from an unexpected distance.
+
The A is also a hot-running mech like the Prime. Instead of a [[cHLL]], the A is equipped with a [[cLPL]] giving it a 850m range, far beyond the Prime's 600m range. For short-range the A has 3 [[cSRM2]]s. The pin-point accuracy of the A's weapons make it excellent for shooting off arms and focusing individual components, or killing [[Battle Armor]] using the SRMs in a chain-fire configuration. Clever use of the A's [[iJJ|improved Jump Jets]] enable it to kite slow enemies until support can arrive.
  
 
===Variant B===
 
===Variant B===
A variant designed for mid range engagements, a relative rarity amongst Riflemen, the Rifleman B packs the meanest alpha of the bunch. Two [[LBX10]] can engage targets from 700m, but the spread of the pellets means the closer the target the more drastic the results, while a battery of 4 [[ERMBL]] deal a pinpoint blow to the weakened components. Make no mistake though, despite its relatively short reach, the hitscan nature of its lasers and the spread of its autocannons allow it to punish aircraft that enter its range. A [[BAP]] allows the Rifleman B to acquire radar contacts at long range, staying aware of ground and air movements.
+
In effect the most manoeuvrable variant, if not the fastest ground unit, period, Solitaire B augments its blinding speed with [[MASC]] and [[JJ|Jump Jets]]. Using its agility to discreetly get into a spotting vantage point, it's capable of using its [[TAG]] to designate targets for friendly artillery units. Its main armament is a [[cERLBL]] capable of pinpoint strikes to 900m out, a range . Backing that up are a pair of [[cSPL]] for point defence and two [[MG|Machineguns]] for long range harassment and increased protection against BA. All in all its weaponry isn't very threatening, but it's the superior choice compared to the C variant, the only other Solitaire equipped with MASC. It's not uncommon to see it as a starter in TC, picked by players hoping to get the first cap. Its two [[DHS]] have no chance of managing the careless use all of its equipment and weaponry.
  
 
===Variant C===
 
===Variant C===
While other Rifleman variants rely on putting up a wall of projectiles or a laser show to deter enemy aerospace, the Rifleman C trusts in the cool killing power of the gauss rifle. 2 [[UAC2]]s provide close in anti-[[BA]] protection, but their main purpose is to help calculate the lead the 2 [[LtGauss]] rifles will need in order to send enemy aerospace hurtling to earth. As the two weapons have nearly the same projectile speed, pulling enough lead to start landing hits with the UAC2s ensures that any following light gauss shots will land right on target. The Rifleman C carries the standard [[BAP]] and [[EOptics]] as well, though like all Rifleman variants it should be wary of close combat with other ground assets.
+
The C variant is the flamer boat of the bunch. One of the only two Solitaires equipped with [[MASC]], it is capable of reaching the fastest land speeds in the game, leading itself well to fast initial caps, or stealthy backcap duty. Its armament consists of four [[Flamers]] meant for overheating heat intensive opponents, making some of the heavier clan assets especially attractive targets if singled out. Pilots should keep in mind that overheating enemies counts as them killing themselves, resulting in no extra points for the flamer boat. This is somewhat alleviated by the variant's pair of [[ATM|ATM3(HE)]] that allow you to lay  your claim on the damage percentage dealt on the enemy, despite not being a straight on threatening weapon. All in all this is a very situational asset, dedicated to annoying enemies by having them frantically reach for the coolant button while covering their line of sight in flames and shaking their screen with missiles.
  
 
===Variant D===
 
===Variant D===
Though the Rifleman D has the same 4 [[RAC2]] armament as the much cheaper Partisan B, it still has its own niche. The D variant is meant as a group support mech, intended to shield its lance-mates from both radar and aerospace alike while keeping up with them over rough or uneven terrain. An [[AECM]] unit gives nearby friendlies radar cover, while a [[BAP]] helps the Rifleman D sniff out any incoming air or ground assets. Enemy aerospace will have to deal with the hailstorm of RAC2 rounds sent their way, and enemy mech assets will stumble into your lance, expecting only a single heavy mech to deal with.  
+
What used to be a variant carrying an oversized [[LBX20]] was scaled down to keep with build rules and common sense. Solitaire D now carries a single [[LBX10]], not as powerful as its predecessor but always reliable. A pair of [[cERSBL|Small Lasers]] and two [[MG|Machineguns]] provide backup firepower for the mid to close range engagements it will find itself in, and are a collective nightmare for approaching [[BA|Battle Armour]]. Compared to the other Solitaires it generates minimal heat, but at the same time doesn't sport any heatsinks besides those supplied with its reactor. Forgoing flashy weaponry or fancy equipment it is afforded an extra ton of armour while making it the cheapest solitaire, allowing the user to donate significant sums to fellow players at game start.
  
 
===Variant E===
 
===Variant E===
The Rifleman E brings a frightening 4 [[ERLBL]]s to the fight. Though the resulting heat spike from firing all 4 lasers at once can be worrying, the immense amount of heat dissipation provided by the 11 [[DHS]] it carries means that it's impossible to overheat on anywhere but the hottest terrain. With a steady enough hand, the Rifleman E can quickly deal death to any enemy aerospace that is unwise enough to linger inside its 800m range, and can strip enemy mechs of weapons or armor from the relative safety of the second line. 2 [[Mgun]]s provide adequate anti-[[BA]] protection, or allow the E variant to chip at aerospace flying outside the range of its lasers. A [[BHP]] gives even further radar range than most Rifleman variants, preventing most enemies from coming up on it unawares.  
+
The Solitaire E is one of the best snipers out of all light mechs. The E mounts a [[CERPPC|Clan Extended Range PPC]] and [[Jump_Jets|Standard Jump Jets]], which allow for very long range [[Gameplay Tactics#Poptarting|poptarting]].  It carries on the Solitaire tradition by mounting an array of close range weapons, including some 3 [[cERSBL]]s and 2 [[MG|Machine Guns]] for hunting battle armor.
  
 
===Variant F===
 
===Variant F===
The F variant is somewhat of an oddball. Theoretically, its armament of 2 [[AC10]]s and 2 [[PPC]]s can deal a great amount of damage to any aerospace it manages to hit. However, the fairly slow projectile speed of each, coupled with their restrictive (for anti-aero work) ranges of 550m and 700m, respectively, means that the Rifleman F will have a hard time landing hits on aerospace with either weapon. Rather, the Rifleman F is meant as a direct fire-support mech, intended to sit behind the front lines and pound away at otherwise distracted targets. Unlike other Rifleman variants, the F carries no active probes, and must thus be careful it isn't caught alone. Though its armaments can cause a significant amount of damage, its slow speed and light armor mean that any assets in its own weight class will easily overpower it.  
+
This variant of the Solitaire trades direct firepower and armor for an unparalleled movement suite and the electronics to move unnoticed. Its [[cERSBL]]s and [[cMPL]]s allow it to silently remove enemy rear torsos in between bouts of sneaking onto objectives.
  
 
===Variant G===
 
===Variant G===
The Rifleman G is a is a short to midrange attacker coupled to blistering array of 6x [[MXPL]] X-Pulse Lasers at 279 shots/min each, are capable of removing arms of opponents. 11 [[DHS]] is more than enough to handle the heat under normal fire but keeping an eye on you temperature is well advised. Rushing in at 91 km/h with [[MASC]] it's good idea to give your unit a few seconds to cool down before opening fire. [[GECM]] will keep you under cover right up until your firing range so utilizing the [[EOptics]] will help you determine the battle assessment. Knowing the situation and maintaining your heat in this unit will bring you victory.
+
While most Solitaires opt for dropping a high alpha strike and scurrying out of the fray, this one has significantly more sustain with its [[UAC5]] enabling it to have significantly higher DPS, especially coupled with its fast recycling [[SSRM2]]s assisting in close engagements. A single [[cERMBL]] keeps the Solitaire's burst alpha somewhat relevant at 700m as well.
 +
 
 +
==Gallery==
 +
<gallery mode=packed heights=150px style="text-align:left">
 +
File:Solitaire three views.jpg|Left, front, and rear views of a Solitaire sporting jungle camo (ca. 0.7.1)
 +
</gallery>
 +
 
 +
 
 +
==Trivia==
 +
The Solitaire released with MWLL Beta 0.7.0. It was first shown in the [http://forum.mechlivinglegends.net/index.php/topic,18931.msg337466.html#msg337466 MWLL 0.7.0 New Assets forum thread] and was a complete surprise.
 +
 
  
 
==Canon==
 
==Canon==
The definitive anti-aircraft 'Mech, the Rifleman was first fielded in 2505, making it amont the first 'Mechs ever built. Its combination of long-ranged weaponry, including rapid-fire autocannons and it's excellent targeting and tracking system ensured it would remain a viable battlefield unit through half a millennium of combat. The Rifleman's focus on anti-aircraft work dictated a heavy load of long-range weapons to the exclusion of everything else. The 'Mech's heat sinks are grossly inadequate for constant fire, but in an anti-aircraft role, the Rifleman is expected to have time to dissipate heat while the target aircraft turns for its next pass.  
+
The Solitaire was a very fast, energy weapon-only 25-ton Mech designed by Clan Diamond Shark in 3067 using every weight-saving measure possible: ferro-fibrous armor, an endo-steel chassis and an extralight (XL) engine. This in of itself was a departure for the Clan in its design philosophies, as the Diamond Sharks were well-known for their frugality in Battlemech designs. The Solitaire made use of heavy laser technology originally developed by Clan Star Adder in 3059, mounting one heavy large laser, two mediums and a small laser. Despite its powerful bite, the Solitaire's ten double heatsinks were wholly unable to dissipate the massive waste heat generated by an alpha strike.
 
 
Notable pilots include: Gray Noton  "Legend-Killer", Conner Rhys-Monroe "Former Knight of the Sphere", John "Gentleman Johnny" Clavell, and Davis McCall of the Gray Death Legion.
 
  
[http://www.sarna.net/wiki/Rifleman BattleTech Reference]
+
[http://www.sarna.net/wiki/Solitaire BattleTech Reference]
  
{{Template:Navbox_Assets_IS}}
+
{{Template:Navbox Assets Clan}}

Revision as of 16:20, 20 October 2018

Solitaire
Solitaire.jpg
Solitaire.jpg
Class: Light Mech
Faction: Clan
Ticket cost: 2 upon destruction
Tier: 4
Tonnage: 25 tons
Speed: 151.2 km/h (216 km/h with MASC)
Torso yaw: 190°
Torso pitch: -29° to +30° while standing.
-29° to +30° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 35 400 CBills
Total armor: 25 543
Engine Size: Model SF-25 (XL)
A:
Price: 36 900 CBills
Total armor: 25 543
Engine Size: Model SF-25 (XL)
B:
Price: 43 000 CBills
Total armor: 25 543
Engine Size: Model SF-25 (XL)
C:
Price: 33 800 CBills
Total armor: 25 543
Engine Size: Model SF-25 (XL)
D:
Price: 31 000 CBills
Total armor: 29 461
Engine Size: Model SF-25 (XL)
E:
Price: 41 500 CBills
Total armor: 25 543
Engine Size: Model SF-25 (XL)
F:
Price: 44 500 CBills
Total armor: 23 585
Engine Size: Model SF-25 (XL)
G:
Price: 33 900 CBills
Total armor: 23 585
Engine Size: Model SF-25 (XL)
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
1970
1380
1395
1395
2955
2955
3283
2134
1395
2955
1869

All stats current as of release 0.15.3

The Solitaire is the fastest light mech in the game, with the ability to clock out at 216KPH while using MASC. The mech however, is also the weakest in terms of armor and can easily be destroyed if the pilot is over confident. The mech is a perfect striker using its speed and hard hitting weapons too deal a blow then outrun anything before it has a chance to really fight back. The Solitaire is similar in basic concept to a Hollander II or a Hunchback, with most variants typically using one large weapon mounted in its left torso followed by much smaller weapons on the arms.

Note: All Solitaire variants have non-standard armor distribution for Left and Right Torsos. Compared to the standard mirror image armor distribution, the Solitaire's right torso has sacrificed 25% of it's armor to shore up the armor of the left torso by the same amount. Most of this additional armor, however, is drawn from the Arms. As the Solitaire mounts it's strongest weaponry in the Left Torso on all variants, it's a calculated gamble; longer staying power for the prime weapon at the cost of the arm-mounted weaponry being significantly vulnerable.

Roles and Gameplay Hints

Prime

The Prime is probably one of the best Solitaires available. Its cHLL gives it a high-heat, high-exposure, high-damage medium-range punch. The Prime also mounts 3 cHSLs in its arms and side torso as backup weapons. At 4 DHSes, the highest number of any Solitaire, the Prime can only barely handle its heat. Being equipped with only heavy lasers means that the Prime is forced to face its opponent for extended periods of time denying the Prime the ability to torso twist after each volley to conceal it's main gun. The Prime works best when used in concert with other mechs that can soak up damage for it.

Variant A

The A is also a hot-running mech like the Prime. Instead of a cHLL, the A is equipped with a cLPL giving it a 850m range, far beyond the Prime's 600m range. For short-range the A has 3 cSRM2s. The pin-point accuracy of the A's weapons make it excellent for shooting off arms and focusing individual components, or killing Battle Armor using the SRMs in a chain-fire configuration. Clever use of the A's improved Jump Jets enable it to kite slow enemies until support can arrive.

Variant B

In effect the most manoeuvrable variant, if not the fastest ground unit, period, Solitaire B augments its blinding speed with MASC and Jump Jets. Using its agility to discreetly get into a spotting vantage point, it's capable of using its TAG to designate targets for friendly artillery units. Its main armament is a cERLBL capable of pinpoint strikes to 900m out, a range . Backing that up are a pair of cSPL for point defence and two Machineguns for long range harassment and increased protection against BA. All in all its weaponry isn't very threatening, but it's the superior choice compared to the C variant, the only other Solitaire equipped with MASC. It's not uncommon to see it as a starter in TC, picked by players hoping to get the first cap. Its two DHS have no chance of managing the careless use all of its equipment and weaponry.

Variant C

The C variant is the flamer boat of the bunch. One of the only two Solitaires equipped with MASC, it is capable of reaching the fastest land speeds in the game, leading itself well to fast initial caps, or stealthy backcap duty. Its armament consists of four Flamers meant for overheating heat intensive opponents, making some of the heavier clan assets especially attractive targets if singled out. Pilots should keep in mind that overheating enemies counts as them killing themselves, resulting in no extra points for the flamer boat. This is somewhat alleviated by the variant's pair of ATM3(HE) that allow you to lay your claim on the damage percentage dealt on the enemy, despite not being a straight on threatening weapon. All in all this is a very situational asset, dedicated to annoying enemies by having them frantically reach for the coolant button while covering their line of sight in flames and shaking their screen with missiles.

Variant D

What used to be a variant carrying an oversized LBX20 was scaled down to keep with build rules and common sense. Solitaire D now carries a single LBX10, not as powerful as its predecessor but always reliable. A pair of Small Lasers and two Machineguns provide backup firepower for the mid to close range engagements it will find itself in, and are a collective nightmare for approaching Battle Armour. Compared to the other Solitaires it generates minimal heat, but at the same time doesn't sport any heatsinks besides those supplied with its reactor. Forgoing flashy weaponry or fancy equipment it is afforded an extra ton of armour while making it the cheapest solitaire, allowing the user to donate significant sums to fellow players at game start.

Variant E

The Solitaire E is one of the best snipers out of all light mechs. The E mounts a Clan Extended Range PPC and Standard Jump Jets, which allow for very long range poptarting. It carries on the Solitaire tradition by mounting an array of close range weapons, including some 3 cERSBLs and 2 Machine Guns for hunting battle armor.

Variant F

This variant of the Solitaire trades direct firepower and armor for an unparalleled movement suite and the electronics to move unnoticed. Its cERSBLs and cMPLs allow it to silently remove enemy rear torsos in between bouts of sneaking onto objectives.

Variant G

While most Solitaires opt for dropping a high alpha strike and scurrying out of the fray, this one has significantly more sustain with its UAC5 enabling it to have significantly higher DPS, especially coupled with its fast recycling SSRM2s assisting in close engagements. A single cERMBL keeps the Solitaire's burst alpha somewhat relevant at 700m as well.

Gallery


Trivia

The Solitaire released with MWLL Beta 0.7.0. It was first shown in the MWLL 0.7.0 New Assets forum thread and was a complete surprise.


Canon

The Solitaire was a very fast, energy weapon-only 25-ton Mech designed by Clan Diamond Shark in 3067 using every weight-saving measure possible: ferro-fibrous armor, an endo-steel chassis and an extralight (XL) engine. This in of itself was a departure for the Clan in its design philosophies, as the Diamond Sharks were well-known for their frugality in Battlemech designs. The Solitaire made use of heavy laser technology originally developed by Clan Star Adder in 3059, mounting one heavy large laser, two mediums and a small laser. Despite its powerful bite, the Solitaire's ten double heatsinks were wholly unable to dissipate the massive waste heat generated by an alpha strike.

BattleTech Reference