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		<updated>2026-04-30T02:17:04Z</updated>
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	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Atlas&amp;diff=11598</id>
		<title>Atlas</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Atlas&amp;diff=11598"/>
				<updated>2020-11-17T16:51:52Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant C */ minor wording on playstyle, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Atlas.png&lt;br /&gt;
| ImageGif = File:Atlas_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 14&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 53&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 106 100&lt;br /&gt;
| ArmorT Prime = 92 755&lt;br /&gt;
| Engine Prime = Vlar 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;19t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 114 900&lt;br /&gt;
| ArmorT A = 94 359&lt;br /&gt;
| Engine A = Vlar 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 121 700&lt;br /&gt;
| ArmorT B = 94 359&lt;br /&gt;
| Engine B = Vlar 300 STD&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 102 400&lt;br /&gt;
| ArmorT C = 94 359&lt;br /&gt;
| Engine C = Vlar 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[DSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 100 400&lt;br /&gt;
| ArmorT D = 94 359&lt;br /&gt;
| Engine D = Vlar 300 STD&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 116 100&lt;br /&gt;
| ArmorT E = 91 146&lt;br /&gt;
| Engine E = Vlar 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3|C3 Master]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 111 000&lt;br /&gt;
| ArmorT F = 94 359&lt;br /&gt;
| Engine F = Vlar 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 98 100&lt;br /&gt;
| ArmorT G = 94 359&lt;br /&gt;
| Engine G = Vlar 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 13849&lt;br /&gt;
| Armor RT = 11080&lt;br /&gt;
| Armor LT = 9002&lt;br /&gt;
| Armor B = 8310&lt;br /&gt;
| Armor LRA = 6925&lt;br /&gt;
| Armor LRL = 10595&lt;br /&gt;
| Armor INT = 6357&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.13.0--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Atlas''' is an iconic [[Inner Sphere]] [[Assault Mech]] well recognized by Battletech fans for generations. With it's awe-inspiring [[Weapons]], and extremely tough [[Armor]], the Atlas has built itself a reputation as one of the most fearsome Inner Sphere [[Mechs]] available. With a surprisingly low price tag for a 100 ton [[Mech]], the Atlas is relatively easy to field compared to its better-armed cousins, yet raw firepower is hardly lacking in any Atlas variant. Furthermore, the primary feature of the Atlas isn't the weaponry itself - it is the incredible longevity provided by extremely thick armor, coupled with the use of the [[Engines#Standard Engine|Standard Engine]], netting it an additional survivability bonus. This allows the Atlas to take inordinate amounts of punishment before succumbing to enemy fire, and makes the Atlas an ideal choice for defending positions from enemy attack. Furthermore, the Atlas is able to carry a wide array of electronics, allowing it to fill a support role while it takes punishment for the rest of its team.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Atlas Prime is built towards command and control of large areas of the [[Maps|Map]] with its heavy, long-range firepower. 2 [[ERPPC]]s on the arms and twin [[LRM5]]s give it firepower at long range, while a [[Gauss|Gauss Rifle]] provides a powerful punch at any range. If an enemy approaches too close to use the [[LRM]]s, the [[ERML]]s come into the fight to keep the pressure on. A single [[LAMS]] protects the Atlas Prime from enemy missile fire while it supports its allies from afar. Single [[B-Pod]] helps fending off enemy [[Battle Armor]], 4 [[DHS]] are somewhat enough to keep heat in check, so long as the pilot doesn't lean too heavily on the PPCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Mr. Bubbles&amp;quot;''===&lt;br /&gt;
The ''Atlas A'', dubbed '''''&amp;quot;Mr. Bubbles&amp;quot;''''', is armed with 3 [[RAC5]], giving it incredible damage-per-second against enemy targets.&lt;br /&gt;
This style of combat is very suited for the Atlas, as its heavy armor allows it to endure the return fire such an exposed method of combat brings with it, a luxury many other DPS based Mechs and tanks do not have. The twin [[DSRM4]]s require a different lead then the [[RAC]]s, and thus are best used while your [[RAC|rotary cannons]] cool down or reload to screen yourself behind their exhaust and to shake the enemy, reducing the effectiveness of its counterstrike. They can also finish off heavily damaged targets in a pinch given their strong damage output. The biggest downside to this variant is its short effective range of only around 250 - 300m, especially since almost every other asset is faster then the Atlas. The [[RAC]]s can be used further out, but the spread and damage falloff prevents them from dealing significant damage behind 500m, and the [[DSRM]]s alone are not enough to threaten anything bigger then a light Mech. Furthermore, this variant lacks [[LAMS]] to dissuade enemy missile fire, leaving the pilot vulnerable to screen shake from retaliatory fire, meaning that pilots should carefully approach their targets under the cover of [[GECM]] rather than march across the open field to fight. 8 tons of extra ammo are enough to keep all its weapons firing for a while, but caution must still be applied, because the Atlas is too slow to retreat should its ammo run out during combat.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The B Variant is one of only 3 mechs armed with a [[iHGauss|Improved Heavy Gauss]], giving it serious firepower at medium- to short-range. This terrifying weapon is supported by two [[PPC]]s, complimenting the iHGauss' 800m range bracket. For even more close-range firepower, this variant is equipped with two [[SRM4]] launchers. This leaves the Atlas B with excellent mid- and close-range firepower. Its 5 [[DHS]] are sufficient to handle almost continuous firing of the IS PPCs. A good tactic is to chain fire them to maximize enemy screen shake while the Improved Heavy Gauss reloads between shots. [[AECM]] makes this range bracket ideal for this Atlas, allowing it to provide an umbrella of radar protection to allies while they march toward the enemy. However, the lack of [[LAMS]] means that this Atlas is quite vulnerable to enemy missile fire while it moves in - such coverage would need to be provided by friendly units instead.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
This Atlas variant is designed to be a return fire disruptor. It is mounting an array of aim disrupting weaponry consisting of 2 [[AC10]]s, twin [[DSSRM4|dual SSRM4s]] launchers, and the massive [[HPPC]], the Atlas C has the capacity to keep in check anything that gets within it's range for quite a while. With 4 [[DHS]], there will be no difficulty in continuously firing all weapons in close succession.&amp;lt;br&amp;gt;&lt;br /&gt;
However, its greatest weakness lays right in its greatest strength - Where both AC10 array and the formidable HPPC produce profound screenshake - it comes at the cost of damage. This designates this unit as an second line attacker, an excellent force magnifier rather than steamroller, like other Atlas variants. As such, the Atlas C is the perfect anchor for an attack lance consisting of shorter ranged units in need of medium range fire disruption.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Ol' Daddy&amp;quot;''===&lt;br /&gt;
An homage to the classic AS7-D Atlas, the Atlas D is an economy solution. Snubbing advanced weaponry and electronics for older, cheaper tech, the Atlas D provides players with the chance to field the heavily-armored Atlas chassis relatively early compared to other [[Assault Mech]]s. Its firepower is primarily brought to bear at close range, with an [[AC20]] being the main damage-dealer, while a [[SRM6]] exploits weakened sections. 4 [[ML|Medium Lasers]] provide some support fire at slightly further ranges, and a single [[LRM20]] allows this Atlas to reach out and hit enemies at long-range, at once allowing it to soften enemies up while moving into closer ranges and also giving it the ability to retaliate against long-range snipers that outrun it. 4 [[free tons]] of ammo allow the pilot to have two AC20 reloads and two LRM l reloads for extended time in combat. Lacking any electronics except for the [[LAMS]] to speak of leaves this Atlas inferior in the electronics warfare department, though this also helps keep costs down. While the Atlas D may lack the raw firepower compared to some Atlas variants and the extensive electronics packages of others, the Atlas D is still a powerful asset in the right hands, and the low price tag allows it to get into more hands.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Master &amp;amp; Commander&amp;quot;''===&lt;br /&gt;
The Atlas Variant E is outfitted with the most sophisticated electronics available. [[BHP]] gives it enormous sensor range, an advantage it can share with its comrades due to the [[C3|C3 Master]], while [[GECM]] keeps it hidden from detection. Dual [[LAMS]] offer itself and nearby allies good protection from missile barrages, and the [[NARC|iNARC]] enables it to select targets for friendly missile artillery. The armament of 2 [[ERLL]]s and 2 [[LRM15]]s give it long range firepower similar to most long-range IS heavy Mechs and 2 [[ERML]] add a little extra firepower at medium ranges. Overall, it cannot expect to defeat [[Clan]] heavy and assault Mechs on its own. But, as the anchor that keeps the forces rallied, single combat is not amongst its abilities. It is supposed to be the leader of a pack, giving them cover, giving them information, giving them protection, and giving them their targets to slay. The Atlas E only has [[Free tons|1 ton for extra ammo]], meaning the player will have to choose: NARC ammo or LRM ammo? Even if the player chooses LRM ammo, they will find their damage output dramatically reduced as only one of the two LRM15s will be able to reload. It is the least [[Armor|Armored]] in the group and carries an additional 4 [[DHS]].&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A unique variant, the Atlas F heavily relies on the mechwarrior's ability to use the four heavy hitting [[Thunderbolt]] missile launchers as effectively as possible. Their lock on range is 700m but will still do massive damage to targets up to 1000m away. They do have a rather slow turning radius, thus are quite ineffective against agile targets. Instead, mechwarriors should unleash the pinpoint accuracy of the long range three [[LPL|Large Pulse Lasers]] against said targets. Furthermore, mastering the ability to dumbfire the Thunderbolt missiles at brawling range is somewhat difficult but oh so rewarding when accomplished successfully. Careful maneuvering is required for the F to get into position, trying to get a down the throat or up the kilt shot that'll maximize the chance of the Tbolts hitting. This is far easier against slower targets while quick mechs can dodge out of the way relatively easily unless at close range. 2 [[free tons]] of ammo are insufficient for longer combat engagements. The Atlas F lacks any defensive electronics equipment, so mechwarriors should not be caught out in the open against enemy missile boats or dedicated long range snipers.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The punishing power of the G is a bargin at only 98100 CBills for a brutal close in warrior. Any enemy mechs that are on the receiving end of its [[Gameplay_Tactics#Alpha_Strike|alpha strike]] consisting of a [[UAC20]] and twin [[MRM30]]s, plus four [[HMG]]s can attest to its awesome firepower that shreds opponents in mere seconds. Two [[DHS]] are sufficient for extended autocannon &amp;amp; heavy machine guns fire but may pose a problem when incorporating the MRM30's, so keep an eye on your temperature. 3 [[free tons]] of ammo are just enough for an average battle time period, know your reload locations. Though, its slow movement must be accounted for thus wise pilots should always be situationally aware of the ebb and flow of the battle to not get over-extended and swarmed by the enemy. Furthermore, a clever opponent can partially mitigate this Atlas's firepower by closing *inside* of the [[MRM30]]'s [[minimum range]], so be wary of fast brawlers and take them down quickly!&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Atlas.jpg|thumb|175px|Original &amp;quot;Fishbowl&amp;quot; head Atlas from pre-0.3.0]]&lt;br /&gt;
Before version 0.3.0, the Atlas was referred to as a ''swimming pool'' or ''glass bulb''. The top part of the head was made entirely of glass, appearing for units or [[BA]] above it as an empty space, often leading to surprise when a direct hit on the pilot didn't result in a kill. In the 0.3.0 release, a metal helmet-like cover was added to the head, changing the appearance of the unit, though still not giving it the instantly recognizable skull-head/death's mask due to technical limitations. A head modeled entirely as a skull would make it nearly impossible to pilot the unit, due to obscured vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
{{Quote|&amp;quot;A ’Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally.&amp;quot;|Aleksandr Kerensky}}&lt;br /&gt;
The Atlas, or &amp;quot;''Death's Head''&amp;quot; as it was nicknamed by MechWarriors, is a 100 ton Assault 'Mech built in the period leading up to the fall of the Star League. The first appearance of this 'Mech on the battlefield was during the [https://www.sarna.net/wiki/Amaris_Civil_War Amaris Civil War], as the forces of General Kerensky sought to retake Terra and end the rule of Stefan the Usurper. When Kerensky sounded the call that was to become the Exodus, most of the Atlas pilots in the SLDF refused to respond, and thus the 'Mech remained in the Inner Sphere where it would go on to many years of glory.&lt;br /&gt;
&lt;br /&gt;
Originally the Atlas was one of the first units to mount the [[AC20]], supported by a uniquely configured [[LRM20]]. Utilizing a faster than usual reload mechanism, the launcher fired 20 missiles from five tubes in the time a traditional LRM20 launcher would shoot a single salvo and reload. Additional support weapons were 4 [[ML|Medium Lasers]] and a single [[SRM6]] launcher. A small dish antenna mounted on the Atlas' head allowed communication with orbital units or satellites, and it could be folded inside of head. Until the rediscovery of ferro-fibrous armor in the mid-3030s, the Atlas was the most heavily armored 'Mech to ever walk the battlefield.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2755 during the Era known as &amp;quot;Star League&amp;quot; (2571 - 2780) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Atlas_(BattleMech) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Donar&amp;diff=11556</id>
		<title>Donar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Donar&amp;diff=11556"/>
				<updated>2020-11-08T19:30:48Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant A */ updated fluff for new 13.3 loadout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VTOL|&lt;br /&gt;
| Image = File:Donar.png&lt;br /&gt;
| ImageGif = File:Donar_spin.gif&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 198&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 55 800&lt;br /&gt;
| ArmorT Prime = 16 375&lt;br /&gt;
| Engine Prime = Fusion 50&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 55 000&lt;br /&gt;
| ArmorT A = 16 375&lt;br /&gt;
| Engine A = Fusion 50&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC5|Air CUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL|Air CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 52 500&lt;br /&gt;
| ArmorT B = 16 375&lt;br /&gt;
| Engine B = Fusion 50&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 53 500&lt;br /&gt;
| ArmorT C = 16 375&lt;br /&gt;
| Engine C = Fusion 50&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SSRM2|CSSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSPL|Air CSPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|VTOL GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]] &lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 56 900&lt;br /&gt;
| ArmorT D = 16 375&lt;br /&gt;
| Engine D = Fusion 50&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CMPL|Air CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|VTOL GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 48 200&lt;br /&gt;
| ArmorT E = 16 375&lt;br /&gt;
| Engine E = Fusion 50&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HSL|Air HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HML|Air HML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 50 300&lt;br /&gt;
| ArmorT F = 16 375&lt;br /&gt;
| Engine F = Fusion 50&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Standard|Air ATM3 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 53 100&lt;br /&gt;
| ArmorT G = 16 375&lt;br /&gt;
| Engine G = Fusion 50&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX5|Air LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 7185&lt;br /&gt;
| Armor LRW = 2591&lt;br /&gt;
| Armor E = 2004&lt;br /&gt;
| Armor T = 2004&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
Similar in concept to the Inner Sphere's Hawkmoth as its name suggests Donar is a light Combat VTOL that excels at softening an enemy and outmaneuvering any return-fire. The Donar was originally commissioned to provide quick fire support, its missiles are effective at exploiting the holes that its laser can open up. The Clan's version of Eyes in The Sky also comes with various arrays of electronics. Donar in Canon is 21 tons, but in Drops the Donar is usually rounded up to 25 tons. Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.&lt;br /&gt;
&lt;br /&gt;
==Variant and Gameplay tips==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Donar Prime carries a [[CERLBL|Extended Range Large Laser]] backed by two [[SSRM|Streak-SRM4]]. It can harass light Mechs and tanks at range, while also being a good choice for hit-and-run tactics by flying just close enough to lock the Streak SRMs, fire and run away. [[EOptics]], [[BAP]] in combination with [[TAG|Laser (Target Acquisition Gear)]] a weapon designed to mark targets for friendly guided ordinance.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Pilots familiar with the [[RAC5]] toting [[Hawkmoth#Variant_G|Hawkmoth G]] will feel right at home in this variant, whose two [[UAC5]] with similar range, projectile speed and damage make this the spitting image, although with a clan flavor. Unlike the UAC5 that you'll find on mechs, this VTOL carries an '''Air''' modified version of the weapon; which behaves almost exactly like a RAC5, instead of the 3-shell burst you'd expect on the ground. &lt;br /&gt;
&lt;br /&gt;
While the two UAC5 sing the siren song of ''tremendous damage'' on paper, the struggle of maintaining a bead to lead all those pellets on target while also handling your VTOL to avoid enemy fire, trees, and terrain leave much of that damage unrealized; explaining why the two complementing [[CERSL]] are equipped without being overpowered. However, anyone who masters handling these weapons in tandem with the chassis they're mounted on will find everything from mediums up to assaults easy prey, as long as you have ammo to fire with. &lt;br /&gt;
&lt;br /&gt;
Ammo will run out quickly, and with no free tonnage for reloads- it's wise to keep an eye on how many shells you have before committing to an engagement. Like the RAC5, you must be sure to avoid jamming the UAC5's, or your weapons will be locked for a painful 9 seconds. [[EOptics]] mean you can technically utilize all 860m of the UAC5's range, but it will rarely be an opportunity except for punishing inattentive mechs holding still, or fleeing enemies with low armor.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Mounting three [[ERML|Extended Range Medium Lasers]] and a [[NARC|NARC]] with one [[Free tons | Free Ton]] NARC ammo, this is the Clan version of the Hawkmoth F, although with more sustained damage output. The Donar B's NARC has a maximum range of 700m, requiring it to take the risk of being fired upon in order to paint targets. However, it can fire its lasers on the target while doing so, and achieving NARC lock may be easier than holding a [[TAG]] laser steady for some pilots. 3 [[DHS]] should take care of the heat generation.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;HEADON&amp;quot;''===&lt;br /&gt;
The C is a very Short range heavy hitting fighter. The highlight of this VTOL is the 5 rapidly reloading racks of [[CSSRM2 | Streak-SRM2]] will keep any foe's screen permanently shaken if chain-fired. The Donar C is a great asset for incapacitating high-value enemy assets all while blasting them down with three [[CSPL |Small Pulse Lasers]]. However, it takes a skilled pilot to both read the battlefield and maneuver close enough, and long enough to start delivering your salvos safely- since the Donar C has incredibly short range, and almost nonexistant armor like the rest of the VTOL family. This Donar Variant absolutely demolishes enemy VTOL assets that are foolish enough to find themselves within its range.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Donar D sports one [[CMPL |Medium Pulse Laser]] which is reasonably heat-efficient on its own - but the true power of this chassis rests in the two racks of [[ATM6|High Explosive ATM6]]. While locked missiles allow you to maneuver while firing, careful attention should be made to maintain an angle to where each salvo will arc to their target. This variant has excellent anti-vtol capabilities, and is excellent at mutilating lone light and mediums in a hurry- making it both a proficient anti-back-capper and back-capper as well.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Three weapon systems in almost the same range, two [[SRM6 | SRM6]], a[[HML | Heavy Medium Laser]] and two [[HSL | Heavy Small Lasers]], but only three [[DHS]]. Care should be taken not only for the Heat Build-up but the FaceTime needed for the Lasers. This could almost constitute [[Kiting]] as an action to lay waste of your prey.&lt;br /&gt;
Just be certain of your surroundings and strike from the rear.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
This variant's two [[ATM3 | Standard ATM-3]] launchers can be utilized to keep damage output up even during evasive maneuvers with their tracking and generous range. Softened enemies quickly fall under the focused beam of a [[HLL | Heavy Large Laser]]. With only two [[DHS| Dual Heat Sinks]] to manage your internals with, constantly throwing ATM salvos and Heavy Laser Beams will quickly overheat your VTOL- so keep a mindful eye on that temp gauge. The [[EOptics]] enables a zoom of 2.5x for spotting/reporting to your team, but also allows for pinpoint accuracy when focusing damaged components with your Laser.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The combination of one [[LBX5|Air LBX AutoCannons5]] and four [[HMG|Heavy Machine Guns]] make this a devastating foe to both enemy Aerospace and Tanks especially, but can easily damage light and medium mechs alike. It's respectable damage output and forgiving range makes it a favorite of both novice and veteran VTOL pilots. However, only 1 [[Free_ton| Ton Extra]] to store ammunition, limits this VTOL's effective presence on the battlefield- especially considering how this variants entire arsenal needs to be exercised in order to realize its full potential.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The '''Donar''' is a [[Clan]] [[VTOL]] added with the release of MWLL 0.6.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Donar was designed as a fast attack unit capable of providing long-range fire support. Operated by two pilots - gunman in front and a pilot/navigator in the back, the Donar was heavily armored for it's class. 3 tons of ferro-fibrous armor protect the hull very well, though the rotor cannot mount enough armor to ensure it's survivability for hits above 40mm caliber guns. Weapons of the Donar are synchronized with the helmet allowing the gunner to pick up targets quickly and efficiently. Donars are used both as front-line cavalry VTOL or as scouts.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3017 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Donar BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=11362</id>
		<title>Hellhound</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hellhound&amp;diff=11362"/>
				<updated>2020-10-30T17:49:28Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant E */ added even more fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Hellhound.png&lt;br /&gt;
| ImageGif = File:Hellhound_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 6&lt;br /&gt;
| Tonnage = 50&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -34° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 66 000&lt;br /&gt;
| ArmorT Prime = 49 561&lt;br /&gt;
| Engine Prime = 300 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 200&lt;br /&gt;
| ArmorT A = 48 061&lt;br /&gt;
| Engine A = 300 STD&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3|ATM3 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 76 800&lt;br /&gt;
| ArmorT B = 52 274&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[AECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]s&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 62 500&lt;br /&gt;
| ArmorT C = 50 774&lt;br /&gt;
| Engine C = 300 STD&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 100&lt;br /&gt;
| ArmorT D = 46 848&lt;br /&gt;
| Engine D = XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12 |ATM12 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 65 600&lt;br /&gt;
| ArmorT E = 49 275&lt;br /&gt;
| Engine E = 300 STD&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 73 500&lt;br /&gt;
| ArmorT F = 45 348&lt;br /&gt;
| Engine F = 300 STD&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 65 600&lt;br /&gt;
| ArmorT G = 45 348&lt;br /&gt;
| Engine G = 300 STD&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 6785&lt;br /&gt;
| Armor LRT = 4410&lt;br /&gt;
| Armor B = 4071&lt;br /&gt;
| Armor LRA = 3901&lt;br /&gt;
| Armor LRL = 5190&lt;br /&gt;
| Armor INT = 3114&lt;br /&gt;
| Armor LE = 2714&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Compared to other clan mediums, speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums.&lt;br /&gt;
&lt;br /&gt;
The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and most are equipped with a standard engine, meaning that damage done to a destroyed side torso does not get a multiplier when it is applied to the center torso. This fact, combined with the lack of weapon mounts on the side torsos, make them particularly poor targets on this chassis, and skilled pilots should look to use them to soak damage when possible. The weapon mounts are spread across the center torso, the arms, and a pair of shoulder racks, making it generally inefficient to target individual weapon systems on this chassis, despite the relatively thin armor on those components.&lt;br /&gt;
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==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
This quintessential second-line skirmisher variant features [[Jump Jets|Improved Jump Jets]] with advanced vectoring capabilities, granting it enhanced mobility. It uses a [[Pulse Lasers|Large Pulse Laser]] in its right arm as its main weapon, with a long range and rapid [[refire rate]] that doesn't falter as enemies close the distance. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the LPL's damage output, with similar range profiles. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is easily out-DPS'd by lighter dedicated brawlers, so keeping a healthy range advantage is imperative to winning battles. Copious usage of the jumpjets should aid in this, whether to get onto normally inaccessible vantage points, or to dodge and evade enemies that are too close for comfort. Users should try and focus on a single part with the lasers, as the LPL's damage output is less front-loaded and more reliant on rapid follow-up shots.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
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===Variant A===&lt;br /&gt;
A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 [[Pulse Lasers | Medium Pulse Lasers]] spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of [[Advanced Tactical Missiles|HEATM 3s]] located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=The HEATMs provide the brunt of this variant's damage output within 300m. Continued barrages from them, however inaccurate, will quickly soften up parts on targets, allowing the pulse lasers to surgically remove them in short order. Even despite the pulse laser's reasonable range of 500m, this loadout will quickly falter if the user is caught out in the open with no cover due to its very average mobility. It is thus best used to single out high priority targets when fighting with and against a group. With copious amounts of torso twisting, this variant can take quite a beating thanks to its standard engine.&lt;br /&gt;
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| Writer1= - Toriate/Jingaku &lt;br /&gt;
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| Comment2=&lt;br /&gt;
Although individual salvos from the HEATM3s may not do all that much damage compared to the primary weapons on other equivalently tonned assets, the missiles cycle extremely quickly and are some of the most efficient DPS weapons in the game. Groupfire the HEATMs and and try to hit them as often as possible to  maximize and focus your damage output. HEATM3s [[refire rate|refire]] only slightly slower than ERMLs, meaning you don't need to worry too much about carefully timing your shots to shake your opponents - they [[refire rate|refire]] fast enough to reliably disrupt enemy salvos without forethought, and the longer you keep firing the further the DPS advantage tilts in your favor. Suggest to chainfire the HEATMs only if you absolutely need to mitigate a large alpha that you know is in play, say to shake the aim of a gauss rifle asset that you haven't seen fire in a while. Another defensive option is to groupfire your ATMs but immediately flick your torso up and to the left or right - the ATMs will still be able to track to their target, and you may be able to force an enemy alpha to impact one of your side torsos (which do not transfer damage to the CT at an increased rate when destroyed, thanks to the variant's standard engine) instead of your essential CT.&lt;br /&gt;
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| Writer2= - [CJF] DireWolf2K&lt;br /&gt;
 }}&lt;br /&gt;
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===Variant B===&lt;br /&gt;
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile XL engine. It sports [[AECM]] to conceal nearby allies from enemy radar and has improved [[Jump Jets]] for advanced vertical maneuverability. An [[LBX10]] in the right arm provides far-reaching firepower that only gets more devastating at closer ranges, while a pair of [[SRM6]] external pods provide a hefty close range punch. 3 [[Extended Range Lasers|small lasers]] in the left arm provide adequate backup weaponry.&lt;br /&gt;
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{{Commentbox &lt;br /&gt;
| Comment1=The LBX10 has a long range, but it's only a fraction of this variant's total damage output. Careful maneuvering in and out of cover with the aid of jumpjets is required to bring its full loadout into play. Poptarting can be viable if not facing off against a large group. In a pinch, the LBX can be used as an anti-air weapon, but the Hellhound chassis is not particularly capable of pitching its torso enough to properly aim at air assets.&lt;br /&gt;
&lt;br /&gt;
AECM allows this variant to hide allies from enemy radar, which can be useful for catching entrenched enemies off guard in daring flanking maneuvers that they'd normally be able to see coming from a mile away. However, as AECM does not hide the user, this can result in enemies focusing fire on the user far more than usual.&lt;br /&gt;
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Despite having an extra half ton of armor, the XL engine in this variant considerably reduces the robustness of the unit, mostly when its side torsos are shot out.&lt;br /&gt;
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This variant closely resembles the Centurion CN-9D BattleMech.&lt;br /&gt;
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| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
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===Variant C - ''&amp;quot;MadMouse&amp;quot;''===&lt;br /&gt;
&lt;br /&gt;
Having more [[armor]] at the cost of maneuverability due to the sacrifice of [[Jump Jets]], this variant is a particularly flexible skirmisher due to its somewhat eccentric loadout. A trio of [[Long Range Missiles|LRM5s]] spread across external pods and the left arm provides withering streams of missiles that function down to brawling range, while 3 [[Heavy Medium Laser]]s located in the right arm and side torsos allow the &amp;quot;Mad Mouse&amp;quot; to deliver blistering beams out to the edge of typical brawling ranges.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=A rather fun variant to use, but not against faster assets that can run circles around the Hellhound and dodge all the LRMs. It can be particularly devastating to less mobile assets within 400m that are unable to take cover before you fire off several follow up salvos.&lt;br /&gt;
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The long burn time of the heavy lasers mean that you have to absolutely focus on and track a single part of your enemy, or else their damage would just be spread over multiple components. &lt;br /&gt;
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This variant can perform quite admirably in all-out brawls unless it devolves into point-blank face hugging, where the LRMs would be rendered useless due to its 20m minumum range.&lt;br /&gt;
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Sustained alpha strikes can easily overheat the unit, but chainfiring any of the weapons systems are not recommended, especially the heavy lasers (which would basically become useless due to their long burn times). It's best to simply back down into cover to cool down instead of trying to maintain a pitiful amount of fire at a target.&lt;br /&gt;
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| Writer1= - Toriate/Jingaku &lt;br /&gt;
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| Comment2=&lt;br /&gt;
If you're looking at your opponent, say in order to keep your HMLs on target during a burn, chainfire your CLRM5s. They cycle extremely quickly, and if you chain launches with a short space between them, you can keep a nearly constant stream of screenshake on your opponent to consistently disrupt their aim. You can also use this utility to help lock down a big target if you're in a teamfight. It helps to mix up the spacing between your launches a bit so your target can't adapt to the shake pattern!&lt;br /&gt;
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| Writer2= - [CJF] DireWolf2K}}&lt;br /&gt;
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===Variant D - ''&amp;quot;Stink Eye&amp;quot;''===&lt;br /&gt;
An atypical mid-long range sharpshooter variant that happens to be the most expensive Hellhound, and also the most fragile due to having less armor and an XL engine. [[C3]] allows the unit to share target data to allies, while an [[Active Radar Probes|active probe]] greatly enhances its sensor radius. Basic [[Jump Jets]] provide ample vertical maneuverability. A [[Heavy Large Laser]] built into the right arm allows the &amp;quot;Stink Eye&amp;quot; to reach out to mid-long ranges with a devastating beam, supported by a standard [[ATM12]] launcher in the left arm which can dish out unrelenting salvos of hard hitting mid-long range missiles. A quartet of [[machine guns]] spread amongst the side torsos round out the loadout with a source of minor long-range harassment. A [[Free ton]] for storing ATM reloads is available.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This variant is one of the harder hitting Hellhounds, but it's quite a challenge to fully utilize it without exposing yourself to enemy fire, and it's really not a variant that you'd want to be shot in. Strategic positioning is key (and should be easier due to its C3 and BHP giving you a better idea of where the enemies are), and utilizing the Hellhound's above-average speed to constantly reposition can subvert attempted flanks against you. In case any enemies manage to get within the minimum of the ATMs, the machineguns can pack a surprising amount of DPS that could turn the tide of a brawl assuming they were damaged beforehand, but if a fresh brawler blindsides you, it's best to just attempt to disengage and get help from allies.&lt;br /&gt;
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| Writer1= - Toriate/Jingaku &lt;br /&gt;
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| Comment2=&lt;br /&gt;
You want to see this one as a firesupport not an solo mission taker: Find the enemy by the ample BHP and share it with the C3, it's especially treacherous to nearby enemy Battle Armor as it makes it shine across the radars of your nearby allies. After your team has applied the bulk of the damage, you may come in and finish off what's left and trying to run away of the enemy force. &lt;br /&gt;
&lt;br /&gt;
| Writer2= - fire-hound}}&lt;br /&gt;
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===Variant E===&lt;br /&gt;
A solid bread-and-butter skirmisher variant with augmented maneuverability thanks to [[Jump Jets|Improved Jump Jets]]. A duo of [[CERML|Clan Extended Range Medium Lasers]] serve as the main weapons system, granting this variant a solid mid-range punch that is further bolstered by a trio of [[CSSRM4|Clan Streak Missiles]] with there lock on capability ensuring they strike your target. You'll want to be spewing missiles at every opportunity, since that's where the lions share of this mech's damage lies. 2 [[DHS]] are enough to handle the weapons during combat, however; fighting ''and'' utilizing the iJJ will cost you a lot of coolant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{{Commentbox &lt;br /&gt;
| Comment1=Second-line DPS brick. The ATM3s cycle quickly and are incredibly DPS efficient, group fire them as often as possible to maximize damage and chain only when needing to lock down a dangerous target's aim or if you need to preserve heat capacity for your CERMLs to hit a critical component. The combination of iJJ, STD engine, and ranged safety makes you extremely survivable. Leverage that - position yourself at the outside edges of a fight and put out your damage until enemies start focusing you, in which case you can jump jet away to reposition and resume your damage output. You can tank stray shots and jump behind cover to dodge guided munitions - force enemies to really split their attention and contest you, and you'll make your allies that much more effective!&lt;br /&gt;
&lt;br /&gt;
| Writer1= - [CJF] DireWolf2K }}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Closely resembling the [[Solitaire|Solitaire E]], this flexible sharpshooter variant features [[Jump Jets|iJJs]] and trades some armor for a [[GECM]] to obfuscate itself against enemy sensors. An [[ERPPC]] in the right arm is capable of projecting a heavy punch out to long ranges, remaining effective down to point-blank range. Triple [[Extended Range Lasers|small lasers]] in the left arm serve as backup weapons, synergizing with an array of 4 [[HMG]]s to provide extra damage in close quarters.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=Effectively an upsized Soli E, the same strategies used with the Soli E can be applied to this variant as well, albeit with far more risks to PPC jousting due to its lower speed. These risks are offset by the iJJs which can easily vector in and out of cover where needed, and the GECM that's really handy for keeping an eye on enemy positions without giving your own away. Poptarting is one of the most obvious ways to use this variant, but it leaves the damage potential of its other weapons untapped, so poptarting is best used to soften up targets before getting in closer for a good jousting, or even a full blown brawl if the situation allows it. &lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Bayonet&amp;quot;''===&lt;br /&gt;
Lacking half a ton of armor and special equipment of any kind, this decisive striker variant is one of the few assets that mounts the [[Hyper Assault Gauss Rifle]], featured prominently in its right arm. It is capable of delivering precise streams of slugs to extreme ranges, yet remain just as relevant in brawls. Quadruple [[Heavy Small Laser]]s act as the basis of the Bayonet's namesake, easily searing off armor at knife-fighting range.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox &lt;br /&gt;
| Comment1=This is a fun variant that does very well with some teamwork. You could set up a firing line with some buddies and just plink at your targets until you feel that they're sufficiently softened up, then pretend that you're affixing bayonets to your rifle, and charge in to finish them off with the heavy small lasers. As all the weapons have a nearly 6 second recycle time, it may be wise to always be near cover, and practice lots of torso twisting between bursts. This variant may have half a ton less armor, but since it does not need to distribute armor to missile pods like the other Hellhounds, it's actually a bit more robust than the others.&lt;br /&gt;
&lt;br /&gt;
| Writer1= - Toriate/Jingaku }}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].&lt;br /&gt;
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&lt;br /&gt;
==Canon==&lt;br /&gt;
The 2829 Conjurer (codenamed the Hellhound by the Inner Sphere nations) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befits its status as a second-line 'Mech, the Conjurer uses a Standard engine, though it is constructed on an Endo-Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its [[Jump Jets]] enable it to leap up to 180 meters at a time.&lt;br /&gt;
Of note is that the Conjurer is, for all intents and purposes, the Wolverine IIC and was even reported as such by ComStar in early sightings, presumably for its obvious heritage; it was designed off the WVR-7H Wolverine II variant of the original Wolverine, taking the concept and rebuilding it with advanced technology in the fashion of a IIC rebuild. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. &lt;br /&gt;
&lt;br /&gt;
Year introduced: 2829, during the &amp;quot;Early Succession Wars&amp;quot; era (2781 - 2900)  Unit Role: Skirmisher&lt;br /&gt;
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[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]&lt;br /&gt;
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{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Screenshake&amp;diff=11321</id>
		<title>Screenshake</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Screenshake&amp;diff=11321"/>
				<updated>2020-10-29T16:54:38Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: fleshin out ss page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
Screenshake is a mechanic where you can disrupt your targets aim by shaking their cockpit. Receiving screenshake will shake your crosshair, and field of view in proportion to the offending weapons Explosion Pressure, which disorients pilots and interrupts aim.&lt;br /&gt;
Screenshake can be a minor annoyance at worst, and a devastating counter at its best. Many of the highest damage weapons are particularly vulnerable to being interrupted with screenshake, and a skilled pilot can utilize their screenshake weapon to potentially interrupt any weapon given their knowledge of recycle times, and eye for aim.&lt;br /&gt;
==Notable Screenshake Weapons==&lt;br /&gt;
* Artillery: [[ArrowIV]], [[Long Tom|Long Tom]] and [[Thumper|Thumper Artillery]] have the highest explosion pressure, damage, range and splash radius of all screenshake options - however, it's hampered by a slow rate of fire, and are only mounted on specialty chassis focused on delivering artillery. &lt;br /&gt;
* AC20 &amp;amp; AC10&lt;br /&gt;
* HVAC10 &amp;amp; HVAC5&lt;br /&gt;
* Thunderbolts&lt;br /&gt;
* PPC&lt;br /&gt;
* SRM &amp;amp; ATM (HE)&lt;br /&gt;
* MRM &lt;br /&gt;
==Table==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px; max-height: 500px; max-width:487px&amp;quot;&amp;gt;&lt;br /&gt;
{| class= &amp;quot;filterable sortable hoverTable statTable stickyCol stickyHead&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height:70px;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 190px; left:0; z-index:99999&amp;quot; | '''Weapon'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 180px;&amp;quot; | '''Weapon Type'''&lt;br /&gt;
! class=&amp;quot;unfilterable&amp;quot; style=&amp;quot;width: 210px;&amp;quot; | '''Explosion Pressure''' &lt;br /&gt;
|-&lt;br /&gt;
| [[Long Tom]] ||[[Ballistic Weapons|Ballistic]]||7000&lt;br /&gt;
|-&lt;br /&gt;
| [[Thumper]]s ||[[Ballistic Weapons|Ballistic]]||3000&lt;br /&gt;
|-&lt;br /&gt;
| [[ArrowIV]] ||[[Missile Weapons|Missile]]||2700&lt;br /&gt;
|-&lt;br /&gt;
| [[Bomb|Bomb (HE)]] ||[[Bomb]]||2200&lt;br /&gt;
|-&lt;br /&gt;
| [[AC20]] ||[[Ballistic Weapons|Ballistic]]||1800&lt;br /&gt;
|-&lt;br /&gt;
| [[Bomb|Bomb (LG)]] ||[[Bomb]]||1700&lt;br /&gt;
|-&lt;br /&gt;
| [[AC10]] ||[[Ballistic Weapons|Ballistic]]||1400&lt;br /&gt;
|-&lt;br /&gt;
| [[HPPC]] ||[[Energy Weapons|Energy]]||1300&lt;br /&gt;
|-&lt;br /&gt;
| [[Thunderbolt|Air Thunderbolt]] ||[[Missile Weapons|Missile]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[HVAC10]] ||[[Ballistic Weapons|Ballistic]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Thunderbolt]]s ||[[Missile Weapons|Missile]]||1000&lt;br /&gt;
|-&lt;br /&gt;
| [[SRM|BA SRM]] ||[[Missile Weapons|Missile]]||900&lt;br /&gt;
|-&lt;br /&gt;
| [[ERPPC]] ||[[Energy Weapons|Energy]]||800&lt;br /&gt;
|-&lt;br /&gt;
| [[PPC]] ||[[Energy Weapons|Energy]]||800&lt;br /&gt;
|-&lt;br /&gt;
| [[UAC|Air UAC20]] ||[[Ballistic Weapons|Ballistic]]||700&lt;br /&gt;
|-&lt;br /&gt;
| [[SSRM|StreakSRM]] ||[[Missile Weapons|Missile]]||630&lt;br /&gt;
|-&lt;br /&gt;
| [[ATM|ATM (HE)]] ||[[Missile Weapons|Missile]]||600&lt;br /&gt;
|-&lt;br /&gt;
| [[LPPC]] ||[[Energy Weapons|Energy]]||560&lt;br /&gt;
|-&lt;br /&gt;
| [[SRM|Air SRM]] ||[[Missile Weapons|Missile]]||520&lt;br /&gt;
|-&lt;br /&gt;
| [[SSRM|Air StreakSRM]] ||[[Missile Weapons|Missile]]||520&lt;br /&gt;
|-&lt;br /&gt;
| [[SRM]] ||[[Missile Weapons|Missile]]||520&lt;br /&gt;
|-&lt;br /&gt;
| [[ATM|ATM (Std)]] ||[[Missile Weapons|Missile]]||400&lt;br /&gt;
|-&lt;br /&gt;
| [[Battle_Armor_Weapons|BA GrenadeLauncher]] ||[[Ballistic Weapons|Ballistic]]||400&lt;br /&gt;
|-&lt;br /&gt;
| [[UAC|Air UAC10]] ||[[Ballistic Weapons|Ballistic]]||330&lt;br /&gt;
|-&lt;br /&gt;
| [[Bomb|Bomb (Cl)]] ||[[Bomb]]||320&lt;br /&gt;
|-&lt;br /&gt;
| [[AC5]] ||[[Ballistic Weapons|Ballistic]]||300&lt;br /&gt;
|-&lt;br /&gt;
| [[LRM|Air LRM]] ||[[Missile Weapons|Missile]]||300&lt;br /&gt;
|-&lt;br /&gt;
| [[ELRM]] ||[[Missile Weapons|Missile]]||300&lt;br /&gt;
|-&lt;br /&gt;
| [[LRM]] ||[[Missile Weapons|Missile]]||300&lt;br /&gt;
|-&lt;br /&gt;
| [[ATM|ATM (ER)]] ||[[Missile Weapons|Missile]]||280&lt;br /&gt;
|-&lt;br /&gt;
| [[MRM|Air MRM]] ||[[Missile Weapons|Missile]]||275&lt;br /&gt;
|-&lt;br /&gt;
| [[MRM]] ||[[Missile Weapons|Missile]]||275&lt;br /&gt;
|-&lt;br /&gt;
| [[BA PPC]] ||[[Energy Weapons|Energy]]||140&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | Width = 480px | Version132=0.12.2}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Thor&amp;diff=11320</id>
		<title>Thor</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Thor&amp;diff=11320"/>
				<updated>2020-10-29T16:03:38Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant F - &amp;quot;Tlaloc&amp;quot; */ fixed player comment - latest updates now have bonus damage from energy to plane&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Thor.png&lt;br /&gt;
| ImageGif = File:Thor_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Tonnage = 70&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -24° to +40°&lt;br /&gt;
| PitchCrouch = -24° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 97 050&lt;br /&gt;
| ArmorT Prime = 64 240&lt;br /&gt;
| Engine Prime = Redline 350 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 96 200&lt;br /&gt;
| ArmorT A = 64 240&lt;br /&gt;
| Engine A = Redline 350 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 96 700&lt;br /&gt;
| ArmorT B = 61 403&lt;br /&gt;
| Engine B = Redline 350 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 99 700&lt;br /&gt;
| ArmorT C = 64 240&lt;br /&gt;
| Engine C = Redline 350 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 94 900&lt;br /&gt;
| ArmorT D = 64 240&lt;br /&gt;
| Engine D = Redline 350 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 102 500&lt;br /&gt;
| ArmorT E = 57 620&lt;br /&gt;
| Engine E = Redline 350 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 91 600&lt;br /&gt;
| ArmorT F = 61 403&lt;br /&gt;
| Engine F = Redline 350 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12#Extended Range|ATM12 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 96 000&lt;br /&gt;
| ArmorT G = 57 620&lt;br /&gt;
| Engine G = Redline 350 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5852&lt;br /&gt;
| Armor CT = 9003&lt;br /&gt;
| Armor B = 5402&lt;br /&gt;
| Armor LA = 5897&lt;br /&gt;
| Armor RA = 5177&lt;br /&gt;
| Armor LE = 4501&lt;br /&gt;
| Armor INT = 3889&lt;br /&gt;
| Armor LRL = 6482&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Thor''' (Clan designation '''Summoner''') is a low-cost [[Clan]] [[Heavy Mech]] designed around straightforward weapon packages. Combining high armor with high speed and maneuverability with its integrated [[iJJ|Improved Jump Jets]], the Thor's various configurations are well suited for a variety of engagements. While it may mount less overall firepower compared to other heavy Clan Mechs, the Thor is still a significant threat, and a pilot can compensate for any lowered firepower by using the Thor's exceptional maneuverability to his advantage. Thor variants tend to have their strongest weapon mounted on their left arm, and have more armor on this arm than on the right one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Thor Prime maintains a simple and versatile load-out designed to engage targets at long to mid range, without choking when approaching shorter ranges. A [[cERPPC]] is capable of hitting targets up to 900m away, a [[cLBX10]] delivers solid hits when targets get closer to mid ranges and the versatile [[cLRM5]]s offer decent performance on almost any range. [[GECM]] gives the Prime advantage of operating on its optimal ranges without drawing too much attention. Its 2 free tons can keep the Prime combat effective for a good while, and 6 [[DHS]] keeps the [[heat]] buildup well in check, unless constant jumpsniping with the cERPPC is practiced.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox&lt;br /&gt;
|Comment1= Using chainfired cLRMs to keep constant pressure on the target can make returning fire more difficult.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Variant A - ''&amp;quot;Karate&amp;quot;'' ===&lt;br /&gt;
This Summoner is an skirmisher with a firing solution for any range 450m out to 900m, the main hitting fist being the overwhelming [[CDSSRM6]], in the shortest range. Most of it's weapons come to bear at 600m, so it can be used for jump sniping in the medium range, saving it's main blow for the unlucky opponents who try deal with is toe to toe. It's only 5 [[DHS]] might be heavily taxed by the extended range lasers and the hot ultra auto cannon if used in accord with the [[iJJ| Improved Jumpjets]].&amp;lt;br&amp;gt;&lt;br /&gt;
Despite sporting extended optics, and lacking any ECM, this unit is can tap into it's full potential only with active radar and in close range. Use with utmost care.&lt;br /&gt;
&lt;br /&gt;
=== Variant B ===&lt;br /&gt;
Focused on providing long- and medium-range fire support, the B variant employs a single [[HAG30|Hyper Assault Gauss/30]] - which can reach out to 1200 meters - as its main gun, whose effectiveness is augmented by the inclusion of [[EOptics]]. For anything that gets closer, the B can unleash a punishing combination of an [[HLL|Heavy Large Laser]] and a [[ATM#Standard|Standard Advanced Tactical Missile-9]]. Two free tons for ammunition allow this variant some battlefield longevity. Despite the rather large potential damage output this variant possesses, it is not without flaws. While considerably shorter ranged than the LRM5s of the Prime, the Standard ATM9 also has a minimum effective range, which pilots must keep in mind. Additionally, the HLL builds a lot of heat when used in conjunction with the other weapons, and repeated use is not recommended. Fortunately, the [[JJ#Improved Jump Jets|Improved Jump Jets]] help to maintain distance from enemies as well as traverse difficult terrain, since ideal engagement range is at ~500m. While 5 [[Double Heat Sinks]] keep heat levels fairly manageable.&lt;br /&gt;
&lt;br /&gt;
=== Variant C ===&lt;br /&gt;
While this variant can potentially outperform even the more brawl-focused Thors in close quarters, the explosive [[Gauss]] arm is a liability in such cases. Against dedicated brawlers, take advantage of your overwhelming pinpoint firepower with the [[cLPL]] to remove weapons or drill torsos. Exploit your mobility and [[iJJ]] during weapon recycle times to dance at the edge of your [[SRM]] range - that way, you can put out as much damage as possible and maximize the impact of your screenshake. This also lets you effectively kite enemies with dangerous short-range weapons like [[HSL]]s, [[UAC20]]s, [[ATM|HEATM]]s, and massed [[SRM]]s. Chaining the two SRM racks is helpful for maximizing screenshake and keeping heatspikes manageable, which enables more aggressive use of iJJ.&lt;br /&gt;
&lt;br /&gt;
=== Variant D ===&lt;br /&gt;
A brawler similar to the A, Thor D trades longer ranged weapon options for stealth.  Sporting a [[cLBX20]], 2 [[HML]]s and a shoulder mounted [[ATM#High Explossive|ATM(HE)9]], it is capable of a brutal opening alpha strike. In order to get close enough to be able to even jump to its optimal range of 300m with its [[iJJ|Improved Jumpjets]], it mounts a [[GECM]] suite. This makes it capable of concealing its radar signature while running active, a necessity to effectively use its missiles. Its amazing alpha strike power, manoeuvrable jumpjets and need for close spaces make it a no-brainer for urban engagements. Two free tons extend its operating time on the field, while 5 [[DHS]] are, somewhat adequate to manage its heat generation as long as pilots respect its heat spikes and some [[coolant]] usage. [[B-Pod]] helps deal with overconfident [[Battle Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Variant E - ''&amp;quot;Xolotl&amp;quot;'' ===&lt;br /&gt;
A new take on the popular long-range fire support role, the E variant has a straight forward and simple design.  As usual, the primary weapon is mounted in the well protected left arm, in this case a [[cGauss|Clan Gauss Rifle]].  Two [[cERPPC]]s round the unit out nicely, the shoulder mounted one is great for just peaking over a rise and fading back below, or using its [[iJJ|improved jump jets]] to [[Gameplay Tactics#Poptarting|poptart]], however a total of 8 [[DHS|heat sinks]] will be main limiting factor of the fire rate.&lt;br /&gt;
&lt;br /&gt;
=== Variant F - ''&amp;quot;Tlaloc&amp;quot;'' ===&lt;br /&gt;
A straightforward long range mech, the Thor F sports three [[cERLL]] and a shoulder mounted [[ATM#Extender Range|ATM12(ER)]]. Assisted by [[EOptics]] the unit is perfectly happy standing all the way back at the edge of 900m and blasting targets with its full firepower. Extra 3 tons of ammo keeps the missile launcher fed for a long time. But even with 8 [[DHS]], pilots will often need to control the lasers' heat spikes with chain fire or smaller fire groups, especially when using the [[Jump Jets]] at the same time.&lt;br /&gt;
{{Commentbox&lt;br /&gt;
|Comment1=Aside from being a great skirmisher, the Fox is an excellent anti-air platform. Hitting all 3 CERLL on wings will hurt even the heaviest ASF, and the ability to snap off shots without lead means you'll be able to put out that damage consistently. ERATMS fly quickly and for long distances, and thus make great finishers for fleeing ASF. Like all missiles, ERATMs hit ASF most often if you fire just as they exit their run, as they're ascending away from you. The mech's [[pitch]] isn't exceptional but the its handling characteristics combined with bursts of iJJ can usually get you a decent firing angle on ASF, or at least help you avoid the brunt of their attack run if they're focusing you. The Thor is also an exceptionally good mech for uppercutting (i.e. colliding with ASF by jumping up as they finish their dive at close range) thanks to its combination of strong jumpjets and tall frame.&lt;br /&gt;
|Writer1= - [CJF]DireWolf2K}}&lt;br /&gt;
&lt;br /&gt;
=== Variant G ===&lt;br /&gt;
A mid to short range brawler, the Thor G stands between the A and D in its ratio of alpha strike damage to dps potential, while generating enough heat to fry all three of them. From 600m in the variant can make use of its two [[HLL]] to deliver precise damage to enemies, giving it the ability to skirmish from further away. As soon as it enters close combat it can use its [[UAC20]], arguably the most fearsome brawling weapon in the game, to pummel its target into submission. The unforgiving heat means that pilots will have to chain fire their lasers, and don't have much leeway to use them as long as their autocannon is still firing. Despite being equipped with [[iJJ|Improved Jump Jets]], it can be argued that it wouldn't handle the added heat. 9 [[DHS]] bring heat levels fast enough, to the point that especially maniacal pilots could even try jumpsniping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
A heavy OmniMech with good mobility, the ''Summoner'', dubbed the ''Thor'' in the Inner Sphere, has often been unfairly compared to the ''Timber Wolf'' (Mad Cat). The ''Summoner'' handles cleanly and conversely better than its seventy-five ton counterpart, while carrying less firepower. Its main weapons load out (LB-10X AC, ER PPC and LRM 15) gives it hitting power at all ranges, but little staying power once the ammunition runs out, a common trait to most of its base configurations. The 'Mech originated with the Jade Falcons, and remains a popular design in the heavy and assault clusters of the Falcon ''touman''.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2872 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Summoner_%28Thor%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Thor&amp;diff=11319</id>
		<title>Thor</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Thor&amp;diff=11319"/>
				<updated>2020-10-29T15:59:24Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant C */ direwolfs fluffpdate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Thor.png&lt;br /&gt;
| ImageGif = File:Thor_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Tonnage = 70&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -24° to +40°&lt;br /&gt;
| PitchCrouch = -24° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 97 050&lt;br /&gt;
| ArmorT Prime = 64 240&lt;br /&gt;
| Engine Prime = Redline 350 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CLRM5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 96 200&lt;br /&gt;
| ArmorT A = 64 240&lt;br /&gt;
| Engine A = Redline 350 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 96 700&lt;br /&gt;
| ArmorT B = 61 403&lt;br /&gt;
| Engine B = Redline 350 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 99 700&lt;br /&gt;
| ArmorT C = 64 240&lt;br /&gt;
| Engine C = Redline 350 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 94 900&lt;br /&gt;
| ArmorT D = 64 240&lt;br /&gt;
| Engine D = Redline 350 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 102 500&lt;br /&gt;
| ArmorT E = 57 620&lt;br /&gt;
| Engine E = Redline 350 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 91 600&lt;br /&gt;
| ArmorT F = 61 403&lt;br /&gt;
| Engine F = Redline 350 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM12#Extended Range|ATM12 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 96 000&lt;br /&gt;
| ArmorT G = 57 620&lt;br /&gt;
| Engine G = Redline 350 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5852&lt;br /&gt;
| Armor CT = 9003&lt;br /&gt;
| Armor B = 5402&lt;br /&gt;
| Armor LA = 5897&lt;br /&gt;
| Armor RA = 5177&lt;br /&gt;
| Armor LE = 4501&lt;br /&gt;
| Armor INT = 3889&lt;br /&gt;
| Armor LRL = 6482&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Thor''' (Clan designation '''Summoner''') is a low-cost [[Clan]] [[Heavy Mech]] designed around straightforward weapon packages. Combining high armor with high speed and maneuverability with its integrated [[iJJ|Improved Jump Jets]], the Thor's various configurations are well suited for a variety of engagements. While it may mount less overall firepower compared to other heavy Clan Mechs, the Thor is still a significant threat, and a pilot can compensate for any lowered firepower by using the Thor's exceptional maneuverability to his advantage. Thor variants tend to have their strongest weapon mounted on their left arm, and have more armor on this arm than on the right one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Thor Prime maintains a simple and versatile load-out designed to engage targets at long to mid range, without choking when approaching shorter ranges. A [[cERPPC]] is capable of hitting targets up to 900m away, a [[cLBX10]] delivers solid hits when targets get closer to mid ranges and the versatile [[cLRM5]]s offer decent performance on almost any range. [[GECM]] gives the Prime advantage of operating on its optimal ranges without drawing too much attention. Its 2 free tons can keep the Prime combat effective for a good while, and 6 [[DHS]] keeps the [[heat]] buildup well in check, unless constant jumpsniping with the cERPPC is practiced.&lt;br /&gt;
&lt;br /&gt;
{{Commentbox&lt;br /&gt;
|Comment1= Using chainfired cLRMs to keep constant pressure on the target can make returning fire more difficult.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Variant A - ''&amp;quot;Karate&amp;quot;'' ===&lt;br /&gt;
This Summoner is an skirmisher with a firing solution for any range 450m out to 900m, the main hitting fist being the overwhelming [[CDSSRM6]], in the shortest range. Most of it's weapons come to bear at 600m, so it can be used for jump sniping in the medium range, saving it's main blow for the unlucky opponents who try deal with is toe to toe. It's only 5 [[DHS]] might be heavily taxed by the extended range lasers and the hot ultra auto cannon if used in accord with the [[iJJ| Improved Jumpjets]].&amp;lt;br&amp;gt;&lt;br /&gt;
Despite sporting extended optics, and lacking any ECM, this unit is can tap into it's full potential only with active radar and in close range. Use with utmost care.&lt;br /&gt;
&lt;br /&gt;
=== Variant B ===&lt;br /&gt;
Focused on providing long- and medium-range fire support, the B variant employs a single [[HAG30|Hyper Assault Gauss/30]] - which can reach out to 1200 meters - as its main gun, whose effectiveness is augmented by the inclusion of [[EOptics]]. For anything that gets closer, the B can unleash a punishing combination of an [[HLL|Heavy Large Laser]] and a [[ATM#Standard|Standard Advanced Tactical Missile-9]]. Two free tons for ammunition allow this variant some battlefield longevity. Despite the rather large potential damage output this variant possesses, it is not without flaws. While considerably shorter ranged than the LRM5s of the Prime, the Standard ATM9 also has a minimum effective range, which pilots must keep in mind. Additionally, the HLL builds a lot of heat when used in conjunction with the other weapons, and repeated use is not recommended. Fortunately, the [[JJ#Improved Jump Jets|Improved Jump Jets]] help to maintain distance from enemies as well as traverse difficult terrain, since ideal engagement range is at ~500m. While 5 [[Double Heat Sinks]] keep heat levels fairly manageable.&lt;br /&gt;
&lt;br /&gt;
=== Variant C ===&lt;br /&gt;
While this variant can potentially outperform even the more brawl-focused Thors in close quarters, the explosive [[Gauss]] arm is a liability in such cases. Against dedicated brawlers, take advantage of your overwhelming pinpoint firepower with the [[cLPL]] to remove weapons or drill torsos. Exploit your mobility and [[iJJ]] during weapon recycle times to dance at the edge of your [[SRM]] range - that way, you can put out as much damage as possible and maximize the impact of your screenshake. This also lets you effectively kite enemies with dangerous short-range weapons like [[HSL]]s, [[UAC20]]s, [[ATM|HEATM]]s, and massed [[SRM]]s. Chaining the two SRM racks is helpful for maximizing screenshake and keeping heatspikes manageable, which enables more aggressive use of iJJ.&lt;br /&gt;
&lt;br /&gt;
=== Variant D ===&lt;br /&gt;
A brawler similar to the A, Thor D trades longer ranged weapon options for stealth.  Sporting a [[cLBX20]], 2 [[HML]]s and a shoulder mounted [[ATM#High Explossive|ATM(HE)9]], it is capable of a brutal opening alpha strike. In order to get close enough to be able to even jump to its optimal range of 300m with its [[iJJ|Improved Jumpjets]], it mounts a [[GECM]] suite. This makes it capable of concealing its radar signature while running active, a necessity to effectively use its missiles. Its amazing alpha strike power, manoeuvrable jumpjets and need for close spaces make it a no-brainer for urban engagements. Two free tons extend its operating time on the field, while 5 [[DHS]] are, somewhat adequate to manage its heat generation as long as pilots respect its heat spikes and some [[coolant]] usage. [[B-Pod]] helps deal with overconfident [[Battle Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Variant E - ''&amp;quot;Xolotl&amp;quot;'' ===&lt;br /&gt;
A new take on the popular long-range fire support role, the E variant has a straight forward and simple design.  As usual, the primary weapon is mounted in the well protected left arm, in this case a [[cGauss|Clan Gauss Rifle]].  Two [[cERPPC]]s round the unit out nicely, the shoulder mounted one is great for just peaking over a rise and fading back below, or using its [[iJJ|improved jump jets]] to [[Gameplay Tactics#Poptarting|poptart]], however a total of 8 [[DHS|heat sinks]] will be main limiting factor of the fire rate.&lt;br /&gt;
&lt;br /&gt;
=== Variant F - ''&amp;quot;Tlaloc&amp;quot;'' ===&lt;br /&gt;
A straightforward long range mech, the Thor F sports three [[cERLL]] and a shoulder mounted [[ATM#Extender Range|ATM12(ER)]]. Assisted by [[EOptics]] the unit is perfectly happy standing all the way back at the edge of 900m and blasting targets with its full firepower. Extra 3 tons of ammo keeps the missile launcher fed for a long time. But even with 8 [[DHS]], pilots will often need to control the lasers' heat spikes with chain fire or smaller fire groups, especially when using the [[Jump Jets]] at the same time.&lt;br /&gt;
{{Commentbox&lt;br /&gt;
|Comment1=Aside from being a great skirmisher, the Fox is an excellent anti-air platform. What the variant lacks in specialized anti-ASF modifiers like with Gauss or LBX it makes up for in mobility, precision, and reach. Hitting all 3 CERLL on wings will hurt even the heaviest ASF, and the ability to snap off shots without lead means you'll be able to put out that damage consistently. ERATMS fly quickly and for long distances, and thus make great finishers for fleeing ASF. Like all missiles, ERATMs hit ASF most often if you fire just as they exit their run, as they're ascending away from you. The mech's [[pitch]] isn't exceptional but the its handling characteristics combined with bursts of iJJ can usually get you a decent firing angle on ASF, or at least help you avoid the brunt of their attack run if they're focusing you. The Thor is also an exceptionally good mech for uppercutting (i.e. colliding with ASF by jumping up as they finish their dive at close range) thanks to its combination of strong jumpjets and tall frame.&lt;br /&gt;
|Writer1= - [CJF]DireWolf2K}}&lt;br /&gt;
&lt;br /&gt;
=== Variant G ===&lt;br /&gt;
A mid to short range brawler, the Thor G stands between the A and D in its ratio of alpha strike damage to dps potential, while generating enough heat to fry all three of them. From 600m in the variant can make use of its two [[HLL]] to deliver precise damage to enemies, giving it the ability to skirmish from further away. As soon as it enters close combat it can use its [[UAC20]], arguably the most fearsome brawling weapon in the game, to pummel its target into submission. The unforgiving heat means that pilots will have to chain fire their lasers, and don't have much leeway to use them as long as their autocannon is still firing. Despite being equipped with [[iJJ|Improved Jump Jets]], it can be argued that it wouldn't handle the added heat. 9 [[DHS]] bring heat levels fast enough, to the point that especially maniacal pilots could even try jumpsniping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
A heavy OmniMech with good mobility, the ''Summoner'', dubbed the ''Thor'' in the Inner Sphere, has often been unfairly compared to the ''Timber Wolf'' (Mad Cat). The ''Summoner'' handles cleanly and conversely better than its seventy-five ton counterpart, while carrying less firepower. Its main weapons load out (LB-10X AC, ER PPC and LRM 15) gives it hitting power at all ranges, but little staying power once the ammunition runs out, a common trait to most of its base configurations. The 'Mech originated with the Jade Falcons, and remains a popular design in the heavy and assault clusters of the Falcon ''touman''.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2872 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Summoner_%28Thor%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Xerxes&amp;diff=11318</id>
		<title>Xerxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Xerxes&amp;diff=11318"/>
				<updated>2020-10-29T15:43:15Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant E */ refluffed, removed ref of air-gecm making undetectable until 500m because airgecm dont do that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF|&lt;br /&gt;
| Image = File:Xerxes.png&lt;br /&gt;
| ImageGif = File:Xerxes_spin.gif&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 13&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 85&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 139 000&lt;br /&gt;
| ArmorT Prime = 26 837&lt;br /&gt;
| Class Prime = Attacker&lt;br /&gt;
| Engine Prime = 340 Fusion&lt;br /&gt;
| Maneuver Prime = 3&lt;br /&gt;
| MaxSpeed Prime = 481&lt;br /&gt;
| TurnSpeed Prime = 315&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC20|Air UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 122 750&lt;br /&gt;
| ArmorT A = 29 687&lt;br /&gt;
| Class A = Bomber&lt;br /&gt;
| Engine A = 340 Fusion&lt;br /&gt;
| Maneuver A = 2.4&lt;br /&gt;
| MaxSpeed A = 448&lt;br /&gt;
| TurnSpeed A = 310&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15|Air LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10|Air LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML|Air CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 119 300&lt;br /&gt;
| ArmorT B = 26 837&lt;br /&gt;
| Class B = Attacker&lt;br /&gt;
| Engine B = 340 Fusion&lt;br /&gt;
| Maneuver B = 3&lt;br /&gt;
| MaxSpeed B = 481&lt;br /&gt;
| TurnSpeed B = 315&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML|Air HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HSL|Air HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|Air ATM9 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#Standard|Air ATM6 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 133 500&lt;br /&gt;
| ArmorT C = 29 687&lt;br /&gt;
| Class C = Bomber&lt;br /&gt;
| Engine C = 340 Fusion&lt;br /&gt;
| Maneuver C = 2.4&lt;br /&gt;
| MaxSpeed C = 448&lt;br /&gt;
| TurnSpeed C = 310&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC|Air CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX10|Air LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL|Air CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 125 500&lt;br /&gt;
| ArmorT D = 26 837&lt;br /&gt;
| Class D = Attacker&lt;br /&gt;
| Engine D = 340 Fusion&lt;br /&gt;
| Maneuver D = 3&lt;br /&gt;
| MaxSpeed D = 481&lt;br /&gt;
| TurnSpeed D = 315&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Gauss|Air Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL|Air CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 128 500&lt;br /&gt;
| ArmorT E = 29 687&lt;br /&gt;
| Class E = Bomber&lt;br /&gt;
| Engine E = 340 Fusion&lt;br /&gt;
| Maneuver E = 2.4&lt;br /&gt;
| MaxSpeed E = 448&lt;br /&gt;
| TurnSpeed E = 310&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC10|Air UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERML|Air CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 124 000&lt;br /&gt;
| ArmorT F = 26 837&lt;br /&gt;
| Class F = Attacker&lt;br /&gt;
| Engine F = 340 Fusion&lt;br /&gt;
| Maneuver F = 3&lt;br /&gt;
| MaxSpeed F = 481&lt;br /&gt;
| TurnSpeed F = 315&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[UAC5|Air UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4|Air SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 143 500&lt;br /&gt;
| ArmorT G = 29 687&lt;br /&gt;
| Class G = Bomber&lt;br /&gt;
| Engine G = 340 Fusion&lt;br /&gt;
| Maneuver G = 2.4&lt;br /&gt;
| MaxSpeed G = 448&lt;br /&gt;
| TurnSpeed G = 310&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML|Air ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 10014&lt;br /&gt;
| Armor LRW = 3845&lt;br /&gt;
| Armor E = 5448&lt;br /&gt;
| Armor T = 3685&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.0&lt;br /&gt;
}}&lt;br /&gt;
The Xerxes supersedes the [[Visigoth]] as the heaviest [[Clan]] aerospace fighter by a large margin. Many variants of the Xerxes carry immense anti-ground firepower in the form of direct-fire weapons such as the Air [[UAC20]] and a significant payload of bombs for finishing off damaged targets. In this regard, it is very similar to the [[Shiva]] - lethal to unwary ground units, yet virtually helpless against enemy aerospace assets. Every variant is equipped with a [[RFL|Rear-Firing Laser]] to provide some level of defense against tailgating enemy aircraft. Do to it's immense size and weight controlling flight can be a challenge.&lt;br /&gt;
&lt;br /&gt;
Note in Stats the Maneuverability / Max Speed between the 2 different classes. '''Xerxes''' is the least maneuverable Aerospace unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&amp;lt;!--fluff current for 0.10.3--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
One of the deadliest aerospace fighters in [[MWLL]], the Prime variant makes use of two air [[UAC20]]s to deliver crushing firepower against any ground assets caught in its strafing run. Two ER Large Lasers provide some additional damage when lining up a pass, while three [[Bomb#High_Explosive|High-Explosive Bomb]]s are excellent for delivering the killing blow or for busting targets trying to hide from the rain of shells. With such incredible firepower, this Xerxes tends to be a player favorite. Of course, not every aircraft can be without flaws: The lack of any spare tonnage does mean that the Xerxes Prime is forced to make resupply trips quite often, and the exclusively anti-ground focus of its armament means enemy aerospace fighters can pose a significant threat to it.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
With its two [[LRM10|Air LRM10]]s, two [[LRM15|Air LRM15]]s, and two ER Large Lasers, the Xerxes A can deliver a punishing blow from afar and with impunity. When working together with a spotter using [[TAG]] or [[NARC]], its bomb payload of three [[Bomb#Laser-Guided|Laser-Guided Bomb]]s can together deal devastating damage to distracted or unwary ground targets. A pair of [[CERML|Clantech Air ER Medium Laser]]s are the only backup weapons, offering light close- to medium-range firepower in the event anything survives the bomber's initial bombardment or another aircraft attempts to intercept it. Nine Double Heat Sinks can just barely keep heat in check, while six free tons for ammo can give the Xerxes A up to two extra bombing runs if its pilot chooses to use all three bombs at once each run. An extra ton of armor helps maintain this bomber's presence in the skies, and a [[Beagle Active Probe]] allows it to detect enemies from 1200 meters away and lock its LRMs slightly faster.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Apep&amp;quot;''===&lt;br /&gt;
Simply lock your thirty [[ATM6#Standard|Standard Air ATMs]] and let loose – they will deal tons of damage, provided the enemy hasn't reached cover. Three [[Bomb#Cluster|Cluster Bombs]] round out the ''Apep'''s air-to-ground attack capabilities, while a pair of [[HML|Heavy Medium]] and [[Heavy Small Laser]]s provide some form of anti-air deterrence. The lack of spare tonnage does force this variant to make rearm trips often.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Storm&amp;quot;''===&lt;br /&gt;
Two [[LBX10|Air LBX10s]] with two [[CERPPC|Air CERPPCs]], wrapped in the fiery explosions of up to nine High Explosive Bombs. The bow tie of this package is a pair of [[CMPL|Air CMPL]]s, providing additional anti-ground and minor anti-air damage. This variant is quite an interesting – if niche - pick on cold maps and, thanks to its good bomb payload, can deal massive damage in one run before having to rearm.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
A loadout consisting of two [[Gauss Rifle|Air Gauss Rifles]] paired with two [[CLPL|Air CLPLs]] and three Laser-Guided Bombs makes for an effective variant when the enemy team decides to stand still. With its attacker profile, this variant's loadout is also suitable for fighting off other aircraft.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
One may write this off as just a 'budget Xerxes Prime' with its two [[UAC10|Air UAC10s]] - yet the accompanying four [[CERML|Air CERML]] and twelve [[SSRM|Air SSRMs]] give it nearly as much terrifying damage from a much safer distance. That extra survivability from that range advantage will allow you to use each of your generous 6 free tons of nine High Explosive Bombs. Additionally, it also mounts [[GECM|Air GECM]], offering some added defense against enemy missile locks.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A classic example of an attacker aircraft, the Xerxes F wields - as its only long-range weapons - four Air [[UAC5|Ultra AC5]]s, which can provide ample firepower from range as it lines up a strafing run and closes in on its target. Once it's dropped altitude to just above the target, this attacker can unleash a devastating volley of twenty individual [[SRM]]s from its two Air SRM4s and two Air SRM6s. As the Xerxes F nears the end of its run, it can call upon three [[Bomb|Cluster Bombs]] to ensure anything left in its wake is thoroughly obliterated. Of course, all this raw damage output potential is balanced by an absence of any electronic warfare equipment or spare tonnage for ammunition, making this variant vulnerable to easy radar detection and forcing it to make frequent resupply trips. Two Double Heat Sinks keep heat under control.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Suplex&amp;quot;''===&lt;br /&gt;
Two [[HAG20]]s, two [[CERLL|Air CERLLs]], two [[ERML|Air ERMLs]], [[RFL|Rear Firing Laser]], [[EOptics]], [[GECM]], [[BHP]], 7 [[DHS]] and 3 [[Free ton]] make this variant the most expensive of the ASF for when you've pissed off the enemy team with ASFs hard enough for them to put out a few huits and partisans on the field. Hit them with the HAG20s from 1250-900m under the cover of GECM, and BHP to spot them better yourself. Opening up that dual HAG20 on unsuspecting enemy fighters is also effective. Additionally, the Suplex can carry a total of six [[Bomb|Cluster Bombs]] for finishing off crippled assets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Xerxes''' was a '''canceled''' [[Clan]] [[Aerospace]] fighter that could not be finished before the 0.7.0 final beta release. However, since development restarted under the MWLL community's efforts, the Xerxes was finally finished and released in the [[Mechwarrior: Living Legends/Versions#0.8.3|0.8.3 patch]] in 2017. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Xerxes is an 85 ton second-line air supremacy Aerospace Fighter, nicknamed the ''Hunchback IIC of the skies''. Its main role was to bring down enemy aerospace quickly, its heavy armor allowing it to survive prolonged engagements against more agile assets, though it was also a deadly ground attack fighter capable of crippling Mechs. Designed by Clan Smoke Jaguar, the Xerxes mounts two [[UAC20]] on its wings and 2 [[ERLL]], making it able to strip off enormous amounts of armor in a single pass. A squadron of Xerxes can easily bring destruction to any unit that managed to withstand its first strike. It also saw use in space battles, where its immense array of weapons could tear away the main armor of DropShips with other fighters finishing what was left. After the annihilation of Clan Smoke Jaguar, Clan Hell's Horses captured the factory where the Xerxes was being built, leading to a variant mounting two ERLL and two [[Gauss]] Rifles.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2827 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Dogfighter&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Xerxes BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
[[Category: Community Edition Assets]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Cauldron-Born&amp;diff=11299</id>
		<title>Cauldron-Born</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Cauldron-Born&amp;diff=11299"/>
				<updated>2020-10-28T19:09:43Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant A */ fluffpdate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Cauldron-Born.png&lt;br /&gt;
| ImageGif = File:Cauldron_Born_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -30° to +35°&lt;br /&gt;
| PitchCrouch = -30° to +45°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 87 800&lt;br /&gt;
| ArmorT Prime = 60 835&lt;br /&gt;
| Engine Prime = 325 XL Fusion&lt;br /&gt;
| Weapons Prime =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[BPod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 88 900&lt;br /&gt;
| ArmorT A = 60 835&lt;br /&gt;
| Engine A = 325 XL Fusion&lt;br /&gt;
| Weapons A =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 97 100&lt;br /&gt;
| ArmorT B = 60 835&lt;br /&gt;
| Engine B = 325 XL Fusion&lt;br /&gt;
| Weapons B =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 89 100&lt;br /&gt;
| ArmorT C = 58 951&lt;br /&gt;
| Engine C = 325 XL Fusion&lt;br /&gt;
| Weapons C =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HAG30]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ATM6#Standard|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 95 400&lt;br /&gt;
| ArmorT D = 60 835&lt;br /&gt;
| Engine D = 325 XL Fusion&lt;br /&gt;
| Weapons D =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CLRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 91 900&lt;br /&gt;
| ArmorT E = 60 835&lt;br /&gt;
| Engine E = 325 XL Fusion&lt;br /&gt;
| Weapons E =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[CSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[CUAC10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 98 900&lt;br /&gt;
| ArmorT F = 60 835&lt;br /&gt;
| Engine F = 325 XL Fusion&lt;br /&gt;
| Weapons F =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[CSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HAG20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 94 600&lt;br /&gt;
| ArmorT G = 60 835&lt;br /&gt;
| Engine G = 325 XL Fusion&lt;br /&gt;
| Weapons G =  &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 8 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = Both&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8118&lt;br /&gt;
| Armor LT = 6291&lt;br /&gt;
| Armor RT = 6291&lt;br /&gt;
| Armor B = 4871&lt;br /&gt;
| Armor LRA = 3978&lt;br /&gt;
| Armor INT = 3507&lt;br /&gt;
| Armor LRL = 5845&lt;br /&gt;
| Armor RE = 2922&lt;br /&gt;
| Armor LE = 2922&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
By Operation BULLDOG the Cauldron-Born (Clan designation ''Ebon Jaguar'') made up a large proportion of the heavy 'Mechs of the rebuilding Smoke Jaguars, and following their Annihilation the design proliferated the remaining Clans, save the Jade Falcons Wolves and Coyotes who continued to favour the Hellbringer.  Following the Wars of Reaving the Ebon Jaguar had finally supplanted the Hellbringer in most Homeworld Clans save the Coyotes who remained loyal to redeeming the honor of their design&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
From the far reaching [[cLRM10]], dependable [[cGauss]], the trusty [[LBX5|Lubalin auto cannon]], over the [[ERML]] duo down to the (only) 350 meter far reaching [[cSRM4]] missile launcher, this unit's firing solution has ever more weapons at disposal as the enemy draws near. Of all that arsenal only the [[cLRM]] mandates the use of active radar on the longer range, this might designate this unit stealth capable to a high degree. The main problem might be to most efficiently group the various weapons on the usual three weapon groups.&amp;lt;br&amp;gt;&lt;br /&gt;
Its main selling point is the versatile arsenal, not heavily taxing the heat sinks while offering quite some punch from long to close range.&amp;lt;br&amp;gt;&lt;br /&gt;
Its main drawback is the riddle of grouping its versatile weapons arsenal to least possible weapon groups. Combining the identically ranged [[LBX5]] with the [[CGauss]] on the 1st group, while the twin [[cERML]] falls on the 2nd, the [[cLRM10]] on the 3rd while the [[cSRM4]] occupies the last group will help maximize the Prime's potential. [[B-Pod]] helps with [[Battle Armor]] ambushes.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
It depends on the view. Viewing this unit as yet another ''schizo mech'' does it no good. The twin [[cERLL]] can tempt some pilots to play this at range, but this variant truly is a brawler by heart. Every other weapon is devoted to short ranged steamrolling firepower. [[cUAC20]], [[cSRM6]], a pair [[cSPL]] all delivery incredible damage around ~350m. Make no mistake, the two large lasers are no less of a threat within 350m range of the other weapons, but they should be chainfired at that range considering the 6 [[DHS]] can only barely handle the UAC20, missile and laser array.&amp;lt;br&amp;gt;&lt;br /&gt;
The units main selling point is being a brawler with no remorse for an fleeing or distant foe, and that can even keep harassing aerospace in check to boot.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The asset worthy of an true lance commander - two [[CERLL]] that punish up to 900m afar - with pinpoint and hit-scan accuracy. Even further the two [[CLRM15 ]] Locks On out to 1000m and travel 1470 meters, combined with [[CNARC]] up to 700 meters, provides for control for who's NARC-ed and who's not. However, the [[TAG]] with a reach of 1300 meters facilitates prolonged target designation even in events of NARC disruption. [[EOptics]] and [[BHP]] ensure hunting will be a pleasure while the [[LAMS ]] safe guard you from incoming missiles, though will also give away your position. The one [[Free tons | Free Ton]] best used for additional [[CNARC]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
While clearly advocating fun, the selling point of this unit might not be on You, but the answer to the question - have you a team of second liners able to back you up?&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Focusing on precision medium range skirmishing, the C variant packs a [[HAG30]] for long range deterrence or shorter range component removal. Two [[ATM6]] bring splash damage and cockpit shake inside 750 meters. Once shorter distances have been achieved, a duo of [[CMPL]] rapidly exploit the holes punched by the HAG and ATMS. This variant shines at the 400-600 meter range, preferably using cover to approach to bring all three weapon types to bear. The single spare ton of ammo rack space should always be dedicated to the HAG as it is deadly at any distance.&lt;br /&gt;
&lt;br /&gt;
Care must be taken that opponents do not get inside the ATM-6's 125 meter arming range, though careful pilots can use the HAG to devastating effect at short distances.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
One could mistake this variant for an average all around ranger. And be gravely wrong by doing so. Each of its two [[cLRM10]] launchers is more than capable of medium to borderline close range combat. Let alone the [[cERPPC]] or the close-range synergized [[LBX20]] and 4 [[ERSL]]. Firing an alpha attack to targets within 450m range is ultimately devastating both to your victim and your coolant reserves. Utmost caution is to be taken to not de-NARC any designated target by the mighty ERPPC, to avoid the wrath of fellow target designator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A precision focused brawler, the E fields a wide array of short to medium range weaponry. From 600 meters out, both a [[CHLL]] and [[CUAC10]] can provide heavy damage, though are best used independently against smaller targets due to the long duration of the Heavy Laser and flight time of the Autocannon shells. Opponents that close further face two Heavy Medium lasers, and four [[CSRM2]]'s. The four SRM2's are best chain fired approximately every second for maximum cockpit shake. Precision targeting must be used due to the differing lead times of the four weapon systems, though careful pilots are rewarded with consistent, heavy damage. While the E can pack a punch, care must be taken as the Heavy lasers and [[UAC10]] both generate copious heat. Long engagement times can also prove problematic due to the chassis's large torso; pilots are advised to rotate armor when possible lest they fall to the same precision fire required to utilize this variant.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Saito&amp;quot;''===&lt;br /&gt;
Nicknamed '''''&amp;quot;Saito&amp;quot;''''', a sibling to the [[Vulture#Variant E|Vulture E]], this 'Mech is also an [[SSRM]]-boat. It trades the two [[DSSRM6]] racks of the Vulture for a trio of [[DSSRM4]]s, giving slightly more shots before requiring a reload, while trading the [[MPL]]s for a [[HAG20]]. The two [[ERSL]]s are retained on this 'Mech and are useful for delivering the last couple points of damage to score a kill. Generally, this Cauldron Born will perform slightly better in a brawl due to the additional screenshake and burst capability of the HAG. It pays for that in having inferior mobility in comparison, slightly less ammo and being more expensive.&lt;br /&gt;
&lt;br /&gt;
Overall, the F will give you slightly more durability and greater punch for a similar heat profile to the Vulture E, provided you can afford it.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;ChiliDog&amp;quot;''===&lt;br /&gt;
'''''&amp;quot;ChiliDog&amp;quot;''''' is relatively unique among heavy 'Mechs -- it carries both [[MASC]] and [[GECM]], giving it incredible submerged mobility and is one of the best 'striker' 'Mechs available. Combined with its short-ranged loadout featuring two [[MPL]]s, two [[HML]]s, a pair of [[SRM4]]s and a shoulder-mounted [[ATM9]] with HE rounds, the G can rapidly flank opponents, run down fleeing targets or charge into a battle from an unexpected angle. With eight [[DHS]]es, a pilot can maintain MASC for extended periods of time or lean on their weapons almost continuously -- skilled pilots can run this variant right on the brink of overheating, wringing as much performance as possible with judicious use of coolant when needed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the G will fare poorly when placed against a dedicated brawler in its price bracket and like most Cauldron Borns, the poor turning radius can be very problematic in a circle-strafe situation. It is also not well-suited to fighting from behind cover in a more static combat scenario. Use your speed with MASC to fall back if you stumble into more resistance than you expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Introduced in 3049 to address flaws in the venerable Hellbringer, by Operation REVIVAL the Ebon Jaguar had only just started to spread through the Jaguar's touman with the Inner Sphere first encountering the design during the Battle of Luthien. Facing it for the first time when engaging the First Jaguar Guards Cluster in the Kado-Guchi Valley, the 'Mech's ability to take damage and remain operational led the Inner Sphere warriors who fought it to call it the Cauldron-Born after the unstoppable zombies of Irish myth. Paradoxically many of the other Clans also used the Inner Sphere Cauldron-Born reporting name, having first learned detailed information of the design from Inner Sphere sources.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3049 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Ebon_Jaguar_(Cauldron-Born) Battletech Reference] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Uller&amp;diff=11298</id>
		<title>Uller</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Uller&amp;diff=11298"/>
				<updated>2020-10-28T19:01:31Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant C */ fluffdate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Uller.png&lt;br /&gt;
| ImageGif = File:Uller_spin.gif&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 30&lt;br /&gt;
| Speed = 97.2&lt;br /&gt;
| SpeedWithMasc = 136&lt;br /&gt;
| Rotation = 280&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +49°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 42 400&lt;br /&gt;
| ArmorT Prime = 29 853&lt;br /&gt;
| Engine Prime = Starfire 180 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 43 500&lt;br /&gt;
| ArmorT A = 28 271&lt;br /&gt;
| Engine A = Starfire 180 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 44 000&lt;br /&gt;
| ArmorT B = 29 853&lt;br /&gt;
| Engine B = Starfire 180 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 45 800&lt;br /&gt;
| ArmorT C = 29 853&lt;br /&gt;
| Engine C = Starfire 180 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 46 000&lt;br /&gt;
| ArmorT D = 28 271&lt;br /&gt;
| Engine D = Starfire 180 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 41 700&lt;br /&gt;
| ArmorT E = 29 853&lt;br /&gt;
| Engine E = Starfire 180 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CDSRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 43 000&lt;br /&gt;
| ArmorT F = 28 271&lt;br /&gt;
| Engine F = Starfire 180 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CSSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 44 100&lt;br /&gt;
| ArmorT G = 28 271&lt;br /&gt;
| Engine G = Starfire 180 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 1880&lt;br /&gt;
| Armor LRT = 3071&lt;br /&gt;
| Armor CT = 4542&lt;br /&gt;
| Armor B = 2596&lt;br /&gt;
| Armor LA = 2535&lt;br /&gt;
| Armor RA = 2968&lt;br /&gt;
| Armor LRL = 3028 &lt;br /&gt;
| Armor INT = 1817&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Uller''' (Clan designation '''Kit Fox''') is a [[Clan]] [[Light Mech]] which packs a surprising amount of firepower for its size, while still mainatining decent speed for a light mech. Holding most of the units firepower, having an easy to target profile, and only light mech allowance of armoring; the Uller's arms are excellent targets, especially compared to its compact torso. Some of the Uller variants are available for the starting [[rank]], and are considerable choices for both experienced and new players that can respect its glass cannon nature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Uller Prime is a formidable brawler, with the ability to damage enemies at longer ranges. With a weapons array consisting of a [[CERLL]], [[LBX5]], [[SRM6]] and a pair of [[CERSL]], it's easy to consider this a schizo variant and shy away, but its use is not that complicated. The Large Laser and LBX autocannon can shoot at enemies up to 900m and 800m away perspectively. This might not be enough firepower to make fighting at range viable, but it's capable of softening up approaching brawlers and forcing longer range assets to consider taking cover as you close in, or dealing the finishing blow to a fleeing enemy. At close range the Uller Prime is capable of bringing all of its weapons to bear, with only the missiles needing any involved leading as landing the lbx becomes trivial. Two [[DHS]] keep things cool, the large laser causing the only appreciable heat spikes. Being afforded no free tons, pilots will find their SRMs running dry after prolonged skirmishes.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant is centered around one of the hardest hitting weapons around, the [[CGauss]].  The CGauss is absolute death to Light Mechs, and can be used effectively at mid- to long-range.  It also packs enough of a punch to threaten heavier Mechs.  The 2 [[CERML]]s are there to supplement mid-range firepower. To give the Uller A some anti [[Battle Armor]] abilities, it carries [[B-Pod]].  If the CGauss arm is lost, however, the Uller A loses most of it's damage output, so care should be taken to protect the CGauss. Also, without a small CBill donation from a teammate, it is impossible to use an Uller A at the start of the game.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Badger&amp;quot;''===&lt;br /&gt;
The Uller B is one of the rare light mechs boasting one very big and very dangerous gun. Its [[CUAC20]] can easily shred light Mechs with some well-placed shots and is a serious threat to both medium and even heavy Mechs. Supporting the Ultra AC20 are three [[cERSL]]s, which are capable of dealing the last few points of damage in order to score a kill. This variant also carries a [[GECM]], which can help in getting on closer ranges undetected. Using the [[Free_tons|extra available ton]] for Ultra AC20 ammo is highly recommended, as without the main gun the B becomes little more than a pushover in combat. It is also vital to protect the B's cannon arm for this reason.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant can put out massive damage over a short period of time and can engage it's enemies very quickly using [[MASC]]. The C boasts 4 [[DHS]] which is quite appropriate considering the fact that it has 4 [[CMPL]]s and [[MASC]]. Even so, the C tends to overheat, especially when using the [[MASC]]. The 4 [[CMPL]]s and 2 [[HMG]] give the C incredible pinpoint damage, giving it incredible ability to slice off arms or melt off an external components that few light, or even medium mechs can compete with. As an energy-based mech with MASC, the C should be able to stay out in the battlefield for long periods of time, but it has a relatively short range coupled with high heat weapons making frequent trips to repair bays a necessity. All 4 of the C's [[CMPL]]s are in it's arms making the C's arms priority targets for it's enemies. Mechwarriors piloting the C should take extra care to protect their arms.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Uller D is a is a sniping mech capable of inflicting precise damage at long-range. With it's [[CERPPC]] reaching out to 900m followed by a single [[CUAC5]] range within 800m - 900m. Good positioning is a must due to the long recharge time of the [[CERPPC]] and the cool down of the [[CUAC5]]. Two [[CERSL]] provide a punch at 450m good for finishing off crippled units and fighting off BA. Uller D also comes equipped with 2x [[LAMS]] to shoot down any enemy Missiles and Artillery that fall into its range. Housing only 1 [[DHS]] pilots still need to watch the heat spikes. 5t Armor makes it one of the lessor armored units. Uller D should be used as a sniper or fire support but never a brawler or scout.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Uller E is one of the most formidable starter brawlers. Equipped with a reliable up to mid-range [[LBX10]], a large [[DSRM4]] launcher and a trio of [[SPL]] boasting enough firepower that calling them backup weapons doesn't do them justice, it boasts the highest DPS potential amongst starters while still opening with a devastating alpha. Its stellar firepower doesn't mean it doesn't come without weaknesses, though. Being an Uller means it's lightly armored, despite being one of the better protected variants, while not having enough speed to choose its engagements, especially compared to other starters. The nature of its small pulse lasers means it will have to keep its torso exposed in order to maximize its damage dealt, and carrying no extra [[DHS]], despite being relatively cool, makes prolonged engagements a tough proposition. Being unable to carry any extra ammo, pilots need to be aware of their remaining shots, as the missiles will run out after twelve salvos and the lbx carries just twice that amount of shells.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
{{fluff}}&lt;br /&gt;
At exactly 43,000 c-bills, the Uller F is a reasonable starter Mech. Its weapons are not quite as formidable as the Uller C dps-wise, but its [[HLL]] can deal a significant front-loaded strike provided the pilot can accurately land it for its full duration. Its armor is significantly weaker, but it's heat management is much easier to handle. That being said, the Heavy Laser by itself can cause shutdowns on hot maps. Chainfiring its packs of [[SSRM]]s, an arm mounted six and two torso mounted twos for a total of ten(!), can keep an enemy constantly rocking from the impacts while helping keep heat under control. Pilots shouldn't be misguided into thinking this variant is a brawler, as its flimsy armor and the nature of its weapons make it most suited to tearing apart distracted opponents, entering the fray just as the vanguard units have committed to their targets, barraging targets with missiles and finishing off damaged sections with its laser. In a straight fight it can be easily taken down, as even competent attempts at spreading damage will lead it to inevitably losing an arm early in the engagement and having its firepower severely diminished.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Formerly a lightly armed sprinter, the Uller G is now a long-ranged fire support mech. Built around a pair of arm-mounted [[cLRM15]]s, the Uller G is a dangerous early-game missile boat. In order to purchase one, a small donation from a teammate is necessary. In conjunction with a spotting Mech such as a [[Raven]] or [[Owens]], the G can set up behind cover and rain barrages of LRMs that few other light Mechs can match. Two [[cERML]]s add extra punch against closer enemies or when the G's relatively meagre ammo supplies are exhausted, as it cannot carry extra ammo with it into battle. [[B-Pod]] helps with finishing off wounded [[Battle Armor]] if they get too close.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
File:Uller_old.jpg|Original design of the Uller (ca. 0.3.0)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Kit Fox is a light Clan OmniMech with long-range combat as a primary focus, earning it the Inner Sphere codename of Uller, after the Norse god of archery. The Kit Fox was another light OmniMech designed by Clan Cloud Cobra, and was first produced in 2890 with the aid of new resources coming from the Tanite Worlds. Rather than emphasize speed, the Kit Fox emphasizes armor and firepower, complementary to the role of the Fire Moth.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2890 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Sniper&lt;br /&gt;
 &lt;br /&gt;
[http://www.sarna.net/wiki/Kit_Fox BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=11297</id>
		<title>Marauder</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Marauder&amp;diff=11297"/>
				<updated>2020-10-28T18:51:48Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant G */ fluffpldate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Marauder1.png&lt;br /&gt;
| ImageGif = File:Marauder_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 75&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 101 500&lt;br /&gt;
| ArmorT Prime = 69 165&lt;br /&gt;
| Engine Prime = XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 114 000&lt;br /&gt;
| ArmorT A = 69 165&lt;br /&gt;
| Engine A = XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thumper Artillery| SnThumper]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 106 400&lt;br /&gt;
| ArmorT B = 69 165&lt;br /&gt;
| Engine B = XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 101 000&lt;br /&gt;
| ArmorT C = 69 165&lt;br /&gt;
| Engine C = XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 110 300&lt;br /&gt;
| ArmorT D = 69 165&lt;br /&gt;
| Engine D = XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;11 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 113 500&lt;br /&gt;
| ArmorT E = 69 165&lt;br /&gt;
| Engine E = XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 104 400&lt;br /&gt;
| ArmorT F = 69 165&lt;br /&gt;
| Engine F = XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 97 500&lt;br /&gt;
| ArmorT G = 69 165&lt;br /&gt;
| Engine G = XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = RE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 9584&lt;br /&gt;
| Armor LRT = 6229&lt;br /&gt;
| Armor B = 5750&lt;br /&gt;
| Armor LRA = 5511&lt;br /&gt;
| Armor RE = 5511&lt;br /&gt;
| Armor INT = 4140&lt;br /&gt;
| Armor LRL = 6900&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Current for 0.11.3 --&amp;gt;&lt;br /&gt;
'''Marauder''' is an iconic [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]].&lt;br /&gt;
It is such an advanced, forward-thinking design that hundreds of years after it was first introduced, it can still hold its own against the newest mechs.&lt;br /&gt;
&lt;br /&gt;
The Marauder’s profile is so sleek that targeting it is easier said than done. It is far different from the lumbering hulks of other mechs in its class. Its only known weakness is its legs, and its lack of jump capability.&lt;br /&gt;
&lt;br /&gt;
Its twin PPC arrangement is reminiscent of more traditional 'Mechs such as the Rifleman and the Warhammer, the Marauder's unique, more versatile ball-and-socket arm joints give it a faster traverse rate and a greater field of fire.&lt;br /&gt;
&lt;br /&gt;
The Valiant Lamellor armor is another of the Marauder's singular features. Less massive and better able to distribute heat and kinetic energy than other armor types, though the secret of its manufacture has been lost. In the present era, the Marauder is one of the few 'Mechs to use it. As blasted patches have to be replaced with conventional armor, some Marauders now resemble metallic patchwork quilts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
This ferocious refit of the Marauder with 3072 tech reminds the newer generation of inner sphere pilots why their ancestors feared this beast during the Star League era. Packing twin-linked [[AC5]]s on its dorsal cannon, allowing it to put out respectable firepower out to 800m with minimal exposure, it also has a pair of [[ERPPC]]s in its arms. These ensure that the other mech has to play by your rules allowing you to screen shake it as you see fit with staggered fire limiting their ability to fight back. Finally, 4 [[ERML]] round out the package giving the Marauder a respectable follow up to its initial punch and finish weakened components or BA. 6 [[DHS]] are more than suited for the task of cooling this monster of a mech.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Magnum&amp;quot;''===&lt;br /&gt;
The one and only mech to field the diminutive [[Snub-Nose Thumper]] artillery cannon, this variant performs best at under 400m due to the steep parabolic trajectory of its main gun, which does not require deployment to fire. [[ERLL|ER Large Laser]]s in each arm can aid in sniping, assuming the pilot has mastered the art of aiming the stubby artillery cannon at beyond brawling range. [[SRM4]]s on the side torsos give it a reasonable amount of extra damage output at close range, and a quartet of [[HMG|Heavy Machine Guns]] provides a constant symphony of whittling fire, capable of shearing off components damaged by the incredible splash radius of its main cannon.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Although its weapon loadout appears to be somewhat eccentric at first glance, this variant excels in a variety of roles. A duet of [[PPC]]s and a trio of [[RAC2]]s provides the Marauder B with a formidable long ranged ensemble capable of expositing a hard hitting shock before recapitulating with an orchestra of autocannon shells. This also gives it a rudimentary amount of suppression capability against poptarters and hillpokers.&lt;br /&gt;
At close range, the RAC2s are very capable of blowing off arms in mere seconds, especially when aided by the [[ERSL|4 Extended Range Small Lasers]] . The PPCs are best used sparingly purely to induce screenshake when brawling in order to keep [[heat]] under control. It should be noted that the performance of the RACs will be severely limited if the pilot cannot focus fire on a single component, as this would spread all of its damage potential across multiple parts.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
A plain and simple variant meant purely for brawling, it is capable of coring out most mechs in mere seconds, but its lack of range is its Achilles' Heel. Any asset capable of [[kiting]] and shooting it beyond 350m is more than likely able to defeat it swiftly. The dorsal [[UAC20]] can relentlessly slam targets while the pair of [[SRM6]]s softens their [[armor]] and provide some amount of screenshake. A hexad of plain [[Medium laser]]s then provides an incredible amount of pinpoint damage, which is perfect for delimbing operations. It should be noted that the UAC20 on this variant is less liable to be shot off or otherwise disabled as compared to most other assets mounting UAC20s, as the dorsal mount has its own hitbox and a formidable amount of armor to get through. One [[Free tons|Free Ton]] of ammo for the UAC20 and two [[Flamers]] to use as needed.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;ThunderHorse&amp;quot;''===&lt;br /&gt;
Mounting eleven [[DHS|Double Heat Sinks]] for good reason, as the D is equipped with a single [[HPPC|Heavy Particle Projection Cannon]] producing enormous hit/splash damage every 10.9 seconds backed up by no less than four [[LPPC|Light Particle Projection Cannons]] chainfired to keep your opponent rocking until you can close the range to use the five [[SPL|Small Pulse Lasers]].&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant excels at applying a blistering amount of pinpoint damage for minimal exposure with its dorsal-mounted [[Gauss|Improved Heavy Gauss Rifle]]. If it's able to expose its entire frame without fear of repercussion or a close combat engagement forces its hand, 2 [[LPL]] provide respectable punch and sustain. A whopping 5 [[MGun|Machine Guns]] are eager to finish off wounded components from the huge holes this thing punches in armor. 3 [[DHS]] are overkill for ensuring this mech never yellowlines on anything but the very hottest maps. 2 tons of ammo, while seemingly ample, will run dry quickly in steady fights. While it has a lot of armor, it's difficult to mitigate the fire the main gun takes with twisting if you don't have access to hard cover and losing it more or less ends your ability to be combat effective.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A facsimile of a certain popular Madcat variant, this mech puts all its eggs in one basket to deliver a brutal alpha strike and fade while cooling off. A [[Gauss Rifle]] and 2 [[ERLL]] make up the bulk of your damage, but 4 [[ERML]] add even more pinpoint punch within 600m. While there's a lot of options at this price bracket for this pinpoint damage playstyle, what sets this Marauder apart from its competitors is its [[GECM]], [[LAMS]] and ease of use with 5 [[DHS]] keeping heat within manageable levels. A single ton of ammo gives you plenty of agency to position comfortably far from supply lines, but take care not to overestimate it. Additionally, while the main gun is well armored, the explosion and combat effectiveness loss from it exploding likely means the end of the rest of the Marauder.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The G is a medium / close unit with a [[AC10|AutoCannon 10]] and two banks of [[MRM20|Medium Range Missles 20]] that can begin battering foes at 650m, and our [[MPL|Medium Pulse Lasers]] can start drilling at 400m. Battering is the key word here, considering the tremendous screenshake potential the trio of the AC10 and MRM20's have to offer, this variant excels at punching up to heavier assets, scrambling more expensive gunboats, and ablating larger mechs with MRM - all mounted on a chassis fast and strong enough to remain a persistent thorn in their side.&lt;br /&gt;
&lt;br /&gt;
The [[GECM]] helps cover your approach and slows down enemy missile locks - an extra welcome feature considering the 650m gunload is relatively short-ranged in the late-game when you'll need this mech the most. One [[free ton|Free Ton of Ammo]] is enough to keep the AC10 mostly topped up in sync with your repair cycles.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Marauder''' was initially a canceled asset. It did not make it in time to be included in the game before the final beta 0.7.0, and only one render of Marauder 3D model was released. A new model was built and released in version 0.11.3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Marauder was an attack and direct support mech built in the 26th century and was modified numerous times later on. It's the best known type of mech in the galaxy. Prime variant of the Marauder was well prepared for long-range combat with its 2 [[PPC]]s and an [[AC5|Autocannon 5]] while two [[ML|Medium Laser]]s provided additional firepower at close range. There were at least 19 variants of this common mech, differing not only in weaponry loadout but also in appearance. Between many, the MAD-6L was equipped with an [[GECM|ECM]] suite, the Stealth Armor, and a pair of Plasma Rifles.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2819 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Marauder BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=11292</id>
		<title>Fafnir</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=11292"/>
				<updated>2020-10-28T17:01:15Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Fafnir.png&lt;br /&gt;
| ImageGif = File:Fafnir_rotating_350px.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 16&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| SpeedWithMasc = 76&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 147 800&lt;br /&gt;
| ArmorT Prime = 93 765&lt;br /&gt;
| Engine Prime = Vlar XL 300&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 134 600&lt;br /&gt;
| ArmorT A = 90 569&lt;br /&gt;
| Engine A = Vlar 300&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[iHGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 139 500&lt;br /&gt;
| ArmorT B = 90 569&lt;br /&gt;
| Engine B = Vlar XL 300&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 144 750&lt;br /&gt;
| ArmorT C = 90 569&lt;br /&gt;
| Engine C = Vlar XL 300&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 127 450&lt;br /&gt;
| ArmorT D = 93 765&lt;br /&gt;
| Engine D = Vlar 300&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 141 500&lt;br /&gt;
| ArmorT E = 90 569&lt;br /&gt;
| Engine E = Vlar XL 300&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 120 500&lt;br /&gt;
| ArmorT F = 90 569&lt;br /&gt;
| Engine F = Vlar 300&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 145 200&lt;br /&gt;
| ArmorT G = 93 765&lt;br /&gt;
| Engine G = Vlar XL 300&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 14791&lt;br /&gt;
| Armor LRT = 10757&lt;br /&gt;
| Armor B = 8068&lt;br /&gt;
| Armor LRA = 6858&lt;br /&gt;
| Armor LRL = 10286&lt;br /&gt;
| Armor INT = 6172&lt;br /&gt;
&lt;br /&gt;
| Version131 = 0.13.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
The '''Fafnir''' is an [[Inner Sphere]] [[Assault Mech]] released in 0.5.4. Famed for wielding the most powerful short-ranged weapon available, the [[HGauss|Heavy Gauss Rifle]] and its only-slightly-less-terrifying cousin the [[iHGauss|Improved Heavy Gauss]], a well piloted Fafnir makes a devastating impression on the battlefield. Capable of annihilating any target at a variety of ranges with one or two strikes, all while being able to soak up enemy fire in its large quantities of armor, the Fafnir is an excellent choice for assaulting and defending bases in [[Terrain Control]].&lt;br /&gt;
&lt;br /&gt;
The mech is not without weaknesses, however. Due to most variant's bias towards high damage burst weapons, the Fafnir is very weak if caught out in the open without support, or swarmed by multiple opponents- and should be treated and played conservatively as a heavily armored Artillery piece.  Clever [[Light Mech|Light]] and [[Medium Mech|Medium]] Mechs, and even nimble [[Heavy Mech|Heavy]] Mech pilots can flank and attack the Fafnirs rear, which it struggles to protect with its slow movement speed and turn rate. While its intimidating appearance rightfully strikes fear into all on the wrong end of its' muzzles- its characteristicly flat and wide chassis makes it incredibly susceptible [[Aerospace]] Bombers even the most novice [[Battle Armor]], requiring that this Mech' not stray too far from allies.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Fafnir Prime is one of the most powerful Mechs available for close quarters combat. Mounting not one, but two [[HGauss|Heavy Gauss Rifles]], the Prime is capable of destroying light targets such as Light Mechs and [[Hovercraft]] in a single shot. Though the Gauss have a long recycle rate between shots, an extra ton of armour allows the Prime to soak up any enemy fire without issue whilst waiting. This variant carries a larger ammo bin than most others, whooping 8 tons of [[Free tons | free tons]] for extra ammunition, allowing more liberal use of the Gauss Rifles. However, this comes at a cost of having meager secondary weapons, only carrying two [[ERML|ER Medium Lasers]] and a single [[MPL|Medium Pulse Laser]] to rely on should the ammo bins run dry. Despite the Mechs awe-inspiring power, the short ranged armament and slow speed means that the best tactic to counter it is to simply turn tail and run - The reduced damage of the Gauss Rifles beyond 450 metres is not worth wasting precious ammunition on. A [[GECM]] system allows the Prime to remain undetected at range whilst searching for unwary targets, as well as offering slight protection against LRM users. Should your teammates allow enemy [[Battle Armor]] get too close, [[B-Pod]] will help with its disposal.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Hammertime&amp;quot;''===&lt;br /&gt;
Stop - '''''&amp;quot;Hammertime!&amp;quot;''''' This variant is one of only three variants in the game that carries the [[Gauss|Improved Heavy Gauss Rifle]], which allows this variant to attack enemies at a longer range without the damage drop-off characteristic of standard Heavy Gauss Rifles, at the expense of a fraction of the total damage dealt (per/weapon = 800meters  1932damage  6 shots/ton @ 7sec apart). Whilst the Rifles rearm, the '''Hammertime''' can continue laying into foes with four [[MGun|Machine Guns]], which can also prove useful against aircraft and [[Battle Armor]].  However, it carries only 4 [[Free tons | free tons]] of ammunition, meaning that a forward resupply point is needed to be used for extended time on the battlefield. Its build-in case helps with negating gauss explosion and [[engines|STD engine]] allows '''Hammertime''' soak unbelievable amount of damage, if mechwarrior [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso twists]] properly.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This Mech can crush anything that doesn't suit it's interests practically instantly, assuming it is close enough. Two [[LBX20]]s and two [[LBX10]]s can destroy light Mechs in a single blast and cripple anything heavier within 450 metres, though loses effectiveness at maximum range. Dual [[MPL]]s dish out those last few points of damage needed to score a kill and provide limited backup to the main guns. Though powerful, this Mech is a one-trick pony - it is being dismally short ranged, making it incredibly susceptible to kiters and must be quick to rearm to avoid being swarmed by hungry Light Mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;ThunderKiss&amp;quot;''===&lt;br /&gt;
Aptly named the '''''&amp;quot;ThunderKiss&amp;quot;''''', this Fafnir relies upon a pair of [[Tbolt|Thunderbolt 20]]s to deliver pain at distances other Fafnir variants can only dream of. Six arm-mounted [[ML]]s supplement the launchers well, providing much-needed damage between volleys. The C even carries a [[TAG]] laser for assisting in guiding its lethal payload to the target. [[BAP]] and [[GECM]] ensure that even targets running passive radar cannot hide from it. The switch to a missile-based weapon does introduce a crucial flaw to the design: the C has a long window of engagement, meaning a smart enemy will duck and cover as soon as the TBolts are fired, causing them to impact harmlessly into the terrain. Also, small, fast units such as [[hovercraft]] or aircraft can dodge TBolt strikes with relative ease, while larger targets such as assault Mechs often carry a [[LAMS]], which are capable of shooting down TBolts.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
What was once Undeniably the single most insane Mech created by human hands, the &amp;quot;Scorched Earth&amp;quot; had a unique load-out of 8 [[Flamer]]s, which have been reduced to three for this variant. Those still allow the Fafnir D to lay down decent amount of heat onto enemy targets. Two [[UAC20]]s provide excellent close range damage and are this Mech's major weapon system. Backed up by Four [[SRM2]], [[GECM]] for stealth and [[EOptics]] for battlefield awareness. Seven [[DHS | Double Heat Sinks]] just manage to control the heat with the aid of [[Coolant | Coolant]] during heavy engagements. Sporting [[engines|STD engine]] allows this variant insane survavibility. The bane of this Mech is range - with a maximum of 350 meters, the need for resupply and any Mech with decent ranged weapons and speed can kite the Fafnir and laugh.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Whilst most variants of the Fafnir pride themselves in their Ham-handedness, the E variant is more nuanced, long range platform than it's brawlier cousins. Carrying two [[Gauss | Gauss Rifles]] and two [[Light Gauss | Light Gauss Rifles]]; their combined strength give this variant a punch as strong as its feared dual [[Gauss|Improved Heavy Gauss Rifle]] toting brother - but with an incredible range advantage. However, the heavy price to pay is that damage is split across 4 projectiles travelling at 2 different speeds. This makes delivering a full salvo to a single component at range, let alone onto a single moving target - an true test of ability. An additional sacrifice for this damage is that this variant is less armored than it's brothers, and doesn't have the more-durable [[Engine|STD Engine]], and only has tonnage for one reload cycle's worth of ammunition.&lt;br /&gt;
&lt;br /&gt;
As such, this Fafnir, too, has devastating Anti-Air abilities, with its range and the [[damage types|bonus damage]] both [[Gauss]] and [[Light Gauss | Light Gauss Rifles]] deliver to [[Aerospace]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A terrifying mix - mounting both the most disruptive weapon and one of the highest DPS weapons on one of the most durable chassis; and with a [[engines|STD Engine]] to boot. A pair of [[RAC5]] can offer tremendous damage at a respectable range, however this chassis truly shines under 350m where the [[AC20]] can join in both battering and bruising your target. Chainfiring your AC20's is a necessity to get the most out of their screenshake potential, however don't just look at them as purely disruption- since their damage is nothing to ignore either.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Fafnir G straps on two of the hardest hitting Particle Projection Cannons, the [[HPPC]]s. Anything you hit will be aware of your presence. Bear in mind the long recharge time only provides 5.5 shots per minute. While recharging, the two [[UAC10]] Ultra AutoCannons release tremendous damage and the 2 [[Free tons]] of ammunition keeps them operational for a good while. 3x [[ERSL]] for close combat is enough fire power to wipe out a squad of [[Battle Armor]], or make any variant think twice before advancing. 7 [[DHS]] are barely enough to control the heat of contentious fire of the 2x [[HPPC]] and 2x [[UAC10]], wise pilots will watch their temperature. [[EOptics]] allow a second level of visual magnification enabling a zoom of 2.5x for a potential target. As with all Fafnirs, the low speed 54 km/h and slow torso [[twist]] warrants that you travel in a group- and watch your flank.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Fafnir is a slow, 100 ton platform for Thor's Hammers - two Heavy Gauss Rifles with four tons of ammunition.&lt;br /&gt;
The Fafnir was intended to become Defiance Industries of Hesperus' flagship BattleMech. The slow assault design serves as a platform for the pair of &amp;quot;Thor's Hammers&amp;quot;. The Fafnir is built on a lightweight Foundation Type 220 Endo Steel chassis that is capable of supporting the Fafnir's massive weapons payload and armor while weighing half as much as a standard chassis. To power this massive 'Mech, a Vlar 300 fusion engine gives the Fafnir a top speed of 54 km/h. The Fafnir is protected by nineteen and a half tons of Durallex Special Heavy V2 armor, giving it almost as much armor as the entire mass of some light 'Mechs. The Fafnir has CASE in both of its side torsos to protect it from secondary damage if one of the Heavy Gauss Rifles are damaged. Finally, for protection from enemy electronic warfare systems, the Fafnir has a Guardian ECM Suite. &lt;br /&gt;
&lt;br /&gt;
A Fafnir piloted by Peter Steiner-Davion defeated Nondi Steiner in her 95 ton Hauptmann Assault Mech during a one-on-one encounter in Tharkad City.&amp;lt;br&amp;gt;&lt;br /&gt;
It's possible to win a Fafnir prototype in one of the MechWarrior 4: Mercenaries missions.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3063 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Fafnir BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=11291</id>
		<title>Catapult</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=11291"/>
				<updated>2020-10-27T21:49:16Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Catapult.png&lt;br /&gt;
| ImageGif = File:Catapult_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc = 91&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 65 100&lt;br /&gt;
| ArmorT Prime = 51 921&lt;br /&gt;
| Engine Prime = Magna 260 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 80 050&lt;br /&gt;
| ArmorT A = 56 676&lt;br /&gt;
| Engine A = Magna 260 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LBX2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 60 900&lt;br /&gt;
| ArmorT B = 51 921&lt;br /&gt;
| Engine B = Magna 260 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 70 700&lt;br /&gt;
| ArmorT C = 48 748&lt;br /&gt;
| Engine C = Magna 260 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 900&lt;br /&gt;
| ArmorT D = 54 921&lt;br /&gt;
| Engine D = Magna 260 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price E = 66 400&lt;br /&gt;
|ArmorT E = 51 921&lt;br /&gt;
| Engine E = Magna 260 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price F = 72 400&lt;br /&gt;
|ArmorT F = 51 921&lt;br /&gt;
| Engine F = Magna 260 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Tbolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price G = 80 500&lt;br /&gt;
|ArmorT G = 58 092&lt;br /&gt;
| Engine G = Magna 260 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8243&lt;br /&gt;
| Armor LRT = 5358&lt;br /&gt;
| Armor B = 4946&lt;br /&gt;
| Armor LRA = 4121&lt;br /&gt;
| Armor LRL = 5317&lt;br /&gt;
| Armor INT = 3190&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Current for 0.13.0 --&amp;gt;&lt;br /&gt;
The '''Catapult''' is an iconic [[Inner Sphere]] [[Heavy Mech]] that focuses almost entirely on sustained long-range fire. It is easily identified by the large egg-shaped torso. Normally armed with large [[Missile|Missile]] racks and smaller weapons for self defense, the Catapult is a premier [[MWLL Asset Bible#LRM Boats|Missile Boater]]. With most variants equipped with [[Jump Jets]], [[Active Radar Probes]], and [[LAMS]], the Catapult can [[Gameplay Tactics#Poptarting|poptart]] effectively as well, and enjoys limited protection against enemy counter-battery fire.  Sacrificing speed for armor and extra room for ammo, the Catapult can stay on station for a long time, providing long-range support to its teammates while being tough enough to survive against moderate threats.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Catapult Prime is a classic Missile Boat.  Carrying 2 [[LRM20]]s with 2 [[free tons]] for extra ammo, and equipped with [[GECM]], [[EOptics]] and [[JJ|Improved Jumpjets]], the Prime variant can bombard enemy units non-stop, 100meters out to over an kilometer, forcing them to take cover or risk suffering debilitating damage.  An additional armament of 4 [[ERSL]]s allows the Catapult Prime to defend against [[Light Mechs]] or [[Vehicles]] that sneak up on it, as well as giving it anti [[Battle Armor]] capabilities thanks to its [[B-Pod]]. 3 [[DHS]] means pilots will have to keep an eye on their heat levels. The only variant with [[engines|STD engine]] help Prime survive some nasty encounters, as well as keep the price down.&amp;lt;br&amp;gt;&lt;br /&gt;
One who is after an missile boat shouldn't skip past this one.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant departs from the standard long-range, missile-heavy configuration that the other variants employ, and instead mounts an array of 2 [[ERPPC]]s and quad [[LBX2]]s, giving it impressive capabilities as a extreme- to long-range direct fire-support [[Mechs|Mech]]. The extra tons of space normally used as ammo for Missile racks are replaced by 6 [[Double Heat Sinks]], giving the Catapult A greatly increased [[Heat#Heat Management|heat management]] capability, [[BAP|Beagle Active Probe]] for improved sensor range and extra ton of armor.  2 [[ERPPC]]s provide the primary punch, hitting hard and disorienting enemy pilots, while 4 [[LBX2]]s allow the A variant to continue pouring fire into targets while waiting for the PPCs to recharge. A single [[LAMS]] helps the Catapult A mitigate some missile damage. Because the Catapult A has no large, obvious missile racks, it has a much smaller profile, as its weapons are all clustered around the [[Armor|Center Torso]].  The net result closely mimics an overgrown [[Raven#Variant C|Raven C]] with [[Jump Jets|Improved Jump Jets]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Catapult B mounts 2 [[MRM30]]s as its primary arsenal, giving it impressive close- to mid-range firepower that can shred through nearly any target in just a few salvos.  While the MRM30s can hit up to 650m away, their effectiveness tends to drop off dramatically as range increases. 4 [[ERSL]]s make effective weapons for dealing with lighter enemy assets, and when coupled with the MRMs make the Catapult B very effective against enemy [[Battle Armor]]. 6 [[SHS|Single Heat Sinks]] can somewhat manage the heat generated by the MRM30s, and while the B variant has 2 [[free tons]], ammo can still become a serious concern.  This variant does not mount LAMS or an Active Radar Probe, but keeps the [[JJ|Improved Jumpjets]], making it somewhat less adaptable than the other Catapult variants.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Often referred to as the ''&amp;quot;Arrowpult&amp;quot;'' by many pilots, the C variant mounts 2 massive [[ArrowIV]] launchers with 2 free tons for ammo. This limited loadout allows the Catapult C to deal immense long-range damage assisted by its [[EOptics]] equipment. When coupled with a friendly [[NARC]] or [[TAG]] equipped unit, the C variant can decimate targets up to 3km (3000m) away. Sporting only 2 [[SL]]s and 2 [[MGun]]s, the tradeoff for this incredibly long-ranged, devastating loadout is a lack of any appreciable close to mid-range self-defense abilities. The Catapult C also suffers  [[Heat#Heat Management|heat management]] problems, as the ArrowIV launchers and [[JJ]]s can generate quite a lot of excess heat that its 3 [[DHS]] have a tough time keeping up with. Mechwarriors should consider chain-firing the Arrow launchers to better manage their massive heat spikes.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Catapult D, much like its brother the Catapult B, trades long-range standoff firepower for short range brawling muscle. This muscle is in the form of 4 [[SRM6]] and 2 [[SRM2]] launchers, which deal very high damage while simultaneously inflicting severe cockpit shake. Paired with 2 [[MPL]]s, the Catapult D can brawl with the best of them, forcibly throwing off enemy aim and shredding armor while keeping up stable laser fire. [[JJ|Improved Jumpjets]] gives it some much needed mobility. 4 [[DHS]] let the D variant maintain this barrage for a decent amount of time before overheating, while 4 [[free tons]] also allow it to carry extra reloads for each [[SRM6]] launcher. Finally, a single [[LAMS]] helps the Catapult D mitigate some missile damage, as its somewhat slow top speed and limited amount of armor won't let it stand up to long range enemy fire for very long.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E variant is a slightly more long-range focused version of the Catapult Prime. Its missile systems have been upgraded to 2 [[ELRM15]]s, allowing the Catapult E to lock and fire its missiles out to a maximum range of 1500m, 500m more than standard LRMs. The E variant swaps its standard medium lasers for 4 [[AC2]]s, which, while slightly lowering its close range firepower, still allow it to defend against light assets and [[Battle Armor]] without further burdening its two [[SHS|Single Heat Sinks]]. It also has 4 [[free tons]], which it can use to carry 2 reloads for each launcher. Finally, along with the standard Prime equipment loadout of [[EOptics]] and [[JJ]]s, the Catapult E also carries a [[BHP]], which pushes its active radar range out to 1400m.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The Catapult F packs a mean punch. Duo of [[Tbolt15]] can ruin ones day, but [[free ton|4 extra tons]] of missiles will keep F in the field only for a while, as there are only 7 [[Tbolt15]]'s per ton of ammo. Despite impressive amount of 4 [[ERML|Extended Range Medium Lasers]], this Catapult is mostly an artilery unit that can defend itself, should it come to knife fighting. Lack of [[TAG]] means either standing 750m and closer for warheads to acquire lock on, or dumbfiring those angry mumblebees at greater distances if getting closer is not recommended for long and healthy life. Helping hand from skilled Tagger is allso viable option. 4 [[DHS|double heat sinks]] are enough to not overheat in most situations, as [[JJ| Standart Jump Jets]] are not as taxing either.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The G variant does with chain guns what the D variant does with missiles. 2 [[RAC5]]s let the Catapult G rapidly shred the armor off its enemies, while 2 [[MPL]]s and 2 [[ERSL]]s give it modest staying power as its RACs cool off or unjam. Because of this rather blistering and ballistics-oriented loadout, this variant has unofficially earned the nicknamed of ''&amp;quot;Dakkapult&amp;quot;''. Unlike the D variant, it also makes use of both [[iJJ]]s and [[MASC]], and is thus significantly more mobile. This also means the G has the capability to survive or escape situations that might otherwise completely destroy it, thereby potentially increasing its longevity. However, having only 2 free tons of ammo means that pilots will often be returning to the mech bay to rearm, as the RAC5s chew through their ammo supply very quickly. 6 [[DHS]] mostly manage the loadouts heat well, but it will become an issue if you're trying to utilize your extra mobility in tandem with your full firepower.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Catapult is an offense oriented, second-line fire-support BattleMech initially produced on a limited contract for the Terran Hegemony. Representing Hollis Incorporated's first foray into the 'Mech market, the Catapult was produced in record numbers over its initial three-year period from the company's brand-new, state-of-the-art factory. Designed as a fire support Mech by the Star League, the Catapult is not as fast as other Heavy Mechs, but does feature decent Jump Jet capabilities. This allows it to gain the high ground, unleashing it's long-range missiles on hapless foes below.&lt;br /&gt;
 &lt;br /&gt;
Date Introduced 2561 during the Era known as &amp;quot;Age of War&amp;quot; (2398 - 2570) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Catapult BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=11290</id>
		<title>Catapult</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Catapult&amp;diff=11290"/>
				<updated>2020-10-27T21:49:04Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant G */ update minor 13.1 change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Catapult.png&lt;br /&gt;
| ImageGif = File:Catapult_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Speed = 64&lt;br /&gt;
| SpeedWithMasc = 91&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 65 100&lt;br /&gt;
| ArmorT Prime = 51 921&lt;br /&gt;
| Engine Prime = Magna 260 STD&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 80 050&lt;br /&gt;
| ArmorT A = 56 676&lt;br /&gt;
| Engine A = Magna 260 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[LBX2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 60 900&lt;br /&gt;
| ArmorT B = 51 921&lt;br /&gt;
| Engine B = Magna 260 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 70 700&lt;br /&gt;
| ArmorT C = 48 748&lt;br /&gt;
| Engine C = Magna 260 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 78 900&lt;br /&gt;
| ArmorT D = 54 921&lt;br /&gt;
| Engine D = Magna 260 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price E = 66 400&lt;br /&gt;
|ArmorT E = 51 921&lt;br /&gt;
| Engine E = Magna 260 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ELRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[AC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price F = 72 400&lt;br /&gt;
|ArmorT F = 51 921&lt;br /&gt;
| Engine F = Magna 260 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Tbolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Price G = 80 500&lt;br /&gt;
|ArmorT G = 58 092&lt;br /&gt;
| Engine G = Magna 260 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 8243&lt;br /&gt;
| Armor LRT = 5358&lt;br /&gt;
| Armor B = 4946&lt;br /&gt;
| Armor LRA = 4121&lt;br /&gt;
| Armor LRL = 5317&lt;br /&gt;
| Armor INT = 3190&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Current for 0.13.0 --&amp;gt;&lt;br /&gt;
The '''Catapult''' is an iconic [[Inner Sphere]] [[Heavy Mech]] that focuses almost entirely on sustained long-range fire. It is easily identified by the large egg-shaped torso. Normally armed with large [[Missile|Missile]] racks and smaller weapons for self defense, the Catapult is a premier [[MWLL Asset Bible#LRM Boats|Missile Boater]]. With most variants equipped with [[Jump Jets]], [[Active Radar Probes]], and [[LAMS]], the Catapult can [[Gameplay Tactics#Poptarting|poptart]] effectively as well, and enjoys limited protection against enemy counter-battery fire.  Sacrificing speed for armor and extra room for ammo, the Catapult can stay on station for a long time, providing long-range support to its teammates while being tough enough to survive against moderate threats.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Catapult Prime is a classic Missile Boat.  Carrying 2 [[LRM20]]s with 2 [[free tons]] for extra ammo, and equipped with [[GECM]], [[EOptics]] and [[JJ|Improved Jumpjets]], the Prime variant can bombard enemy units non-stop, 100meters out to over an kilometer, forcing them to take cover or risk suffering debilitating damage.  An additional armament of 4 [[ERSL]]s allows the Catapult Prime to defend against [[Light Mechs]] or [[Vehicles]] that sneak up on it, as well as giving it anti [[Battle Armor]] capabilities thanks to its [[B-Pod]]. 3 [[DHS]] means pilots will have to keep an eye on their heat levels. The only variant with [[engines|STD engine]] help Prime survive some nasty encounters, as well as keep the price down.&amp;lt;br&amp;gt;&lt;br /&gt;
One who is after an missile boat shouldn't skip past this one.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant departs from the standard long-range, missile-heavy configuration that the other variants employ, and instead mounts an array of 2 [[ERPPC]]s and quad [[LBX2]]s, giving it impressive capabilities as a extreme- to long-range direct fire-support [[Mechs|Mech]]. The extra tons of space normally used as ammo for Missile racks are replaced by 6 [[Double Heat Sinks]], giving the Catapult A greatly increased [[Heat#Heat Management|heat management]] capability, [[BAP|Beagle Active Probe]] for improved sensor range and extra ton of armor.  2 [[ERPPC]]s provide the primary punch, hitting hard and disorienting enemy pilots, while 4 [[LBX2]]s allow the A variant to continue pouring fire into targets while waiting for the PPCs to recharge. A single [[LAMS]] helps the Catapult A mitigate some missile damage. Because the Catapult A has no large, obvious missile racks, it has a much smaller profile, as its weapons are all clustered around the [[Armor|Center Torso]].  The net result closely mimics an overgrown [[Raven#Variant C|Raven C]] with [[Jump Jets|Improved Jump Jets]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Catapult B mounts 2 [[MRM30]]s as its primary arsenal, giving it impressive close- to mid-range firepower that can shred through nearly any target in just a few salvos.  While the MRM30s can hit up to 650m away, their effectiveness tends to drop off dramatically as range increases. 4 [[ERSL]]s make effective weapons for dealing with lighter enemy assets, and when coupled with the MRMs make the Catapult B very effective against enemy [[Battle Armor]]. 6 [[SHS|Single Heat Sinks]] can somewhat manage the heat generated by the MRM30s, and while the B variant has 2 [[free tons]], ammo can still become a serious concern.  This variant does not mount LAMS or an Active Radar Probe, but keeps the [[JJ|Improved Jumpjets]], making it somewhat less adaptable than the other Catapult variants.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Often referred to as the ''&amp;quot;Arrowpult&amp;quot;'' by many pilots, the C variant mounts 2 massive [[ArrowIV]] launchers with 2 free tons for ammo. This limited loadout allows the Catapult C to deal immense long-range damage assisted by its [[EOptics]] equipment. When coupled with a friendly [[NARC]] or [[TAG]] equipped unit, the C variant can decimate targets up to 3km (3000m) away. Sporting only 2 [[SL]]s and 2 [[MGun]]s, the tradeoff for this incredibly long-ranged, devastating loadout is a lack of any appreciable close to mid-range self-defense abilities. The Catapult C also suffers  [[Heat#Heat Management|heat management]] problems, as the ArrowIV launchers and [[JJ]]s can generate quite a lot of excess heat that its 3 [[DHS]] have a tough time keeping up with. Mechwarriors should consider chain-firing the Arrow launchers to better manage their massive heat spikes.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Catapult D, much like its brother the Catapult B, trades long-range standoff firepower for short range brawling muscle. This muscle is in the form of 4 [[SRM6]] and 2 [[SRM2]] launchers, which deal very high damage while simultaneously inflicting severe cockpit shake. Paired with 2 [[MPL]]s, the Catapult D can brawl with the best of them, forcibly throwing off enemy aim and shredding armor while keeping up stable laser fire. [[JJ|Improved Jumpjets]] gives it some much needed mobility. 4 [[DHS]] let the D variant maintain this barrage for a decent amount of time before overheating, while 4 [[free tons]] also allow it to carry extra reloads for each [[SRM6]] launcher. Finally, a single [[LAMS]] helps the Catapult D mitigate some missile damage, as its somewhat slow top speed and limited amount of armor won't let it stand up to long range enemy fire for very long.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E variant is a slightly more long-range focused version of the Catapult Prime. Its missile systems have been upgraded to 2 [[ELRM15]]s, allowing the Catapult E to lock and fire its missiles out to a maximum range of 1500m, 500m more than standard LRMs. The E variant swaps its standard medium lasers for 4 [[AC2]]s, which, while slightly lowering its close range firepower, still allow it to defend against light assets and [[Battle Armor]] without further burdening its two [[SHS|Single Heat Sinks]]. It also has 4 [[free tons]], which it can use to carry 2 reloads for each launcher. Finally, along with the standard Prime equipment loadout of [[EOptics]] and [[JJ]]s, the Catapult E also carries a [[BHP]], which pushes its active radar range out to 1400m.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
The Catapult F packs a mean punch. Duo of [[Tbolt15]] can ruin ones day, but [[free ton|4 extra tons]] of missiles will keep F in the field only for a while, as there are only 7 [[Tbolt15]]'s per ton of ammo. Despite impressive amount of 4 [[ERML|Extended Range Medium Lasers]], this Catapult is mostly an artilery unit that can defend itself, should it come to knife fighting. Lack of [[TAG]] means either standing 750m and closer for warheads to acquire lock on, or dumbfiring those angry mumblebees at greater distances if getting closer is not recommended for long and healthy life. Helping hand from skilled Tagger is allso viable option. 4 [[DHS|double heat sinks]] are enough to not overheat in most situations, as [[JJ| Standart Jump Jets]] are not as taxing either.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The G variant does with chain guns what the D variant does with missiles. 2 [[RAC5]]s let the Catapult G rapidly shred the armor off its enemies, while 2 [[MPL]]s and 2 [[ERSL]]s give it modest staying power as its RACs cool off or unjam. Because of this rather blistering and ballistics-oriented loadout, this variant has unofficially earned the nicknamed of ''&amp;quot;Dakkapult&amp;quot;''. Unlike the D variant, it also makes use of both [[iJJ]]s and [[MASC]], and is thus significantly more mobile. This also means the G has the capability to survive or escape situations that might otherwise completely destroy it, thereby potentially increasing its longevity. However, having only 2 free tons of ammo means that pilots will often be returning to the mech bay to rearm, as the RAC5s chew through their ammo supply very quickly. 6 [[DHS]] mostly manage the loadouts heat well, but it will become an issue if you're trying to utilize your extra mobility in tandem with your full firepower.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Catapult is an offense oriented, second-line fire-support BattleMech initially produced on a limited contract for the Terran Hegemony. Representing Hollis Incorporated's first foray into the 'Mech market, the Catapult was produced in record numbers over its initial three-year period from the company's brand-new, state-of-the-art factory. Designed as a fire support Mech by the Star League, the Catapult is not as fast as other Heavy Mechs, but does feature decent Jump Jet capabilities. This allows it to gain the high ground, unleashing it's long-range missiles on hapless foes below.&lt;br /&gt;
 &lt;br /&gt;
Date Introduced 2561 during the Era known as &amp;quot;Age of War&amp;quot; (2398 - 2570) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Catapult BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=11289</id>
		<title>Hawkmoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=11289"/>
				<updated>2020-10-27T21:02:51Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant F - &amp;quot;Evil Eye&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VTOL|&lt;br /&gt;
| Image = File:Hawkmoth.png&lt;br /&gt;
| ImageGif = File:Hawkmoth_spin.gif&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 198&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 47 500 &lt;br /&gt;
| ArmorT Prime = 16 375&lt;br /&gt;
| Engine Prime = Michaelson 60 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 44 500&lt;br /&gt;
| ArmorT A = 17 684&lt;br /&gt;
| Engine A = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL|Air SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10|Air MRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 44 500&lt;br /&gt;
| ArmorT B= 16 375&lt;br /&gt;
| Engine B = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL|Air MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 54 100 &lt;br /&gt;
| ArmorT C = 15 065&lt;br /&gt;
| Engine C = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL|Air SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thunderbolt|TBolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 47 000&lt;br /&gt;
| ArmorT D = 17 684&lt;br /&gt;
| Engine D = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 53 300&lt;br /&gt;
| ArmorT E = 15 065&lt;br /&gt;
| Engine E = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 63 000&lt;br /&gt;
| ArmorT F = 16 375&lt;br /&gt;
| Engine F = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|VTOL GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 53 100&lt;br /&gt;
| ArmorT G = 16 375&lt;br /&gt;
| Engine G = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 7185&lt;br /&gt;
| Armor LRW = 2591&lt;br /&gt;
| Armor E = 2004&lt;br /&gt;
| Armor T = 2004&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
The '''Hawkmoth''' is a light [[VTOL]] available to the [[Inner Sphere]]. Its light armor and high mobility allow it to skirt above and around the battlefield, tackling objectives and finishing off stragglers. The greatest weaknesses of the Hawkmoth is its lackluster damage potential and fragility, both comparable to a light hovertank.&lt;br /&gt;
Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the [[LtGauss]] has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units.  Housing 16 shots per ton, the Hawkmoth Prime comes with two [[free tons|Free Tons]] bring the total shot capability to 48. Four [[MG]] spray a hail of bullets etching away armor. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A has a devastating combination of two [[MRM10]] to batter and soften targets, and a complement of [[SL|Small]] and [[ML|Medium Lasers]] to finish ablated components off. This variant boasts both the highest DPS and burst potential of the Hawkmoth family, but quickly loses steam around beyond 500m, and is useless beyond 650m. The effective VTOL pilot will use this variant to harass the enemy- punish 'mechs that attempt to focus you with a few easily slung salvo of [[MRM10]] before drifting behind cover- and quickly obliterate any 'mech that makes the mistake of ignoring this flying powerhouse. An extra half-ton of [[armor]] will grant you a hair more staying power over the other Hawkmoth variants, but not enough to forgo careful flying- at the end of the day even 5 tons of armor will vanish under a heavy mech's sneeze.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
&lt;br /&gt;
The Hawkmoth B is the de facto mid-range Hawkmoth. One of the highest DPS of the Hawkmoth family, 2 [[X-Pulse_Lasers|Air MXPL]] and a dizzying 5 [[HMG]] can ablate through any enemy with ease. This profound damage is only recognized by the best pilots, however - as it requires you juggle both holding your aim on target AND flying safely - not just to avoid terrain, but enemy fire. Easier said than done with the painfully short ranged 350m HMG, which mean you need to choose your prey carefully since any commitment needs to be a full commitment -  [[armor|4.5 tons of armor]] don't offer much wiggle room for mistakes.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant replaces the standard [[Light Gauss|LGauss]] with a [[Thunderbolt|Thunderbolt 15]] launcher and a [[TAG]], trading direct-fire capacity for more damage and some limited fire support capabilities. The [[EOptics]] extend it's Tagging ability while the 2 [[free tons|Free Tons]] helps prolong it's stay in the field. The [[TAG]] makes it an excellent companion to any [[Gameplay_Tactics#LRM_Camping|team built around long range missiles]]. Where the Prime has some capacity for Anti-Air capabilities with its easy to aim [[LtGauss]], the C is utterly helpless in contested airspace with its sluggish [[Thunderbolt|Thunderbolt 15]].&lt;br /&gt;
While it's tempting to [[TAG]] your missiles in from 1350m out, this variant's true strength shines much, much closer. The [[Thunderbolt|Thunderbolt 15]] offers considerable screenshake that can make an already well-piloted VTOL even harder to hit, while 3 [[SPL]] pump out more damage than a [[LXPL]], and easily chew through components of battered and fumbling foes.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Hawkmoth D sports the second-highest burst potential of the Hawkmoth family. The additional [[GECM]] reduces your radar footprint, allowing for nasty surprise attacks if you manage your range right. Its dual [[LPPC]]s provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air [[SRM6]] racks with zero min range out to 498 meters. An effective pilot will use this Variant to support in a brawl, Chain-firing its salvo of screen-shaking projectiles to tip any 'mech encounter in your teams favor - or, bobbing and weaving behind terrain and buildings, delivering nasty Alpha Strikes between cover.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant of the Hawkmoth's [[LPL]] and two [[SRM4|Air SRM4]] allowing for a good general-purpose VTOL. Compared to the other variants, it's the middle-ground in terms of both DPS and burst potential. The quick-fire [[LPL|Large Pulse Laser]] offers punishment against enemy aerospace and in conjunction with quickly-reloading [[SRM4|Air SRM4]] it can focus down components of ground assets with a steady hand. Being equipped with a cool [[IS]] engineered [[LPL]] means that this variant will shine brighter in hot climates where its [[Donar]] cousin with a [[Clan]] engineered [[LPL]] will be overheating.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Evil Eye&amp;quot;''===&lt;br /&gt;
Effectively a flying [[Raven]] Prime, the Hawkmoth F carries the same [[NARC|iNARC]] 900-meter system plus [[TAG]] for painting targets a 1350m for missile attacks. The F also carries [[BHP]] which boosts detection range by 400m and improves [[lock on]] time, [[C3]] that distributes [[Radar]] readings to any teammates in range, and defensive [[GECM|Vtol GECM]] that increases the time it takes for an enemy to achieve [[lock on|target lock]] while reducing your signature to 500m. This variant can be used on any map for Intelligence Recon and Targeting - and is a must-have for [[Gameplay_Tactics#LRM_Camping|teams built around long range missiles]]. The F is primarily a support and intel asset - and only carries three [[MG]]s. They can, in a pinch, finish off a low enemy or inattentive battle-armor .. but otherwise won't be able to stand toe-to-toe against anything else on the field.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Air [[RAC5]] has impressive damage for a VTOL - which can be delivered from 860m out, with a significant punch coming in at 500m with 4 Air [[ERSL]] and an Air [[ML]] - combined, is a blast with more damage than an [[LBX10]] and can be refired nearly twice as fast. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement. The RAC5 is easiest to land on larger, slower targets, which should be a priority considering that maintaining a bead will severely affect your maneuverability. 3 [[free tons|Free Tons]] should be topped up at every opportunity to take full advantage of your powerful [[RAC5]] which is likely to chew through multiple tons of ammo per engagement.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[File:HawkmothD.jpg|300px|left|thumb|Hawkmoth D visualized by Pytak]]&lt;br /&gt;
Up until version 0.7.0 there was no Hawkmoth D available ingame, because the name was considered &amp;quot;reserved&amp;quot; for an imaginary asset.&lt;br /&gt;
The '''Hawkmoth D''' was a variant set up by KingLeerUK, one of the MWLL team's Lead Developers. The proposed configuration was 4 [[Long Tom Artillery|Long Tom]], 6 [[HGauss|Heavy Gauss]], 8 RAC20, 1 MG with additional 4 [[LAMS]], [[GECM]], [[BHP]] and [[C3]]. [http://www.mechlivinglegends.net/forum/index.php/topic,8250.msg111432.html#msg111432 See original post]. The Hawkmoth D quickly became a common in-joke of the forum community, and is sometimes mentioned in discussions about alternate variants and anything regarding &amp;quot;overkill&amp;quot;. There are promotional posters near some spawn points, showing Hawkmoth D advertisements.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
The Hawkmoth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the [[LtGauss|Light Gauss]], just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hawk_Moth BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=11288</id>
		<title>Hawkmoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=11288"/>
				<updated>2020-10-27T21:02:43Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant F - &amp;quot;Evil Eye&amp;quot; */ fluffpdate 13.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VTOL|&lt;br /&gt;
| Image = File:Hawkmoth.png&lt;br /&gt;
| ImageGif = File:Hawkmoth_spin.gif&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 198&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 47 500 &lt;br /&gt;
| ArmorT Prime = 16 375&lt;br /&gt;
| Engine Prime = Michaelson 60 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 44 500&lt;br /&gt;
| ArmorT A = 17 684&lt;br /&gt;
| Engine A = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL|Air SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10|Air MRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 44 500&lt;br /&gt;
| ArmorT B= 16 375&lt;br /&gt;
| Engine B = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL|Air MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 54 100 &lt;br /&gt;
| ArmorT C = 15 065&lt;br /&gt;
| Engine C = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL|Air SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thunderbolt|TBolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 47 000&lt;br /&gt;
| ArmorT D = 17 684&lt;br /&gt;
| Engine D = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 53 300&lt;br /&gt;
| ArmorT E = 15 065&lt;br /&gt;
| Engine E = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 63 000&lt;br /&gt;
| ArmorT F = 16 375&lt;br /&gt;
| Engine F = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|VTOL GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 53 100&lt;br /&gt;
| ArmorT G = 16 375&lt;br /&gt;
| Engine G = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 7185&lt;br /&gt;
| Armor LRW = 2591&lt;br /&gt;
| Armor E = 2004&lt;br /&gt;
| Armor T = 2004&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
The '''Hawkmoth''' is a light [[VTOL]] available to the [[Inner Sphere]]. Its light armor and high mobility allow it to skirt above and around the battlefield, tackling objectives and finishing off stragglers. The greatest weaknesses of the Hawkmoth is its lackluster damage potential and fragility, both comparable to a light hovertank.&lt;br /&gt;
Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the [[LtGauss]] has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units.  Housing 16 shots per ton, the Hawkmoth Prime comes with two [[free tons|Free Tons]] bring the total shot capability to 48. Four [[MG]] spray a hail of bullets etching away armor. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A has a devastating combination of two [[MRM10]] to batter and soften targets, and a complement of [[SL|Small]] and [[ML|Medium Lasers]] to finish ablated components off. This variant boasts both the highest DPS and burst potential of the Hawkmoth family, but quickly loses steam around beyond 500m, and is useless beyond 650m. The effective VTOL pilot will use this variant to harass the enemy- punish 'mechs that attempt to focus you with a few easily slung salvo of [[MRM10]] before drifting behind cover- and quickly obliterate any 'mech that makes the mistake of ignoring this flying powerhouse. An extra half-ton of [[armor]] will grant you a hair more staying power over the other Hawkmoth variants, but not enough to forgo careful flying- at the end of the day even 5 tons of armor will vanish under a heavy mech's sneeze.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
&lt;br /&gt;
The Hawkmoth B is the de facto mid-range Hawkmoth. One of the highest DPS of the Hawkmoth family, 2 [[X-Pulse_Lasers|Air MXPL]] and a dizzying 5 [[HMG]] can ablate through any enemy with ease. This profound damage is only recognized by the best pilots, however - as it requires you juggle both holding your aim on target AND flying safely - not just to avoid terrain, but enemy fire. Easier said than done with the painfully short ranged 350m HMG, which mean you need to choose your prey carefully since any commitment needs to be a full commitment -  [[armor|4.5 tons of armor]] don't offer much wiggle room for mistakes.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant replaces the standard [[Light Gauss|LGauss]] with a [[Thunderbolt|Thunderbolt 15]] launcher and a [[TAG]], trading direct-fire capacity for more damage and some limited fire support capabilities. The [[EOptics]] extend it's Tagging ability while the 2 [[free tons|Free Tons]] helps prolong it's stay in the field. The [[TAG]] makes it an excellent companion to any [[Gameplay_Tactics#LRM_Camping|team built around long range missiles]]. Where the Prime has some capacity for Anti-Air capabilities with its easy to aim [[LtGauss]], the C is utterly helpless in contested airspace with its sluggish [[Thunderbolt|Thunderbolt 15]].&lt;br /&gt;
While it's tempting to [[TAG]] your missiles in from 1350m out, this variant's true strength shines much, much closer. The [[Thunderbolt|Thunderbolt 15]] offers considerable screenshake that can make an already well-piloted VTOL even harder to hit, while 3 [[SPL]] pump out more damage than a [[LXPL]], and easily chew through components of battered and fumbling foes.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Hawkmoth D sports the second-highest burst potential of the Hawkmoth family. The additional [[GECM]] reduces your radar footprint, allowing for nasty surprise attacks if you manage your range right. Its dual [[LPPC]]s provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air [[SRM6]] racks with zero min range out to 498 meters. An effective pilot will use this Variant to support in a brawl, Chain-firing its salvo of screen-shaking projectiles to tip any 'mech encounter in your teams favor - or, bobbing and weaving behind terrain and buildings, delivering nasty Alpha Strikes between cover.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant of the Hawkmoth's [[LPL]] and two [[SRM4|Air SRM4]] allowing for a good general-purpose VTOL. Compared to the other variants, it's the middle-ground in terms of both DPS and burst potential. The quick-fire [[LPL|Large Pulse Laser]] offers punishment against enemy aerospace and in conjunction with quickly-reloading [[SRM4|Air SRM4]] it can focus down components of ground assets with a steady hand. Being equipped with a cool [[IS]] engineered [[LPL]] means that this variant will shine brighter in hot climates where its [[Donar]] cousin with a [[Clan]] engineered [[LPL]] will be overheating.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Evil Eye&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Effectively a flying [[Raven]] Prime, the Hawkmoth F carries the same [[NARC|iNARC]] 900-meter system plus [[TAG]] for painting targets a 1350m for missile attacks. The F also carries [[BHP]] which boosts detection range by 400m and improves [[lock on]] time, [[C3]] that distributes [[Radar]] readings to any teammates in range, and defensive [[GECM|Vtol GECM]] that increases the time it takes for an enemy to achieve [[lock on|target lock]] while reducing your signature to 500m. This variant can be used on any map for Intelligence Recon and Targeting - and is a must-have for [[Gameplay_Tactics#LRM_Camping|teams built around long range missiles]]. The F is primarily a support and intel asset - and only carries three [[MG]]s. They can, in a pinch, finish off a low enemy or inattentive battle-armor .. but otherwise won't be able to stand toe-to-toe against anything else on the field.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Air [[RAC5]] has impressive damage for a VTOL - which can be delivered from 860m out, with a significant punch coming in at 500m with 4 Air [[ERSL]] and an Air [[ML]] - combined, is a blast with more damage than an [[LBX10]] and can be refired nearly twice as fast. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement. The RAC5 is easiest to land on larger, slower targets, which should be a priority considering that maintaining a bead will severely affect your maneuverability. 3 [[free tons|Free Tons]] should be topped up at every opportunity to take full advantage of your powerful [[RAC5]] which is likely to chew through multiple tons of ammo per engagement.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[File:HawkmothD.jpg|300px|left|thumb|Hawkmoth D visualized by Pytak]]&lt;br /&gt;
Up until version 0.7.0 there was no Hawkmoth D available ingame, because the name was considered &amp;quot;reserved&amp;quot; for an imaginary asset.&lt;br /&gt;
The '''Hawkmoth D''' was a variant set up by KingLeerUK, one of the MWLL team's Lead Developers. The proposed configuration was 4 [[Long Tom Artillery|Long Tom]], 6 [[HGauss|Heavy Gauss]], 8 RAC20, 1 MG with additional 4 [[LAMS]], [[GECM]], [[BHP]] and [[C3]]. [http://www.mechlivinglegends.net/forum/index.php/topic,8250.msg111432.html#msg111432 See original post]. The Hawkmoth D quickly became a common in-joke of the forum community, and is sometimes mentioned in discussions about alternate variants and anything regarding &amp;quot;overkill&amp;quot;. There are promotional posters near some spawn points, showing Hawkmoth D advertisements.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
The Hawkmoth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the [[LtGauss|Light Gauss]], just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hawk_Moth BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=11287</id>
		<title>Hawkmoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=11287"/>
				<updated>2020-10-27T20:59:57Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant B */ fluffpdate for 13.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VTOL|&lt;br /&gt;
| Image = File:Hawkmoth.png&lt;br /&gt;
| ImageGif = File:Hawkmoth_spin.gif&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 198&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 47 500 &lt;br /&gt;
| ArmorT Prime = 16 375&lt;br /&gt;
| Engine Prime = Michaelson 60 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 44 500&lt;br /&gt;
| ArmorT A = 17 684&lt;br /&gt;
| Engine A = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL|Air SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10|Air MRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 44 500&lt;br /&gt;
| ArmorT B= 16 375&lt;br /&gt;
| Engine B = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL|Air MXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 54 100 &lt;br /&gt;
| ArmorT C = 15 065&lt;br /&gt;
| Engine C = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL|Air SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thunderbolt|TBolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 47 000&lt;br /&gt;
| ArmorT D = 17 684&lt;br /&gt;
| Engine D = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 53 300&lt;br /&gt;
| ArmorT E = 15 065&lt;br /&gt;
| Engine E = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 63 000&lt;br /&gt;
| ArmorT F = 16 375&lt;br /&gt;
| Engine F = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|VTOL GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 53 100&lt;br /&gt;
| ArmorT G = 16 375&lt;br /&gt;
| Engine G = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 7185&lt;br /&gt;
| Armor LRW = 2591&lt;br /&gt;
| Armor E = 2004&lt;br /&gt;
| Armor T = 2004&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
The '''Hawkmoth''' is a light [[VTOL]] available to the [[Inner Sphere]]. Its light armor and high mobility allow it to skirt above and around the battlefield, tackling objectives and finishing off stragglers. The greatest weaknesses of the Hawkmoth is its lackluster damage potential and fragility, both comparable to a light hovertank.&lt;br /&gt;
Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the [[LtGauss]] has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units.  Housing 16 shots per ton, the Hawkmoth Prime comes with two [[free tons|Free Tons]] bring the total shot capability to 48. Four [[MG]] spray a hail of bullets etching away armor. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A has a devastating combination of two [[MRM10]] to batter and soften targets, and a complement of [[SL|Small]] and [[ML|Medium Lasers]] to finish ablated components off. This variant boasts both the highest DPS and burst potential of the Hawkmoth family, but quickly loses steam around beyond 500m, and is useless beyond 650m. The effective VTOL pilot will use this variant to harass the enemy- punish 'mechs that attempt to focus you with a few easily slung salvo of [[MRM10]] before drifting behind cover- and quickly obliterate any 'mech that makes the mistake of ignoring this flying powerhouse. An extra half-ton of [[armor]] will grant you a hair more staying power over the other Hawkmoth variants, but not enough to forgo careful flying- at the end of the day even 5 tons of armor will vanish under a heavy mech's sneeze.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
&lt;br /&gt;
The Hawkmoth B is the de facto mid-range Hawkmoth. One of the highest DPS of the Hawkmoth family, 2 [[X-Pulse_Lasers|Air MXPL]] and a dizzying 5 [[HMG]] can ablate through any enemy with ease. This profound damage is only recognized by the best pilots, however - as it requires you juggle both holding your aim on target AND flying safely - not just to avoid terrain, but enemy fire. Easier said than done with the painfully short ranged 350m HMG, which mean you need to choose your prey carefully since any commitment needs to be a full commitment -  [[armor|4.5 tons of armor]] don't offer much wiggle room for mistakes.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant replaces the standard [[Light Gauss|LGauss]] with a [[Thunderbolt|Thunderbolt 15]] launcher and a [[TAG]], trading direct-fire capacity for more damage and some limited fire support capabilities. The [[EOptics]] extend it's Tagging ability while the 2 [[free tons|Free Tons]] helps prolong it's stay in the field. The [[TAG]] makes it an excellent companion to any [[Gameplay_Tactics#LRM_Camping|team built around long range missiles]]. Where the Prime has some capacity for Anti-Air capabilities with its easy to aim [[LtGauss]], the C is utterly helpless in contested airspace with its sluggish [[Thunderbolt|Thunderbolt 15]].&lt;br /&gt;
While it's tempting to [[TAG]] your missiles in from 1350m out, this variant's true strength shines much, much closer. The [[Thunderbolt|Thunderbolt 15]] offers considerable screenshake that can make an already well-piloted VTOL even harder to hit, while 3 [[SPL]] pump out more damage than a [[LXPL]], and easily chew through components of battered and fumbling foes.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Hawkmoth D sports the second-highest burst potential of the Hawkmoth family. The additional [[GECM]] reduces your radar footprint, allowing for nasty surprise attacks if you manage your range right. Its dual [[LPPC]]s provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air [[SRM6]] racks with zero min range out to 498 meters. An effective pilot will use this Variant to support in a brawl, Chain-firing its salvo of screen-shaking projectiles to tip any 'mech encounter in your teams favor - or, bobbing and weaving behind terrain and buildings, delivering nasty Alpha Strikes between cover.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant of the Hawkmoth's [[LPL]] and two [[SRM4|Air SRM4]] allowing for a good general-purpose VTOL. Compared to the other variants, it's the middle-ground in terms of both DPS and burst potential. The quick-fire [[LPL|Large Pulse Laser]] offers punishment against enemy aerospace and in conjunction with quickly-reloading [[SRM4|Air SRM4]] it can focus down components of ground assets with a steady hand. Being equipped with a cool [[IS]] engineered [[LPL]] means that this variant will shine brighter in hot climates where its [[Donar]] cousin with a [[Clan]] engineered [[LPL]] will be overheating.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Evil Eye&amp;quot;''===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
Effectively a flying [[Raven]] Prime, the Hawkmoth F carries the same [[NARC|iNARC]] 900-meter system plus [[TAG]] for painting targets a 1350m for missile attacks. The F also carries [[BHP]] which boosts detection range by 400m and improves [[lock on]] time, [[C3]] that distributes [[Radar]] readings to any teammates in range, and Air [[GECM]] that increases the time it takes for an enemy to achieve [[lock on|target lock]], which combined with its better targeting angles from being airborne as well as its greater speed, this variant can be used on any map for Intelligence Recon and Targeting - and is a must-have for [[Gameplay_Tactics#LRM_Camping|teams built around long range missiles]]. The F is primarily a support and intel asset - and only carries three [[MG]]s. They can, in a pinch, finish off a low enemy or inattentive battle-armor .. but otherwise won't be able to stand toe-to-toe against anything else on the field.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Air [[RAC5]] has impressive damage for a VTOL - which can be delivered from 860m out, with a significant punch coming in at 500m with 4 Air [[ERSL]] and an Air [[ML]] - combined, is a blast with more damage than an [[LBX10]] and can be refired nearly twice as fast. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement. The RAC5 is easiest to land on larger, slower targets, which should be a priority considering that maintaining a bead will severely affect your maneuverability. 3 [[free tons|Free Tons]] should be topped up at every opportunity to take full advantage of your powerful [[RAC5]] which is likely to chew through multiple tons of ammo per engagement.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[File:HawkmothD.jpg|300px|left|thumb|Hawkmoth D visualized by Pytak]]&lt;br /&gt;
Up until version 0.7.0 there was no Hawkmoth D available ingame, because the name was considered &amp;quot;reserved&amp;quot; for an imaginary asset.&lt;br /&gt;
The '''Hawkmoth D''' was a variant set up by KingLeerUK, one of the MWLL team's Lead Developers. The proposed configuration was 4 [[Long Tom Artillery|Long Tom]], 6 [[HGauss|Heavy Gauss]], 8 RAC20, 1 MG with additional 4 [[LAMS]], [[GECM]], [[BHP]] and [[C3]]. [http://www.mechlivinglegends.net/forum/index.php/topic,8250.msg111432.html#msg111432 See original post]. The Hawkmoth D quickly became a common in-joke of the forum community, and is sometimes mentioned in discussions about alternate variants and anything regarding &amp;quot;overkill&amp;quot;. There are promotional posters near some spawn points, showing Hawkmoth D advertisements.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
The Hawkmoth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the [[LtGauss|Light Gauss]], just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hawk_Moth BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Harasser&amp;diff=11286</id>
		<title>Harasser</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Harasser&amp;diff=11286"/>
				<updated>2020-10-27T20:37:30Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant F */ update fluff 13.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Harasser.png&lt;br /&gt;
| ImageGif = File:Harasser_spin.gif&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 1&lt;br /&gt;
| Tier = 2&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 109&lt;br /&gt;
| BoostSpeed = 163&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -10° to +70°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 42 200&lt;br /&gt;
| ArmorT Prime = 15 364&lt;br /&gt;
| Engine Prime = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 39 500&lt;br /&gt;
| ArmorT A = 15 364&lt;br /&gt;
| Engine A = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 35 800&lt;br /&gt;
| ArmorT B = 15 364&lt;br /&gt;
| Engine B = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 43 000&lt;br /&gt;
| ArmorT C = 18 124&lt;br /&gt;
| Engine C = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 39 600&lt;br /&gt;
| ArmorT D = 19 506&lt;br /&gt;
| Engine D = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 37 500&lt;br /&gt;
| ArmorT E = 15 364&lt;br /&gt;
| Engine E = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 36 100&lt;br /&gt;
| ArmorT F = 15 364&lt;br /&gt;
| Engine F = GM 120 Classic II I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 45 000&lt;br /&gt;
| ArmorT G = 13 985&lt;br /&gt;
| Engine G = GM 205 Classic II I.C.E&lt;br /&gt;
| AltSpeed G = 144&lt;br /&gt;
| AltBoost G = 216&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 1565&lt;br /&gt;
| Armor T = 2861&lt;br /&gt;
| Armor F = 3366&lt;br /&gt;
| Armor S = 2524&lt;br /&gt;
| Armor B = 2524&lt;br /&gt;
&lt;br /&gt;
| Version132 = 0.13.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
The '''Harasser''' is an [[Inner Sphere]] light [[hovercraft]]. It has weak armor but helps compensate for this with a [[GECM]] to mask its movements, and a [[BAP]] to locate foes at a distance. When an enemy is detected the Harasser may outrun enemy thanks to its high speed and acceleration. A Harasser is the fastest ground unit available, giving it a chance to choose when and how to fight - by the time it is noticed, it may have already fired and flitted away. The Harasser combines its speed with very nimble handling, capable of out-turning the [[Owens]]. However, it suffers greatly on rough terrain, as the Harasser's high center of mass causes it to behave erratically and flip over easily.&lt;br /&gt;
&lt;br /&gt;
''A unique feature of Harasser is it's extreme speed. It allows the Harasser to outrun many of the other [[assets]] in the game, get to very distant bases in [[terrain control]], and climb very steep terrain. However, because of this speed, it can be difficult to make controlled turns even when the 163km/h [[boost]] isn't engaged.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Prime variant is used for Mech support, packing twin [[SSRM6]] launchers backed up with a [[GECM]] package. Well suited for open terrain, this variant works best at circling the enemy, pumping SSRM fire into the enemy to shake them up. A skilled pilot can arc the SSRMs over cover, fire on the retreat, and use the Harasser's body itself to set up optimal firing solutions. As with all Harassers, it is an fragile asset and will melt under return fire; pilots should strive to be unnoticed.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The A variant is used for long range support. It's double [[LRM10]]s are able to inflict damage at significant range, while its very high speed protects it from nearly any attempt of an attack. The best method to destroy it is to approach stealthily on passive radar until 900m, and then to attack with long-range direct-fire weapons such as [[Gauss]] or [[ERPPC]].&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Featuring 2 [[MXPL]] and 2 [[ML]], this variant is suited to sitting on the sidelines, slicing off limbs. Damage drops off when mobile, however, as the Harasser is exceptionally difficult to keep steady.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Sparkle&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The  &amp;quot;'''''Sparkle'''''&amp;quot;, is essentially a poor man's [[Epona]]. Surpassing some of the more expensive Clan hovercraft in raw firepower, 6 [[SXPL]]s firing continuously will easily core the most heavily armored of enemies. Sparkle will readily toe it with any light, most mediums, and, in the hands of an experienced pilot, is entirely capable of feeling any Heavy or Assault mech. This, combined with [[GECM]], and enough heat sinks to fire for a good half a minute without pause, the Harasser C spells shiny red doom for its enemies.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Mr. Toast &amp;amp; Go&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The [[Harasser]] D &amp;quot;'''''Mr. Toast &amp;amp; Go'''''&amp;quot; comes with more high-risk than other variants because it mounts 6 extremely close range [[flamers]] which can shut down any mech that does not have plenty of heat sinks, and can even cause mechs to overheat and explode. Traveling in pairs enables them to completely shut down a mech. These units are hyper-lethal and should be focus-fired from extreme range, though its [[GECM]] often leaves precious little warning of its approach.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
The Harasser E is a low budget early game supporting brawling unit, which is best used in conjunction with teammates. A single [[LBX5|Lubalin Ballistics-X AutoCannon]] along with [[EOptics|Enhanced Optics]] allows it to pepper foes at long range while the [[LXPL|Large X-Pulse Laser]] roars into life at 750 meters with continous laser fire. Keeping the laser focused on one spot will surely inflick massive amounts of damage, but beware of your tempreture as it is very easy to generate dangerous heat levels with sustained firing.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A powerful punch for such a small asset - a Single [[Tbolt10]] is bad news for lights and mediums, and a real nuisance to heavies up to assaults if ignored. Paired with two [[LPPC]], you can pump out more damage than a [[PPC]], albeit at much shorter range. This kit of splash damage weapons make this an excellent starter, considering splash is particularly effective against light and medium mechs with small, compact bodies. Both [[Thunderbolt]] and [[LPPC]] offer screenshake, as well - and a wise pilot will use that to their advantage to make the most of their precious 5 tons of armor. Be wary of early tanks, however- who will laugh at your splash damage and quickly end your hover career if you cant outmaneuver or disrupt their fire.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Sacrificing [[armor]] and [[Electronic Warfare|electronics]] to become the ultimate glass cannon, this variant features an upsized engine that allows it to outpace practically every other asset in game. The G clocks in at '''144 km/h''' (216 km/h while [[boosting]]. Its twin [[Short Range Missiles|SRM6 launchers]] may make it seem undergunned, but they pack an extremely painful punch capable of posing a moderate threat to starter assets and allow the G to get in some good damage in late game team fights where it is likely to be ignored.&lt;br /&gt;
&lt;br /&gt;
Due to its weaker armor and higher speeds, this variant should never stay still and always exploit its high speed to dodge incoming fire. Hit and run tactics are essential for utilizing this variant to its fullest potential. It is advised to avoid using the boost when making sharp turns, entering water, and uneven terrain as the G is easily flipped upside down.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Harassers were extremely cheap to manufacture, and were produced in large numbers, as they were incorporated into the Galleon Light Tank units within the Free World League. Its best defensive strategy is to use its speed. Harasser can run circles around heavier BattleMechs and making it a much harder target to hit. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 2811 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Harasser Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Ares&amp;diff=11285</id>
		<title>Ares</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Ares&amp;diff=11285"/>
				<updated>2020-10-27T20:25:56Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant F */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Ares.png&lt;br /&gt;
| ImageGif = File:Ares_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Tonnage = 40&lt;br /&gt;
| Speed = 85&lt;br /&gt;
| BoostSpeed = 90&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -5° to +75°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 48 600&lt;br /&gt;
| ArmorT Prime = 25 279&lt;br /&gt;
| Engine Prime = PlasmaStar 270 &lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 49 700&lt;br /&gt;
| ArmorT A = 25 279&lt;br /&gt;
| Engine A = PlasmaStar 270&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 53 300&lt;br /&gt;
| ArmorT B = 25 279&lt;br /&gt;
| Engine B = PlasmaStar 270&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 51 600&lt;br /&gt;
| ArmorT C = 25 279&lt;br /&gt;
| Engine C = PlasmaStar 270&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#Standard|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 47 700&lt;br /&gt;
| ArmorT D = 25 279&lt;br /&gt;
| Engine D = PlasmaStar 270&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 54 000&lt;br /&gt;
| ArmorT E = 25 279&lt;br /&gt;
| Engine E = PlasmaStar 270&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 50 700&lt;br /&gt;
| ArmorT F = 27 199&lt;br /&gt;
| Engine F = PlasmaStar 270&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Extended Range|ATM9 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 45 600&lt;br /&gt;
| ArmorT G = 27 199&lt;br /&gt;
| Engine G = PlasmaStar 270&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 3200&lt;br /&gt;
| Armor F = 5018&lt;br /&gt;
| Armor S = 4265&lt;br /&gt;
| Armor B = 2509&lt;br /&gt;
| Armor T = 6022&lt;br /&gt;
&lt;br /&gt;
| Version132 = 0.13.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Ares''' is a [[Clan]] Tank, and was among the last assets to be incorporated into [[MWLL]] in the 0.7.0 patch. Due to engine limitations, its model contains some modifications that distinguish it from its BattleTech inspiration; missile launchers have been re-factored to fit the MWLL models, the cockpit has been moved from the front of the hull to the turret, and lastly the tracks have been remodeled to avoid ground collision issues.&lt;br /&gt;
&lt;br /&gt;
The Ares was the first Medium Tank added into MWLL.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
A long range missile support unit, the Ares Prime mounts a  [[CERLL|Clan ER Large laser]]  for pinpoint ranged fire. Two [[LRM15]] make up the majority of this asset's damage. Able to pin down hostiles with hails of missiles every four seconds, this asset does best against heavy, slow moving assets. While it's four [[SHS|Heatsinks]] can deal with the heat of the occasional burst from the [[CERLL]] and [[LRM15|missiles]], it doesn't carry any [[free tons|extra reloads]].&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A long to mid range support asset, the &amp;quot;A's&amp;quot; far reaching 3x [[UAC2]]'s will put the sting into any unit. Rapid firing Ultra AutoCannon-2s offer a long range combined with Light Kinetic Damage, which deals more damage to vehicles and air units. When in range at the 700m mark, unleash the 3x [[CERML|Extended Range Medium Lasers]], the pinpoint damage potential at medium range is quite high, but then again so is the heat generated. The A doesn't have room to carry any extra ammo so pilots are advised to keep close to a forward base or [[APC]], and avoid taking wild pot shots with the UAC2.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Cousin to the E, the B is a short to mid range support tank. The main weapon is a [[CHLL]], bringing heavy damage with accurate fire. Two [[CSSRM6]] back up the Heavy laser at shorter ranges. Especially effective in cooler climates, 6 [[SHS|Heat Sinks]] bring some relief to the heat load of the [[HLL|Heavy Large laser]], but trigger discipline will still be required. With an energy weapon as it's main firepower, and two [[Free tons]] of reload space for the Streak launchers, B can stay in the fight longer than the E.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Similar to the D, this is a longer range support asset. However, the C deals more damage but less focused. Two [[ATM6#Standard|ATM6 (Std)]] deal the majority of this asset's damage, and a [[CERPPC]] brings more direct firepower. While exceptionally deadly to distracted lighter assets, pilots should be wary of anything that can quickly close the distance as the PPC is the only short range weapon this variant has, and it runs hot. The C is best used in conjunction with it's teammates to soften or finish slower or distracted hostiles.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Focusing on precision mid to long range support, or light anti aircraft duties, the D fields a [[CLPL]] backed up with two [[UAC5]]. The D can quickly exploit holes in enemy armor to deadly effect. While dangerous at range, this variant has a long engagement time on it's own. Pilots are advised to use the Ares native speed to their advantage when enemies close. That being said, already damaged enemies can be in for a surprise when a weakened arm, or better yet, weakened torso section is suddenly breached by a pilot with steady aim.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Sometimes known as the &amp;quot;Pocket Assault&amp;quot; the E is another short to mid range brawler. Two [[SRM6]] bring a hail of cockpit shake to the enemy, allowing it to land hits with it's powerful [[UAC10]]. While it can bring brutal damage to lights, it is best used against mediums and lighter heavies. Faster, lighter enemies can prove problematic in open terrain as both the SRMs and UAC10 can be difficult to lead effectively.  A [[GECM]] suite helps it give a nasty surprise to foes, and a [[free tons|Spare Ton of Ammo ]] is usually reserved for the UAC10.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
An even longer ranged cousin to the Prime, the F focuses on extreme range support. While the [[CLPL]] is technically shorter than the Prime's [[CERLL]], the two racks of [[ATM9|ATM9 (ER)]] more than make up for it with a dizzying amount of missiles for its tonnage and price - the only variants packing more ERATM being the heavy and expensive [[Stormcrow]], [[Madcat MKII]] and the [[Mars]]. &lt;br /&gt;
&lt;br /&gt;
Moreso than ever is to remember to maintain at least a 125m distance in respect to your ERATM's minimum range. Without the power of those two ATM launchers, this Ares will be made short work of by those who leverage it's weakness. Keep that in mind when positioning, considering tanks have a more difficult time repositioning, and firing on the move.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Similar to an Uller E, this variant is a short range brawler. It's main weapon is a [[LBX10]]. While it can reach out to hostiles at 750 M, pilots are advised to let their teammates deal with ranged foes and close as there are no [[free tons|Spare Tons]] for reloads. The LBX is supported by an [[ATM6#High Explosive|ATM6 (HE)]] for knocking enemy pilots off balance, and three [[cSPL]] for exploiting any holes punched by the [[LBX10]].  A half ton extra armor than the Prime help it staying in a brawl alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 40 ton Ares was used mostly as an escort unit for [[APC]]s and transports in Clan Wolf and Clan Coyote, being deployed also to the garrison forces since the Refusal War in 3057. Its three-man crew is protected by 4.5 tons of Ferro-Fibrous armor spread nearly equally around the hull, being quite unusual as most of tanks tend to trade rear armor for better protection up front. The tank commander sits in the bulletproof cockpit while the rest of the crew relies on cameras and periscopes to monitor the tank's surrounding environment.&lt;br /&gt;
&lt;br /&gt;
The tank's primary weapon is a single turret-mounted [[CERLL|ER Large Laser]], giving it respectable direct-fire capability. Two Artemis IV-enhanced LRM launchers - one [[LRM15]] and one [[LRM10]] - provide indirect fire against targets obstructed from view.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2842 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; [http://www.sarna.net/wiki/Ares_(Combat_Vehicle) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Ares&amp;diff=11284</id>
		<title>Ares</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Ares&amp;diff=11284"/>
				<updated>2020-10-27T20:25:47Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant F */ update fluff for 13.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle|&lt;br /&gt;
| Image = File:Ares.png&lt;br /&gt;
| ImageGif = File:Ares_spin.gif&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Tonnage = 40&lt;br /&gt;
| Speed = 85&lt;br /&gt;
| BoostSpeed = 90&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -5° to +75°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 48 600&lt;br /&gt;
| ArmorT Prime = 25 279&lt;br /&gt;
| Engine Prime = PlasmaStar 270 &lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 49 700&lt;br /&gt;
| ArmorT A = 25 279&lt;br /&gt;
| Engine A = PlasmaStar 270&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 53 300&lt;br /&gt;
| ArmorT B = 25 279&lt;br /&gt;
| Engine B = PlasmaStar 270&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 51 600&lt;br /&gt;
| ArmorT C = 25 279&lt;br /&gt;
| Engine C = PlasmaStar 270&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#Standard|ATM6 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 47 700&lt;br /&gt;
| ArmorT D = 25 279&lt;br /&gt;
| Engine D = PlasmaStar 270&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CUAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 54 000&lt;br /&gt;
| ArmorT E = 25 279&lt;br /&gt;
| Engine E = PlasmaStar 270&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 50 700&lt;br /&gt;
| ArmorT F = 27 199&lt;br /&gt;
| Engine F = PlasmaStar 270&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Extended Range|ATM9 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 45 600&lt;br /&gt;
| ArmorT G = 27 199&lt;br /&gt;
| Engine G = PlasmaStar 270&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 3200&lt;br /&gt;
| Armor F = 5018&lt;br /&gt;
| Armor S = 4265&lt;br /&gt;
| Armor B = 2509&lt;br /&gt;
| Armor T = 6022&lt;br /&gt;
&lt;br /&gt;
| Version132 = 0.13.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Ares''' is a [[Clan]] Tank, and was among the last assets to be incorporated into [[MWLL]] in the 0.7.0 patch. Due to engine limitations, its model contains some modifications that distinguish it from its BattleTech inspiration; missile launchers have been re-factored to fit the MWLL models, the cockpit has been moved from the front of the hull to the turret, and lastly the tracks have been remodeled to avoid ground collision issues.&lt;br /&gt;
&lt;br /&gt;
The Ares was the first Medium Tank added into MWLL.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
A long range missile support unit, the Ares Prime mounts a  [[CERLL|Clan ER Large laser]]  for pinpoint ranged fire. Two [[LRM15]] make up the majority of this asset's damage. Able to pin down hostiles with hails of missiles every four seconds, this asset does best against heavy, slow moving assets. While it's four [[SHS|Heatsinks]] can deal with the heat of the occasional burst from the [[CERLL]] and [[LRM15|missiles]], it doesn't carry any [[free tons|extra reloads]].&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
A long to mid range support asset, the &amp;quot;A's&amp;quot; far reaching 3x [[UAC2]]'s will put the sting into any unit. Rapid firing Ultra AutoCannon-2s offer a long range combined with Light Kinetic Damage, which deals more damage to vehicles and air units. When in range at the 700m mark, unleash the 3x [[CERML|Extended Range Medium Lasers]], the pinpoint damage potential at medium range is quite high, but then again so is the heat generated. The A doesn't have room to carry any extra ammo so pilots are advised to keep close to a forward base or [[APC]], and avoid taking wild pot shots with the UAC2.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Cousin to the E, the B is a short to mid range support tank. The main weapon is a [[CHLL]], bringing heavy damage with accurate fire. Two [[CSSRM6]] back up the Heavy laser at shorter ranges. Especially effective in cooler climates, 6 [[SHS|Heat Sinks]] bring some relief to the heat load of the [[HLL|Heavy Large laser]], but trigger discipline will still be required. With an energy weapon as it's main firepower, and two [[Free tons]] of reload space for the Streak launchers, B can stay in the fight longer than the E.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Similar to the D, this is a longer range support asset. However, the C deals more damage but less focused. Two [[ATM6#Standard|ATM6 (Std)]] deal the majority of this asset's damage, and a [[CERPPC]] brings more direct firepower. While exceptionally deadly to distracted lighter assets, pilots should be wary of anything that can quickly close the distance as the PPC is the only short range weapon this variant has, and it runs hot. The C is best used in conjunction with it's teammates to soften or finish slower or distracted hostiles.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Focusing on precision mid to long range support, or light anti aircraft duties, the D fields a [[CLPL]] backed up with two [[UAC5]]. The D can quickly exploit holes in enemy armor to deadly effect. While dangerous at range, this variant has a long engagement time on it's own. Pilots are advised to use the Ares native speed to their advantage when enemies close. That being said, already damaged enemies can be in for a surprise when a weakened arm, or better yet, weakened torso section is suddenly breached by a pilot with steady aim.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Sometimes known as the &amp;quot;Pocket Assault&amp;quot; the E is another short to mid range brawler. Two [[SRM6]] bring a hail of cockpit shake to the enemy, allowing it to land hits with it's powerful [[UAC10]]. While it can bring brutal damage to lights, it is best used against mediums and lighter heavies. Faster, lighter enemies can prove problematic in open terrain as both the SRMs and UAC10 can be difficult to lead effectively.  A [[GECM]] suite helps it give a nasty surprise to foes, and a [[free tons|Spare Ton of Ammo ]] is usually reserved for the UAC10.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
An even longer ranged cousin to the Prime, the F focuses on extreme range support. While the [[CLPL]] is technically shorter than the Prime's [[CERLL]], the two racks of [[ATM9|ATM9 (ER)]] more than make up for it with a dizzying amount of missiles for its tonnage and price - the only variants packing more ERATM being the heavy and expensive [[Stormcrow]], [[Madcat MKII]] and the [[Mars]]. &lt;br /&gt;
&lt;br /&gt;
Moreso than ever is to remember to maintain at least a 125m distance in respect to your ERATM's minimum range. Without the power of those two ATM launchers, this Ares will be made short work of by those who leverage it's weakness. Keep that in mind when positioning, considering tanks have a more difficult time repositioning, and firing on the move.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Similar to an Uller E, this variant is a short range brawler. It's main weapon is a [[LBX10]]. While it can reach out to hostiles at 750 M, pilots are advised to let their teammates deal with ranged foes and close as there are no [[free tons|Spare Tons]] for reloads. The LBX is supported by an [[ATM6#High Explosive|ATM6 (HE)]] for knocking enemy pilots off balance, and three [[cSPL]] for exploiting any holes punched by the [[LBX10]].  A half ton extra armor than the Prime help it staying in a brawl alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The 40 ton Ares was used mostly as an escort unit for [[APC]]s and transports in Clan Wolf and Clan Coyote, being deployed also to the garrison forces since the Refusal War in 3057. Its three-man crew is protected by 4.5 tons of Ferro-Fibrous armor spread nearly equally around the hull, being quite unusual as most of tanks tend to trade rear armor for better protection up front. The tank commander sits in the bulletproof cockpit while the rest of the crew relies on cameras and periscopes to monitor the tank's surrounding environment.&lt;br /&gt;
&lt;br /&gt;
The tank's primary weapon is a single turret-mounted [[CERLL|ER Large Laser]], giving it respectable direct-fire capability. Two Artemis IV-enhanced LRM launchers - one [[LRM15]] and one [[LRM10]] - provide indirect fire against targets obstructed from view.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2842 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; [http://www.sarna.net/wiki/Ares_(Combat_Vehicle) BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=11283</id>
		<title>Fafnir</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=11283"/>
				<updated>2020-10-27T19:20:38Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant F */ update to new loadout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Fafnir.png&lt;br /&gt;
| ImageGif = File:Fafnir_rotating_350px.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 16&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| SpeedWithMasc = 76&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 147 800&lt;br /&gt;
| ArmorT Prime = 93 765&lt;br /&gt;
| Engine Prime = Vlar XL 300&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 134 600&lt;br /&gt;
| ArmorT A = 90 569&lt;br /&gt;
| Engine A = Vlar 300&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[iHGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 139 500&lt;br /&gt;
| ArmorT B = 90 569&lt;br /&gt;
| Engine B = Vlar XL 300&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 144 750&lt;br /&gt;
| ArmorT C = 90 569&lt;br /&gt;
| Engine C = Vlar XL 300&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 127 450&lt;br /&gt;
| ArmorT D = 93 765&lt;br /&gt;
| Engine D = Vlar 300&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 141 500&lt;br /&gt;
| ArmorT E = 90 569&lt;br /&gt;
| Engine E = Vlar XL 300&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 120 500&lt;br /&gt;
| ArmorT F = 90 569&lt;br /&gt;
| Engine F = Vlar 300&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 145 200&lt;br /&gt;
| ArmorT G = 93 765&lt;br /&gt;
| Engine G = Vlar XL 300&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 14791&lt;br /&gt;
| Armor LRT = 10757&lt;br /&gt;
| Armor B = 8068&lt;br /&gt;
| Armor LRA = 6858&lt;br /&gt;
| Armor LRL = 10286&lt;br /&gt;
| Armor INT = 6172&lt;br /&gt;
&lt;br /&gt;
| Version131 = 0.13.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
The '''Fafnir''' is an [[Inner Sphere]] [[Assault Mech]] released in 0.5.4. Famed for wielding the most powerful short-ranged weapon available, the [[HGauss|Heavy Gauss Rifle]] and its only-slightly-less-terrifying cousin the [[iHGauss|Improved Heavy Gauss]], a well piloted Fafnir makes a devastating impression on the battlefield. Capable of annihilating any target at a variety of ranges with one or two strikes, all while being able to soak up enemy fire in its large quantities of armor, the Fafnir is an excellent choice for assaulting and defending bases in [[Terrain Control]].&lt;br /&gt;
&lt;br /&gt;
The mech is not without weaknesses, however. Due to most variant's bias towards high damage burst weapons, the Fafnir is very weak if caught out in the open without support, or swarmed by multiple opponents- and should be treated and played conservatively as a heavily armored Artillery piece.  Clever [[Light Mech|Light]] and [[Medium Mech|Medium]] Mechs, and even nimble [[Heavy Mech|Heavy]] Mech pilots can flank and attack the Fafnirs rear, which it struggles to protect with its slow movement speed and turn rate. While its intimidating appearance rightfully strikes fear into all on the wrong end of its' muzzles- its characteristicly flat and wide chassis makes it incredibly susceptible [[Aerospace]] Bombers even the most novice [[Battle Armor]], requiring that this Mech' not stray too far from allies.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Fafnir Prime is one of the most powerful Mechs available for close quarters combat. Mounting not one, but two [[HGauss|Heavy Gauss Rifles]], the Prime is capable of destroying light targets such as Light Mechs and [[Hovercraft]] in a single shot. Though the Gauss have a long recycle rate between shots, an extra ton of armour allows the Prime to soak up any enemy fire without issue whilst waiting. This variant carries a larger ammo bin than most others, whooping 8 tons of [[Free tons | free tons]] for extra ammunition, allowing more liberal use of the Gauss Rifles. However, this comes at a cost of having meager secondary weapons, only carrying two [[ERML|ER Medium Lasers]] and a single [[MPL|Medium Pulse Laser]] to rely on should the ammo bins run dry. Despite the Mechs awe-inspiring power, the short ranged armament and slow speed means that the best tactic to counter it is to simply turn tail and run - The reduced damage of the Gauss Rifles beyond 450 metres is not worth wasting precious ammunition on. A [[GECM]] system allows the Prime to remain undetected at range whilst searching for unwary targets, as well as offering slight protection against LRM users. Should your teammates allow enemy [[Battle Armor]] get too close, [[B-Pod]] will help with its disposal.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Hammertime&amp;quot;''===&lt;br /&gt;
Stop - '''''&amp;quot;Hammertime!&amp;quot;''''' This variant is one of only three variants in the game that carries the [[Gauss|Improved Heavy Gauss Rifle]], which allows this variant to attack enemies at a longer range without the damage drop-off characteristic of standard Heavy Gauss Rifles, at the expense of a fraction of the total damage dealt (per/weapon = 800meters  1932damage  6 shots/ton @ 7sec apart). Whilst the Rifles rearm, the '''Hammertime''' can continue laying into foes with four [[MGun|Machine Guns]], which can also prove useful against aircraft and [[Battle Armor]].  However, it carries only 4 [[Free tons | free tons]] of ammunition, meaning that a forward resupply point is needed to be used for extended time on the battlefield. Its build-in case helps with negating gauss explosion and [[engines|STD engine]] allows '''Hammertime''' soak unbelievable amount of damage, if mechwarrior [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso twists]] properly.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This Mech can crush anything that doesn't suit it's interests practically instantly, assuming it is close enough. Two [[LBX20]]s and two [[LBX10]]s can destroy light Mechs in a single blast and cripple anything heavier within 450 metres, though loses effectiveness at maximum range. Dual [[MPL]]s dish out those last few points of damage needed to score a kill and provide limited backup to the main guns. Though powerful, this Mech is a one-trick pony - it is being dismally short ranged, making it incredibly susceptible to kiters and must be quick to rearm to avoid being swarmed by hungry Light Mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;ThunderKiss&amp;quot;''===&lt;br /&gt;
Aptly named the '''''&amp;quot;ThunderKiss&amp;quot;''''', this Fafnir relies upon a pair of [[Tbolt|Thunderbolt 20]]s to deliver pain at distances other Fafnir variants can only dream of. Six arm-mounted [[ML]]s supplement the launchers well, providing much-needed damage between volleys. The C even carries a [[TAG]] laser for assisting in guiding its lethal payload to the target. [[BAP]] and [[GECM]] ensure that even targets running passive radar cannot hide from it. The switch to a missile-based weapon does introduce a crucial flaw to the design: the C has a long window of engagement, meaning a smart enemy will duck and cover as soon as the TBolts are fired, causing them to impact harmlessly into the terrain. Also, small, fast units such as [[hovercraft]] or aircraft can dodge TBolt strikes with relative ease, while larger targets such as assault Mechs often carry a [[LAMS]], which are capable of shooting down TBolts.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
What was once Undeniably the single most insane Mech created by human hands, the &amp;quot;Scorched Earth&amp;quot; had a unique load-out of 8 [[Flamer]]s, which have been reduced to three for this variant. Those still allow the Fafnir D to lay down decent amount of heat onto enemy targets. Two [[UAC20]]s provide excellent close range damage and are this Mech's major weapon system. Backed up by Four [[SRM2]], [[GECM]] for stealth and [[EOptics]] for battlefield awareness. Seven [[DHS | Double Heat Sinks]] just manage to control the heat with the aid of [[Coolant | Coolant]] during heavy engagements. Sporting [[engines|STD engine]] allows this variant insane survavibility. The bane of this Mech is range - with a maximum of 350 meters, the need for resupply and any Mech with decent ranged weapons and speed can kite the Fafnir and laugh.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Whilst most variants of the Fafnir pride themselves in their Ham-handedness, the E variant is more nuanced, long range platform than it's brawlier cousins. Carrying two [[Gauss | Gauss Rifles]] and two [[Light Gauss | Light Gauss Rifles]]; their combined strength give this variant a punch as strong as its feared dual [[Gauss|Improved Heavy Gauss Rifle]] toting brother - but with an incredible range advantage. However, the heavy price to pay is that damage is split across 4 projectiles travelling at 2 different speeds. This makes delivering a full salvo to a single component at range, let alone onto a single moving target - an true test of ability.&lt;br /&gt;
&lt;br /&gt;
As such, this Fafnir, too, has devastating Anti-Air abilities, with its range and the [[damage types|bonus damage]] both [[Gauss]] and [[Light Gauss | Light Gauss Rifles]] deliver to [[Aerospace]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A terrifying mix - mounting both the most disruptive weapon and one of the highest DPS weapons on one of the most durable chassis; and with a [[engines|STD Engine]] to boot. A pair of [[RAC5]] can offer tremendous damage at a respectable range, however this chassis truly shines under 350m where the [[AC20]] can join in both battering and bruising your target. Chainfiring your AC20's is a necessity to get the most out of their screenshake potential, however don't just look at them as purely disruption- since their damage is nothing to ignore either.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Fafnir G straps on two of the hardest hitting Particle Projection Cannons, the [[HPPC]]s. Anything you hit will be aware of your presence. Bear in mind the long recharge time only provides 5.5 shots per minute. While recharging, the two [[UAC10]] Ultra AutoCannons release tremendous damage and the 2 [[Free tons]] of ammunition keeps them operational for a good while. 3x [[ERSL]] for close combat is enough fire power to wipe out a squad of [[Battle Armor]], or make any variant think twice before advancing. 7 [[DHS]] are barely enough to control the heat of contentious fire of the 2x [[HPPC]] and 2x [[UAC10]], wise pilots will watch their temperature. [[EOptics]] allow a second level of visual magnification enabling a zoom of 2.5x for a potential target. As with all Fafnirs, the low speed 54 km/h and slow torso [[twist]] warrants that you travel in a group- and watch your flank.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Fafnir is a slow, 100 ton platform for Thor's Hammers - two Heavy Gauss Rifles with four tons of ammunition.&lt;br /&gt;
The Fafnir was intended to become Defiance Industries of Hesperus' flagship BattleMech. The slow assault design serves as a platform for the pair of &amp;quot;Thor's Hammers&amp;quot;. The Fafnir is built on a lightweight Foundation Type 220 Endo Steel chassis that is capable of supporting the Fafnir's massive weapons payload and armor while weighing half as much as a standard chassis. To power this massive 'Mech, a Vlar 300 fusion engine gives the Fafnir a top speed of 54 km/h. The Fafnir is protected by nineteen and a half tons of Durallex Special Heavy V2 armor, giving it almost as much armor as the entire mass of some light 'Mechs. The Fafnir has CASE in both of its side torsos to protect it from secondary damage if one of the Heavy Gauss Rifles are damaged. Finally, for protection from enemy electronic warfare systems, the Fafnir has a Guardian ECM Suite. &lt;br /&gt;
&lt;br /&gt;
A Fafnir piloted by Peter Steiner-Davion defeated Nondi Steiner in her 95 ton Hauptmann Assault Mech during a one-on-one encounter in Tharkad City.&amp;lt;br&amp;gt;&lt;br /&gt;
It's possible to win a Fafnir prototype in one of the MechWarrior 4: Mercenaries missions.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3063 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Fafnir BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=11272</id>
		<title>Fafnir</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Fafnir&amp;diff=11272"/>
				<updated>2020-10-26T17:43:26Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant E */ update to new loadout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Fafnir.png&lt;br /&gt;
| ImageGif = File:Fafnir_rotating_350px.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 16&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 54&lt;br /&gt;
| SpeedWithMasc = 76&lt;br /&gt;
| Rotation = 180&lt;br /&gt;
| PitchStand = -35° to +45°&lt;br /&gt;
| PitchCrouch = -35° to +55°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 147 800&lt;br /&gt;
| ArmorT Prime = 93 765&lt;br /&gt;
| Engine Prime = Vlar XL 300&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 134 600&lt;br /&gt;
| ArmorT A = 90 569&lt;br /&gt;
| Engine A = Vlar 300&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[iHGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 139 500&lt;br /&gt;
| ArmorT B = 90 569&lt;br /&gt;
| Engine B = Vlar XL 300&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 144 750&lt;br /&gt;
| ArmorT C = 90 569&lt;br /&gt;
| Engine C = Vlar XL 300&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[TBolt20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 127 450&lt;br /&gt;
| ArmorT D = 93 765&lt;br /&gt;
| Engine D = Vlar 300&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 141 500&lt;br /&gt;
| ArmorT E = 90 569&lt;br /&gt;
| Engine E = Vlar XL 300&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 120 500&lt;br /&gt;
| ArmorT F = 90 569&lt;br /&gt;
| Engine F = Vlar 300&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;18.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 145 200&lt;br /&gt;
| ArmorT G = 93 765&lt;br /&gt;
| Engine G = Vlar XL 300&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;19.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 14791&lt;br /&gt;
| Armor LRT = 10757&lt;br /&gt;
| Armor B = 8068&lt;br /&gt;
| Armor LRA = 6858&lt;br /&gt;
| Armor LRL = 10286&lt;br /&gt;
| Armor INT = 6172&lt;br /&gt;
&lt;br /&gt;
| Version131 = 0.13.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.2--&amp;gt;&lt;br /&gt;
The '''Fafnir''' is an [[Inner Sphere]] [[Assault Mech]] released in 0.5.4. Famed for wielding the most powerful short-ranged weapon available, the [[HGauss|Heavy Gauss Rifle]] and its only-slightly-less-terrifying cousin the [[iHGauss|Improved Heavy Gauss]], a well piloted Fafnir makes a devastating impression on the battlefield. Capable of annihilating any target at a variety of ranges with one or two strikes, all while being able to soak up enemy fire in its large quantities of armor, the Fafnir is an excellent choice for assaulting and defending bases in [[Terrain Control]].&lt;br /&gt;
&lt;br /&gt;
The mech is not without weaknesses, however. Due to most variant's bias towards high damage burst weapons, the Fafnir is very weak if caught out in the open without support, or swarmed by multiple opponents- and should be treated and played conservatively as a heavily armored Artillery piece.  Clever [[Light Mech|Light]] and [[Medium Mech|Medium]] Mechs, and even nimble [[Heavy Mech|Heavy]] Mech pilots can flank and attack the Fafnirs rear, which it struggles to protect with its slow movement speed and turn rate. While its intimidating appearance rightfully strikes fear into all on the wrong end of its' muzzles- its characteristicly flat and wide chassis makes it incredibly susceptible [[Aerospace]] Bombers even the most novice [[Battle Armor]], requiring that this Mech' not stray too far from allies.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Fafnir Prime is one of the most powerful Mechs available for close quarters combat. Mounting not one, but two [[HGauss|Heavy Gauss Rifles]], the Prime is capable of destroying light targets such as Light Mechs and [[Hovercraft]] in a single shot. Though the Gauss have a long recycle rate between shots, an extra ton of armour allows the Prime to soak up any enemy fire without issue whilst waiting. This variant carries a larger ammo bin than most others, whooping 8 tons of [[Free tons | free tons]] for extra ammunition, allowing more liberal use of the Gauss Rifles. However, this comes at a cost of having meager secondary weapons, only carrying two [[ERML|ER Medium Lasers]] and a single [[MPL|Medium Pulse Laser]] to rely on should the ammo bins run dry. Despite the Mechs awe-inspiring power, the short ranged armament and slow speed means that the best tactic to counter it is to simply turn tail and run - The reduced damage of the Gauss Rifles beyond 450 metres is not worth wasting precious ammunition on. A [[GECM]] system allows the Prime to remain undetected at range whilst searching for unwary targets, as well as offering slight protection against LRM users. Should your teammates allow enemy [[Battle Armor]] get too close, [[B-Pod]] will help with its disposal.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Hammertime&amp;quot;''===&lt;br /&gt;
Stop - '''''&amp;quot;Hammertime!&amp;quot;''''' This variant is one of only three variants in the game that carries the [[Gauss|Improved Heavy Gauss Rifle]], which allows this variant to attack enemies at a longer range without the damage drop-off characteristic of standard Heavy Gauss Rifles, at the expense of a fraction of the total damage dealt (per/weapon = 800meters  1932damage  6 shots/ton @ 7sec apart). Whilst the Rifles rearm, the '''Hammertime''' can continue laying into foes with four [[MGun|Machine Guns]], which can also prove useful against aircraft and [[Battle Armor]].  However, it carries only 4 [[Free tons | free tons]] of ammunition, meaning that a forward resupply point is needed to be used for extended time on the battlefield. Its build-in case helps with negating gauss explosion and [[engines|STD engine]] allows '''Hammertime''' soak unbelievable amount of damage, if mechwarrior [[Gameplay_Tactics#Twisting_and_Damage_Spreading|torso twists]] properly.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
This Mech can crush anything that doesn't suit it's interests practically instantly, assuming it is close enough. Two [[LBX20]]s and two [[LBX10]]s can destroy light Mechs in a single blast and cripple anything heavier within 450 metres, though loses effectiveness at maximum range. Dual [[MPL]]s dish out those last few points of damage needed to score a kill and provide limited backup to the main guns. Though powerful, this Mech is a one-trick pony - it is being dismally short ranged, making it incredibly susceptible to kiters and must be quick to rearm to avoid being swarmed by hungry Light Mechs.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;ThunderKiss&amp;quot;''===&lt;br /&gt;
Aptly named the '''''&amp;quot;ThunderKiss&amp;quot;''''', this Fafnir relies upon a pair of [[Tbolt|Thunderbolt 20]]s to deliver pain at distances other Fafnir variants can only dream of. Six arm-mounted [[ML]]s supplement the launchers well, providing much-needed damage between volleys. The C even carries a [[TAG]] laser for assisting in guiding its lethal payload to the target. [[BAP]] and [[GECM]] ensure that even targets running passive radar cannot hide from it. The switch to a missile-based weapon does introduce a crucial flaw to the design: the C has a long window of engagement, meaning a smart enemy will duck and cover as soon as the TBolts are fired, causing them to impact harmlessly into the terrain. Also, small, fast units such as [[hovercraft]] or aircraft can dodge TBolt strikes with relative ease, while larger targets such as assault Mechs often carry a [[LAMS]], which are capable of shooting down TBolts.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
What was once Undeniably the single most insane Mech created by human hands, the &amp;quot;Scorched Earth&amp;quot; had a unique load-out of 8 [[Flamer]]s, which have been reduced to three for this variant. Those still allow the Fafnir D to lay down decent amount of heat onto enemy targets. Two [[UAC20]]s provide excellent close range damage and are this Mech's major weapon system. Backed up by Four [[SRM2]], [[GECM]] for stealth and [[EOptics]] for battlefield awareness. Seven [[DHS | Double Heat Sinks]] just manage to control the heat with the aid of [[Coolant | Coolant]] during heavy engagements. Sporting [[engines|STD engine]] allows this variant insane survavibility. The bane of this Mech is range - with a maximum of 350 meters, the need for resupply and any Mech with decent ranged weapons and speed can kite the Fafnir and laugh.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Whilst most variants of the Fafnir pride themselves in their Ham-handedness, the E variant is more nuanced, long range platform than it's brawlier cousins. Carrying two [[Gauss | Gauss Rifles]] and two [[Light Gauss | Light Gauss Rifles]]; their combined strength give this variant a punch as strong as its feared dual [[Gauss|Improved Heavy Gauss Rifle]] toting brother - but with an incredible range advantage. However, the heavy price to pay is that damage is split across 4 projectiles travelling at 2 different speeds. This makes delivering a full salvo to a single component at range, let alone onto a single moving target - an true test of ability.&lt;br /&gt;
&lt;br /&gt;
As such, this Fafnir, too, has devastating Anti-Air abilities, with its range and the [[damage types|bonus damage]] both [[Gauss]] and [[Light Gauss | Light Gauss Rifles]] deliver to [[Aerospace]].&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
With a respectable range of 900 meters the Fafnir F has with Two [[ERPPC | Extended Range Particle Projection Cannons]] and Two [[HVAC10 | Hyper-Velocity AutoCannon]] which can lock any mech, regardless of armor or size- incapacitated with screen-shake and unable to return fire. Four [[Free tons |Free Tons]] keep the HVAC10's well supplied, with the [[EOptics | Enhanced Optics]] to focus your damage- a necessity with how little will be produced. It requires a wise pilot to maintain a consistent barrage, juggling the reloading, ammo consumption and heat with only two [[DHS | Double Heat Sinks]] and limited [[Coolant | Coolant]]. The 19.5 tons of [[Armor | Armor]] defending the exceptionally durable [[engines|STD Engine]] are more than enough to ensure your reign over the battlefield is long felt.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The Fafnir G straps on two of the hardest hitting Particle Projection Cannons, the [[HPPC]]s. Anything you hit will be aware of your presence. Bear in mind the long recharge time only provides 5.5 shots per minute. While recharging, the two [[UAC10]] Ultra AutoCannons release tremendous damage and the 2 [[Free tons]] of ammunition keeps them operational for a good while. 3x [[ERSL]] for close combat is enough fire power to wipe out a squad of [[Battle Armor]], or make any variant think twice before advancing. 7 [[DHS]] are barely enough to control the heat of contentious fire of the 2x [[HPPC]] and 2x [[UAC10]], wise pilots will watch their temperature. [[EOptics]] allow a second level of visual magnification enabling a zoom of 2.5x for a potential target. As with all Fafnirs, the low speed 54 km/h and slow torso [[twist]] warrants that you travel in a group- and watch your flank.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Fafnir is a slow, 100 ton platform for Thor's Hammers - two Heavy Gauss Rifles with four tons of ammunition.&lt;br /&gt;
The Fafnir was intended to become Defiance Industries of Hesperus' flagship BattleMech. The slow assault design serves as a platform for the pair of &amp;quot;Thor's Hammers&amp;quot;. The Fafnir is built on a lightweight Foundation Type 220 Endo Steel chassis that is capable of supporting the Fafnir's massive weapons payload and armor while weighing half as much as a standard chassis. To power this massive 'Mech, a Vlar 300 fusion engine gives the Fafnir a top speed of 54 km/h. The Fafnir is protected by nineteen and a half tons of Durallex Special Heavy V2 armor, giving it almost as much armor as the entire mass of some light 'Mechs. The Fafnir has CASE in both of its side torsos to protect it from secondary damage if one of the Heavy Gauss Rifles are damaged. Finally, for protection from enemy electronic warfare systems, the Fafnir has a Guardian ECM Suite. &lt;br /&gt;
&lt;br /&gt;
A Fafnir piloted by Peter Steiner-Davion defeated Nondi Steiner in her 95 ton Hauptmann Assault Mech during a one-on-one encounter in Tharkad City.&amp;lt;br&amp;gt;&lt;br /&gt;
It's possible to win a Fafnir prototype in one of the MechWarrior 4: Mercenaries missions.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3063 during the Era known as &amp;quot;Civil War&amp;quot; (3062 - 3067) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Fafnir BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Donar&amp;diff=11106</id>
		<title>Donar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Donar&amp;diff=11106"/>
				<updated>2020-10-02T15:51:01Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant D */ vtolGECM fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VTOL|&lt;br /&gt;
| Image = File:Donar.png&lt;br /&gt;
| ImageGif = File:Donar_spin.gif&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 3&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 198&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 58 050&lt;br /&gt;
| ArmorT Prime = 16 376&lt;br /&gt;
| Engine Prime = Fusion 50&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 59 500&lt;br /&gt;
| ArmorT A = 16 376&lt;br /&gt;
| Engine A = Fusion 50&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLPL|Air CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 56 000&lt;br /&gt;
| ArmorT B = 16 376&lt;br /&gt;
| Engine B = Fusion 50&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERSL|Air CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 53 500&lt;br /&gt;
| ArmorT C = 16 376&lt;br /&gt;
| Engine C = Fusion 50&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SSRM2|CSSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CSPL|Air CSPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|VTOL GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]] &lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 59 900&lt;br /&gt;
| ArmorT D = 16 376&lt;br /&gt;
| Engine D = Fusion 50&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#High Explosive|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CMPL|Air CMPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|VTOL GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 51 200&lt;br /&gt;
| ArmorT E = 16 376&lt;br /&gt;
| Engine E = Fusion 50&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HSL|Air HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HML|Air HML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 53 300&lt;br /&gt;
| ArmorT F = 16 376&lt;br /&gt;
| Engine F = Fusion 50&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Standard|Air ATM3 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 62 100&lt;br /&gt;
| ArmorT G = 16 376&lt;br /&gt;
| Engine G = Fusion 50&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX5|Air LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 6599&lt;br /&gt;
| Armor LRW = 2591&lt;br /&gt;
| Armor E = 2102&lt;br /&gt;
| Armor T = 2493&lt;br /&gt;
&lt;br /&gt;
| Version130 = 0.13.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
Similar in concept to the Inner Sphere's Hawkmoth as its name suggests Donar is a light Combat VTOL that excels at softening an enemy and outmaneuvering any return-fire. The Donar was originally commissioned to provide quick fire support, its missiles are effective at exploiting the holes that its laser can open up. The Clan's version of Eyes in The Sky also comes with various arrays of electronics. Donar in Canon is 21 tons, but in Drops the Donar is usually rounded up to 25 tons. Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.&lt;br /&gt;
&lt;br /&gt;
==Variant and Gameplay tips==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Donar Prime carries a [[CERLBL|Extended Range Large Laser]] backed by two [[SSRM|Streak-SRM4]]. It can harass light Mechs and tanks at range, while also being a good choice for hit-and-run tactics by flying just close enough to lock the Streak SRMs, fire and run away. [[EOptics]], [[BAP]] in combination with [[C3]] make the Prime one of the fastest scout units in the game and provide some much-needed utility. Communications with this unit is key.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The Donar A trades firepower potential for utility. While still able to contribute to the fight with a single respectable [[CLPL|Large Pulse Laser]] and four [[MG|Machine Guns]], this VTOL's highlight is in its radar support. The [[C3]] Radar relays your radar intel to teammates, and the [[BHP|Beagle Hound Probe]] extends the range of your already impressive radar even further. With the additional [[TAG]] laser, there's options to transmit the details and location of even radar passive enemies back to your team, while guiding your allies missiles as well. The Donar A can even challenge other VTOLs from a distance, whittling them down with sustained [[MG|Machine Gun]] fire (which Aerospace units incur a extra damage from) all while remaining close to friendly lines.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Mounting two [[ERML|Extended Range Medium Lasers]], four [[ERSL|Extended Range Small Lasers]] and a [[NARC|NARC]] with one [[Free tons | Free Ton]] NARC ammo, this is the Clan version of the Hawkmoth F, although with more sustained damage output. The Donar B's NARC has a maximum range of 700m, requiring it to take the risk of being fired upon in order to paint targets. However, it can fire its lasers on the target while doing so, and achieving NARC lock may be easier than holding a [[TAG]] laser steady for some pilots. 3 [[DHS]] should take care of the heat generation.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;HEADON&amp;quot;''===&lt;br /&gt;
The C is a very Short range heavy hitting fighter. The highlight of this VTOL is the 5 rapidly reloading racks of [[CSSRM2 | Streak-SRM2]] will keep any foe's screen permanently shaken if chain-fired. The Donar C is a great asset for incapacitating high-value enemy assets all while blasting them down with three [[CSPL |Small Pulse Lasers]]. However, it takes a skilled pilot to both read the battlefield and maneuver close enough, and long enough to start delivering your salvos safely- since the Donar C has incredibly short range, and almost nonexistant armor like the rest of the VTOL family. This Donar Variant absolutely demolishes enemy VTOL assets that are foolish enough to find themselves within its range.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Donar D sports one [[CMPL |Medium Pulse Laser]] which is reasonably heat-efficient on its own - but the true power of this chassis rests in the two racks of [[ATM6|High Explosive ATM6]]. While locked missiles allow you to maneuver while firing, careful attention should be made to maintain an angle to where each salvo will arc to their target. This variant has excellent anti-vtol capabilities, and is excellent at mutilating lone light and mediums in a hurry- making it both a proficient anti-back-capper and back-capper as well.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Three weapon systems in almost the same range, two [[SRM6 | SRM6]], a[[HML | Heavy Medium Laser]] and two [[HSL | Heavy Small Lasers]], but only three [[DHS]]. Care should be taken not only for the Heat Build-up but the FaceTime needed for the Lasers. This could almost constitute [[Kiting]] as an action to lay waste of your prey.&lt;br /&gt;
Just be certain of your surroundings and strike from the rear.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
This variant's two [[ATM3 | Standard ATM-3]] launchers can be utilized to keep damage output up even during evasive maneuvers with their tracking and generous range. Softened enemies quickly fall under the focused beam of a [[HLL | Heavy Large Laser]]. With only two [[DHS| Dual Heat Sinks]] to manage your internals with, constantly throwing ATM salvos and Heavy Laser Beams will quickly overheat your VTOL- so keep a mindful eye on that temp gauge. The [[EOptics]] enables a zoom of 2.5x for spotting/reporting to your team, but also allows for pinpoint accuracy when focusing damaged components with your Laser.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{fluff}}&lt;br /&gt;
The combination of one [[UAC10 |Air Ultra AutoCannon 10]] and four [[MG| Machine Guns]] make this a devastating foe to both enemy Aerospace and Tanks especially, but can easily damage light and medium mechs alike. It's respectable damage output and forgiving range makes it a favorite of both novice and veteran VTOL pilots. However, only 1 [[Free_ton| Ton Extra]] to store ammunition, limits this VTOL's effective presence on the battlefield- especially considering how this variants entire arsenal needs to be exercised in order to realize its full potential.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The '''Donar''' is a [[Clan]] [[VTOL]] added with the release of MWLL 0.6.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Donar was designed as a fast attack unit capable of providing long-range fire support. Operated by two pilots - gunman in front and a pilot/navigator in the back, the Donar was heavily armored for it's class. 3 tons of ferro-fibrous armor protect the hull very well, though the rotor cannot mount enough armor to ensure it's survivability for hits above 40mm caliber guns. Weapons of the Donar are synchronized with the helmet allowing the gunner to pick up targets quickly and efficiently. Donars are used both as front-line cavalry VTOL or as scouts.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3017 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Donar BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=10839</id>
		<title>Hawkmoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=10839"/>
				<updated>2020-09-08T16:49:54Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VTOL|&lt;br /&gt;
| Image = File:Hawkmoth.png&lt;br /&gt;
| ImageGif = File:Hawkmoth_spin.gif&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 4&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 198&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 47 500 &lt;br /&gt;
| ArmorT Prime = 16 376&lt;br /&gt;
| Engine Prime = Michaelson 60 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 44 500&lt;br /&gt;
| ArmorT A = 17 685&lt;br /&gt;
| Engine A = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL|Air SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10|Air MRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 46 000&lt;br /&gt;
| ArmorT B= 16 376&lt;br /&gt;
| Engine B = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2|Air RAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 54 100 &lt;br /&gt;
| ArmorT C = 15 064&lt;br /&gt;
| Engine C = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL|Air SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thunderbolt|TBolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 47 000&lt;br /&gt;
| ArmorT D = 17 685&lt;br /&gt;
| Engine D = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 53 300&lt;br /&gt;
| ArmorT E = 15 064&lt;br /&gt;
| Engine E = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 63 000&lt;br /&gt;
| ArmorT F = 16 376&lt;br /&gt;
| Engine F = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 53 100&lt;br /&gt;
| ArmorT G = 16 376&lt;br /&gt;
| Engine G = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 6599&lt;br /&gt;
| Armor LRW = 2591&lt;br /&gt;
| Armor E = 2102&lt;br /&gt;
| Armor T = 2493&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
The '''Hawkmoth''' is a light [[VTOL]] available to the [[Inner Sphere]]. Its light armor and high mobility allow it to skirt above and around the battlefield, tackling objectives and finishing off stragglers. The greatest weaknesses of the Hawkmoth is its lackluster damage potential and fragility, both comparable to a light hovertank.&lt;br /&gt;
Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the [[LtGauss]] has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units.  Housing 16 shots per ton, the Hawkmoth Prime comes with two [[free tons|Free Tons]] bring the total shot capability to 48. Four [[MG]] spray a hail of bullets etching away armor. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A has a devastating combination of two [[MRM10]] to batter and soften targets, and a complement of [[SL|Small]] and [[ML|Medium Lasers]] to finish ablated components off. This variant boasts both the highest DPS and burst potential of the Hawkmoth family, but quickly loses steam around beyond 500m, and is useless beyond 650m. The effective VTOL pilot will use this variant to harass the enemy- punish 'mechs that attempt to focus you with a few easily slung salvo of [[MRM10]] before drifting behind cover- and quickly obliterate any 'mech that makes the mistake of ignoring this flying powerhouse. An extra half-ton of [[armor]] will grant you a hair more staying power over the other Hawkmoth variants, but not enough to forgo careful flying- at the end of the day even 5 tons of armor will vanish under a heavy mech's sneeze.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzz&amp;quot;''===&lt;br /&gt;
The Hawkmoth B is the de facto mid-range Hawkmoth. Not only sporting the second-highest DPS of the Hawkmoth family, it can tear into any 'mech up to 800m. The two [[RAC2|Air RAC2]] damage quickly drops to zero in the 800m - 1000m bracket, however a proficient pilot who keeps in range can still utilize this variant as an extremely capable Anti-Air asset, especially with the bonus damage Aerospace incur from [[RAC2|Air RAC2]]. While it has two [[free tons|Free Tons]] to pack with ammo, it doesn't last more than just a few engagements- requiring you to return to the base, or a friendly [[APC]]; to resupply frequently.&lt;br /&gt;
The other variants deliver their damage in short bursts and allow for short windows of maneuverability during combat, but the Hawkmoth B requires sustained focus on the target, limiting maneuverability options if you're intent on delivering bullets. While it may seem like a small downside, remember that only your maneuverability and [[armor|4.5 tons of armor]] to stand between you and a quick death.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant replaces the standard [[Light Gauss|LGauss]] with a [[Thunderbolt|Thunderbolt 15]] launcher and a [[TAG]], trading direct-fire capacity for more damage and some limited fire support capabilities. The [[EOptics]] extend it's Tagging ability while the 2 [[free tons|Free Tons]] helps prolong it's stay in the field. The [[TAG]] makes it an excellent companion to any [[Gameplay_Tactics#LRM_Camping|team built around long range missiles]]. Where the Prime has some capacity for Anti-Air capabilities with its easy to aim [[LtGauss]], the C is utterly helpless in contested airspace with its sluggish [[Thunderbolt|Thunderbolt 15]].&lt;br /&gt;
While it's tempting to [[TAG]] your missiles in from 1350m out, this variant's true strength shines much, much closer. The [[Thunderbolt|Thunderbolt 15]] offers considerable screenshake that can make an already well-piloted VTOL even harder to hit, while 3 [[SPL]] pump out more damage than a [[LXPL]], and easily chew through components of battered and fumbling foes.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Hawkmoth D sports the second-highest burst potential of the Hawkmoth family. The additional [[GECM]] reduces your radar footprint, allowing for nasty surprise attacks if you manage your range right. Its dual [[LPPC]]s provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air [[SRM6]] racks with zero min range out to 498 meters. An effective pilot will use this Variant to support in a brawl, Chain-firing its salvo of screen-shaking projectiles to tip any 'mech encounter in your teams favor - or, bobbing and weaving behind terrain and buildings, delivering nasty Alpha Strikes between cover.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant of the Hawkmoth's [[LPL]] and two [[SRM4|Air SRM4]] allowing for a good general-purpose VTOL. Compared to the other variants, it's the middle-ground in terms of both DPS and burst potential. The quick-fire [[LPL|Large Pulse Laser]] offers punishment against enemy aerospace and in conjunction with quickly-reloading [[SRM4|Air SRM4]] it can focus down components of ground assets with a steady hand. Being equipped with a cool [[IS]] engineered [[LPL]] means that this variant will shine brighter in hot climates where its [[Donar]] cousin with a [[Clan]] engineered [[LPL]] will be overheating.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Evil Eye&amp;quot;''===&lt;br /&gt;
Effectively a flying [[Raven]] Prime, the Hawkmoth F carries the same [[NARC|iNARC]] 900-meter system plus [[TAG]] for painting targets a 1350m for missile attacks. The F also carries [[BHP]] which boosts detection range by 400m and improves [[lock on]] time, [[C3]] that distributes [[Radar]] readings to any teammates in range, and Air [[GECM]] that increases the time it takes for an enemy to achieve [[lock on|target lock]], which combined with its better targeting angles from being airborne as well as its greater speed, this variant can be used on any map for Intelligence Recon and Targeting - and is a must-have for [[Gameplay_Tactics#LRM_Camping|teams built around long range missiles]]. The F is primarily a support and intel asset - and only carries three [[MG]]s. They can, in a pinch, finish off a low enemy or inattentive battle-armor .. but otherwise won't be able to stand toe-to-toe against anything else on the field.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Air [[RAC5]] has impressive damage for a VTOL - which can be delivered from 860m out, with a significant punch coming in at 500m with 4 Air [[ERSL]] and an Air [[ML]] - combined, is a blast with more damage than an [[LBX10]] and can be refired nearly twice as fast. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement. The RAC5 is easiest to land on larger, slower targets, which should be a priority considering that maintaining a bead will severely affect your maneuverability. 3 [[free tons|Free Tons]] should be topped up at every opportunity to take full advantage of your powerful [[RAC5]] which is likely to chew through multiple tons of ammo per engagement.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[File:HawkmothD.jpg|300px|left|thumb|Hawkmoth D visualized by Pytak]]&lt;br /&gt;
Up until version 0.7.0 there was no Hawkmoth D available ingame, because the name was considered &amp;quot;reserved&amp;quot; for an imaginary asset.&lt;br /&gt;
The '''Hawkmoth D''' was a variant set up by KingLeerUK, one of the MWLL team's Lead Developers. The proposed configuration was 4 [[Long Tom Artillery|Long Tom]], 6 [[HGauss|Heavy Gauss]], 8 RAC20, 1 MG with additional 4 [[LAMS]], [[GECM]], [[BHP]] and [[C3]]. [http://www.mechlivinglegends.net/forum/index.php/topic,8250.msg111432.html#msg111432 See original post]. The Hawkmoth D quickly became a common in-joke of the forum community, and is sometimes mentioned in discussions about alternate variants and anything regarding &amp;quot;overkill&amp;quot;. There are promotional posters near some spawn points, showing Hawkmoth D advertisements.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
The Hawkmoth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the [[LtGauss|Light Gauss]], just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hawk_Moth BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=10838</id>
		<title>Hawkmoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=10838"/>
				<updated>2020-09-08T16:47:23Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant F - &amp;quot;Evil Eye&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VTOL|&lt;br /&gt;
| Image = File:Hawkmoth.png&lt;br /&gt;
| ImageGif = File:Hawkmoth_spin.gif&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 4&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 198&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 47 500 &lt;br /&gt;
| ArmorT Prime = 16 376&lt;br /&gt;
| Engine Prime = Michaelson 60 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 44 500&lt;br /&gt;
| ArmorT A = 17 685&lt;br /&gt;
| Engine A = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL|Air SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10|Air MRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 46 000&lt;br /&gt;
| ArmorT B= 16 376&lt;br /&gt;
| Engine B = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2|Air RAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 54 100 &lt;br /&gt;
| ArmorT C = 15 064&lt;br /&gt;
| Engine C = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL|Air SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thunderbolt|TBolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 47 000&lt;br /&gt;
| ArmorT D = 17 685&lt;br /&gt;
| Engine D = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 53 300&lt;br /&gt;
| ArmorT E = 15 064&lt;br /&gt;
| Engine E = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 63 000&lt;br /&gt;
| ArmorT F = 16 376&lt;br /&gt;
| Engine F = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 53 100&lt;br /&gt;
| ArmorT G = 16 376&lt;br /&gt;
| Engine G = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 6599&lt;br /&gt;
| Armor LRW = 2591&lt;br /&gt;
| Armor E = 2102&lt;br /&gt;
| Armor T = 2493&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
The '''Hawkmoth''' is a light [[VTOL]] available to the [[Inner Sphere]]. Its light armor and high mobility allow it to skirt above and around the battlefield, tackling objectives and finishing off stragglers. The greatest weaknesses of the Hawkmoth is its lackluster damage potential and fragility, both comparable to a light hovertank.&lt;br /&gt;
Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the [[LtGauss]] has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units.  Housing 16 shots per ton, the Hawkmoth Prime comes with two [[free tons|Free Tons]] bring the total shot capability to 48. Four [[MG]] spray a hail of bullets etching away armor. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A has a devastating combination of two [[MRM10]] to batter and soften targets, and a complement of [[SL|Small]] and [[ML|Medium Lasers]] to finish ablated components off. This variant boasts both the highest DPS and burst potential of the Hawkmoth family, but quickly loses steam around beyond 500m, and is useless beyond 650m. The effective VTOL pilot will use this variant to harass the enemy- punish 'mechs that attempt to focus you with a few easily slung salvo of [[MRM10]] before drifting behind cover- and quickly obliterate any 'mech that makes the mistake of ignoring this flying powerhouse. An extra half-ton of [[armor]] will grant you a hair more staying power over the other Hawkmoth variants, but not enough to forgo careful flying- at the end of the day even 5 tons of armor will vanish under a heavy mech's sneeze.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzz&amp;quot;''===&lt;br /&gt;
The Hawkmoth B is the de facto mid-range Hawkmoth. Not only sporting the second-highest DPS of the Hawkmoth family, it can tear into any 'mech up to 800m. The two [[RAC2|Air RAC2]] damage quickly drops to zero in the 800m - 1000m bracket, however a proficient pilot who keeps in range can still utilize this variant as an extremely capable Anti-Air asset, especially with the bonus damage Aerospace incur from [[RAC2|Air RAC2]]. While it has two [[free tons|Free Tons]] to pack with ammo, it doesn't last more than just a few engagements- requiring you to return to the base, or a friendly [[APC]]; to resupply frequently.&lt;br /&gt;
The other variants deliver their damage in short bursts and allow for short windows of maneuverability during combat, but the Hawkmoth B requires sustained focus on the target, limiting maneuverability options if you're intent on delivering bullets. While it may seem like a small downside, remember that only your maneuverability and [[armor|4.5 tons of armor]] to stand between you and a quick death.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant replaces the standard [[Light Gauss|LGauss]] with a [[Thunderbolt|Thunderbolt 15]] launcher and a [[TAG]], trading direct-fire capacity for more damage and some limited fire support capabilities. The [[EOptics]] extend it's Tagging ability while the 2 [[free tons|Free Tons]] helps prolong it's stay in the field. The [[TAG]] makes it an excellent companion to any [[Gameplay_Tactics#LRM_Camping|team built around long range missiles]]. Where the Prime has some capacity for Anti-Air capabilities with its easy to aim [[LtGauss]], the C is utterly helpless in contested airspace with its sluggish [[Thunderbolt|Thunderbolt 15]].&lt;br /&gt;
While it's tempting to [[TAG]] your missiles in from 1350m out, this variant's true strength shines much, much closer. The [[Thunderbolt|Thunderbolt 15]] offers considerable screenshake that can make an already well-piloted VTOL even harder to hit, while 3 [[SPL]] pump out more damage than a [[LXPL]], and easily chew through components of battered and fumbling foes.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Hawkmoth D sports the second-highest burst potential of the Hawkmoth family. The additional [[GECM]] reduces your radar footprint, allowing for nasty surprise attacks if you manage your range right. Its dual [[LPPC]]s provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air [[SRM4]] racks with zero min range out to 498 meters. An effective pilot will use this Variant to support in a brawl, Chain-firing its salvo of screen-shaking projectiles to tip any 'mech encounter in your teams favor. However, it's short range of 500m means this variant needs to utilize good maneuvering and terrain cover to avoid being out-ranged by the average 'mech.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant of the Hawkmoth's [[LPL]] and two [[SRM4|Air SRM4]] allowing for a good general-purpose VTOL. Compared to the other variants, it's the middle-ground in terms of both DPS and burst potential. The quick-fire [[LPL|Large Pulse Laser]] offers punishment against enemy aerospace and in conjunction with quickly-reloading [[SRM4|Air SRM4]] it can focus down components of ground assets with a steady hand. Being equipped with a cool [[IS]] engineered [[LPL]] means that this variant will shine brighter in hot climates where its [[Donar]] cousin with a [[Clan]] engineered [[LPL]] will be overheating.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Evil Eye&amp;quot;''===&lt;br /&gt;
Effectively a flying [[Raven]] Prime, the Hawkmoth F carries the same [[NARC|iNARC]] 900-meter system plus [[TAG]] for painting targets a 1350m for missile attacks. The F also carries [[BHP]] which boosts detection range by 400m and improves [[lock on]] time, [[C3]] that distributes [[Radar]] readings to any teammates in range, and Air [[GECM]] that increases the time it takes for an enemy to achieve [[lock on|target lock]], which combined with its better targeting angles from being airborne as well as its greater speed, this variant can be used on any map for Intelligence Recon and Targeting - and is a must-have for [[Gameplay_Tactics#LRM_Camping|teams built around long range missiles]]. The F is primarily a support and intel asset - and only carries three [[MG]]s. They can, in a pinch, finish off a low enemy or inattentive battle-armor .. but otherwise won't be able to stand toe-to-toe against anything else on the field.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Air [[RAC5]] has impressive damage for a VTOL - which can be delivered from 860m out, with a significant punch coming in at 500m with 4 Air [[ERSL]] and an Air [[ML]] - combined, is a blast with more damage than an [[LBX10]] and can be refired nearly twice as fast. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement. The RAC5 is easiest to land on larger, slower targets, which should be a priority considering that maintaining a bead will severely affect your maneuverability. 3 [[free tons|Free Tons]] should be topped up at every opportunity to take full advantage of your powerful [[RAC5]] which is likely to chew through multiple tons of ammo per engagement.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[File:HawkmothD.jpg|300px|left|thumb|Hawkmoth D visualized by Pytak]]&lt;br /&gt;
Up until version 0.7.0 there was no Hawkmoth D available ingame, because the name was considered &amp;quot;reserved&amp;quot; for an imaginary asset.&lt;br /&gt;
The '''Hawkmoth D''' was a variant set up by KingLeerUK, one of the MWLL team's Lead Developers. The proposed configuration was 4 [[Long Tom Artillery|Long Tom]], 6 [[HGauss|Heavy Gauss]], 8 RAC20, 1 MG with additional 4 [[LAMS]], [[GECM]], [[BHP]] and [[C3]]. [http://www.mechlivinglegends.net/forum/index.php/topic,8250.msg111432.html#msg111432 See original post]. The Hawkmoth D quickly became a common in-joke of the forum community, and is sometimes mentioned in discussions about alternate variants and anything regarding &amp;quot;overkill&amp;quot;. There are promotional posters near some spawn points, showing Hawkmoth D advertisements.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
The Hawkmoth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the [[LtGauss|Light Gauss]], just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hawk_Moth BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=10837</id>
		<title>Hawkmoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=10837"/>
				<updated>2020-09-08T16:42:15Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant C */ updating descs to match new loadouts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VTOL|&lt;br /&gt;
| Image = File:Hawkmoth.png&lt;br /&gt;
| ImageGif = File:Hawkmoth_spin.gif&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 4&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 198&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 47 500 &lt;br /&gt;
| ArmorT Prime = 16 376&lt;br /&gt;
| Engine Prime = Michaelson 60 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 44 500&lt;br /&gt;
| ArmorT A = 17 685&lt;br /&gt;
| Engine A = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL|Air SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10|Air MRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 46 000&lt;br /&gt;
| ArmorT B= 16 376&lt;br /&gt;
| Engine B = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2|Air RAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 54 100 &lt;br /&gt;
| ArmorT C = 15 064&lt;br /&gt;
| Engine C = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL|Air SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thunderbolt|TBolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 47 000&lt;br /&gt;
| ArmorT D = 17 685&lt;br /&gt;
| Engine D = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 53 300&lt;br /&gt;
| ArmorT E = 15 064&lt;br /&gt;
| Engine E = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 63 000&lt;br /&gt;
| ArmorT F = 16 376&lt;br /&gt;
| Engine F = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 53 100&lt;br /&gt;
| ArmorT G = 16 376&lt;br /&gt;
| Engine G = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 6599&lt;br /&gt;
| Armor LRW = 2591&lt;br /&gt;
| Armor E = 2102&lt;br /&gt;
| Armor T = 2493&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
The '''Hawkmoth''' is a light [[VTOL]] available to the [[Inner Sphere]]. Its light armor and high mobility allow it to skirt above and around the battlefield, tackling objectives and finishing off stragglers. The greatest weaknesses of the Hawkmoth is its lackluster damage potential and fragility, both comparable to a light hovertank.&lt;br /&gt;
Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the [[LtGauss]] has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units.  Housing 16 shots per ton, the Hawkmoth Prime comes with two [[free tons|Free Tons]] bring the total shot capability to 48. Four [[MG]] spray a hail of bullets etching away armor. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A has a devastating combination of two [[MRM10]] to batter and soften targets, and a complement of [[SL|Small]] and [[ML|Medium Lasers]] to finish ablated components off. This variant boasts both the highest DPS and burst potential of the Hawkmoth family, but quickly loses steam around beyond 500m, and is useless beyond 650m. The effective VTOL pilot will use this variant to harass the enemy- punish 'mechs that attempt to focus you with a few easily slung salvo of [[MRM10]] before drifting behind cover- and quickly obliterate any 'mech that makes the mistake of ignoring this flying powerhouse. An extra half-ton of [[armor]] will grant you a hair more staying power over the other Hawkmoth variants, but not enough to forgo careful flying- at the end of the day even 5 tons of armor will vanish under a heavy mech's sneeze.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzz&amp;quot;''===&lt;br /&gt;
The Hawkmoth B is the de facto mid-range Hawkmoth. Not only sporting the second-highest DPS of the Hawkmoth family, it can tear into any 'mech up to 800m. The two [[RAC2|Air RAC2]] damage quickly drops to zero in the 800m - 1000m bracket, however a proficient pilot who keeps in range can still utilize this variant as an extremely capable Anti-Air asset, especially with the bonus damage Aerospace incur from [[RAC2|Air RAC2]]. While it has two [[free tons|Free Tons]] to pack with ammo, it doesn't last more than just a few engagements- requiring you to return to the base, or a friendly [[APC]]; to resupply frequently.&lt;br /&gt;
The other variants deliver their damage in short bursts and allow for short windows of maneuverability during combat, but the Hawkmoth B requires sustained focus on the target, limiting maneuverability options if you're intent on delivering bullets. While it may seem like a small downside, remember that only your maneuverability and [[armor|4.5 tons of armor]] to stand between you and a quick death.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant replaces the standard [[Light Gauss|LGauss]] with a [[Thunderbolt|Thunderbolt 15]] launcher and a [[TAG]], trading direct-fire capacity for more damage and some limited fire support capabilities. The [[EOptics]] extend it's Tagging ability while the 2 [[free tons|Free Tons]] helps prolong it's stay in the field. The [[TAG]] makes it an excellent companion to any [[Gameplay_Tactics#LRM_Camping|team built around long range missiles]]. Where the Prime has some capacity for Anti-Air capabilities with its easy to aim [[LtGauss]], the C is utterly helpless in contested airspace with its sluggish [[Thunderbolt|Thunderbolt 15]].&lt;br /&gt;
While it's tempting to [[TAG]] your missiles in from 1350m out, this variant's true strength shines much, much closer. The [[Thunderbolt|Thunderbolt 15]] offers considerable screenshake that can make an already well-piloted VTOL even harder to hit, while 3 [[SPL]] pump out more damage than a [[LXPL]], and easily chew through components of battered and fumbling foes.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Hawkmoth D sports the second-highest burst potential of the Hawkmoth family. The additional [[GECM]] reduces your radar footprint, allowing for nasty surprise attacks if you manage your range right. Its dual [[LPPC]]s provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air [[SRM4]] racks with zero min range out to 498 meters. An effective pilot will use this Variant to support in a brawl, Chain-firing its salvo of screen-shaking projectiles to tip any 'mech encounter in your teams favor. However, it's short range of 500m means this variant needs to utilize good maneuvering and terrain cover to avoid being out-ranged by the average 'mech.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant of the Hawkmoth's [[LPL]] and two [[SRM4|Air SRM4]] allowing for a good general-purpose VTOL. Compared to the other variants, it's the middle-ground in terms of both DPS and burst potential. The quick-fire [[LPL|Large Pulse Laser]] offers punishment against enemy aerospace and in conjunction with quickly-reloading [[SRM4|Air SRM4]] it can focus down components of ground assets with a steady hand. Being equipped with a cool [[IS]] engineered [[LPL]] means that this variant will shine brighter in hot climates where its [[Donar]] cousin with a [[Clan]] engineered [[LPL]] will be overheating.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Evil Eye&amp;quot;''===&lt;br /&gt;
Effectively a flying [[Raven]] Prime, the Hawkmoth F carries the same [[NARC|iNARC]] 900-meter system plus [[TAG]] for painting targets a 1300 meters for missile attacks. The F also carries [[BHP]] which boosts detection range by 400m and improves [[lock on]] time, [[C3]] that distributes [[Radar]] readings to any teammates in range, and Air [[GECM]] that increases the time it takes for an enemy to achieve [[lock on|target lock]], which combined with its better targeting angles from being airborne as well as its greater speed, this variant can be used on any map for Intelligence Recon and Targeting. The F carries only three [[MG]]s which can be can be used to scape off a few more points or out an enemy near death or put it out of its misery. Priced at 62 500 CBills the Hawkmouth F is the most expensive of all the units but with its Narcing and Intelligence gathering capabilities creates a formidable asset. Don't pass this unit by.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Air [[RAC5]] has impressive damage for a VTOL - which can be delivered from 860m out, with a significant punch coming in at 500m with 4 Air [[ERSL]] and an Air [[ML]] - combined, is a blast with more damage than an [[LBX10]] and can be refired nearly twice as fast. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement. The RAC5 is easiest to land on larger, slower targets, which should be a priority considering that maintaining a bead will severely affect your maneuverability. 3 [[free tons|Free Tons]] should be topped up at every opportunity to take full advantage of your powerful [[RAC5]] which is likely to chew through multiple tons of ammo per engagement.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[File:HawkmothD.jpg|300px|left|thumb|Hawkmoth D visualized by Pytak]]&lt;br /&gt;
Up until version 0.7.0 there was no Hawkmoth D available ingame, because the name was considered &amp;quot;reserved&amp;quot; for an imaginary asset.&lt;br /&gt;
The '''Hawkmoth D''' was a variant set up by KingLeerUK, one of the MWLL team's Lead Developers. The proposed configuration was 4 [[Long Tom Artillery|Long Tom]], 6 [[HGauss|Heavy Gauss]], 8 RAC20, 1 MG with additional 4 [[LAMS]], [[GECM]], [[BHP]] and [[C3]]. [http://www.mechlivinglegends.net/forum/index.php/topic,8250.msg111432.html#msg111432 See original post]. The Hawkmoth D quickly became a common in-joke of the forum community, and is sometimes mentioned in discussions about alternate variants and anything regarding &amp;quot;overkill&amp;quot;. There are promotional posters near some spawn points, showing Hawkmoth D advertisements.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
The Hawkmoth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the [[LtGauss|Light Gauss]], just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hawk_Moth BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=10836</id>
		<title>Hawkmoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Hawkmoth&amp;diff=10836"/>
				<updated>2020-09-08T16:14:09Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant G */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VTOL|&lt;br /&gt;
| Image = File:Hawkmoth.png&lt;br /&gt;
| ImageGif = File:Hawkmoth_spin.gif&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 4&lt;br /&gt;
| Tier = 4&lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Speed = 198&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 47 500 &lt;br /&gt;
| ArmorT Prime = 16 376&lt;br /&gt;
| Engine Prime = Michaelson 60 I.C.E.&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 44 500&lt;br /&gt;
| ArmorT A = 17 685&lt;br /&gt;
| Engine A = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL|Air SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10|Air MRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 46 000&lt;br /&gt;
| ArmorT B= 16 376&lt;br /&gt;
| Engine B = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC2|Air RAC2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 54 100 &lt;br /&gt;
| ArmorT C = 15 064&lt;br /&gt;
| Engine C = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL|Air SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Thunderbolt|TBolt15]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 47 000&lt;br /&gt;
| ArmorT D = 17 685&lt;br /&gt;
| Engine D = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 53 300&lt;br /&gt;
| ArmorT E = 15 064&lt;br /&gt;
| Engine E = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 63 000&lt;br /&gt;
| ArmorT F = 16 376&lt;br /&gt;
| Engine F = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 53 100&lt;br /&gt;
| ArmorT G = 16 376&lt;br /&gt;
| Engine G = Michaelson 60 I.C.E&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML|Air ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;4.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 6599&lt;br /&gt;
| Armor LRW = 2591&lt;br /&gt;
| Armor E = 2102&lt;br /&gt;
| Armor T = 2493&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
The '''Hawkmoth''' is a light [[VTOL]] available to the [[Inner Sphere]]. Its light armor and high mobility allow it to skirt above and around the battlefield, tackling objectives and finishing off stragglers. The greatest weaknesses of the Hawkmoth is its lackluster damage potential and fragility, both comparable to a light hovertank.&lt;br /&gt;
Because of the unique flying capabilities of VTOLs, pilots should be looking for targets of opportunity, back-capping and relaying enemy ground troop movements.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
A long-range sniper variant. Probably most suitable for typical gunship duty - it can pop-up from behind cover at extreme range, fire a single damaging projectile, then hide before the enemy manages to return fire. When near the front line poking the enemy to distract them is a sound tactic. The greatest problem of this variant is lack of damage potential. While the [[LtGauss]] has incredible range, it also has a poor damage profile, meaning that this unit should prey on the wounded and focus fire on units that are retreating from the front-line for repairs while relaying Intel of the opposing units.  Housing 16 shots per ton, the Hawkmoth Prime comes with two [[free tons|Free Tons]] bring the total shot capability to 48. Four [[MG]] spray a hail of bullets etching away armor. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A has a devastating combination of two [[MRM10]] to batter and soften targets, and a complement of [[SL|Small]] and [[ML|Medium Lasers]] to finish ablated components off. This variant boasts both the highest DPS and burst potential of the Hawkmoth family, but quickly loses steam around beyond 500m, and is useless beyond 650m. The effective VTOL pilot will use this variant to harass the enemy- punish 'mechs that attempt to focus you with a few easily slung salvo of [[MRM10]] before drifting behind cover- and quickly obliterate any 'mech that makes the mistake of ignoring this flying powerhouse. An extra half-ton of [[armor]] will grant you a hair more staying power over the other Hawkmoth variants, but not enough to forgo careful flying- at the end of the day even 5 tons of armor will vanish under a heavy mech's sneeze.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzz&amp;quot;''===&lt;br /&gt;
The Hawkmoth B is the de facto mid-range Hawkmoth. Not only sporting the second-highest DPS of the Hawkmoth family, it can tear into any 'mech up to 800m. The two [[RAC2|Air RAC2]] damage quickly drops to zero in the 800m - 1000m bracket, however a proficient pilot who keeps in range can still utilize this variant as an extremely capable Anti-Air asset, especially with the bonus damage Aerospace incur from [[RAC2|Air RAC2]]. While it has two [[free tons|Free Tons]] to pack with ammo, it doesn't last more than just a few engagements- requiring you to return to the base, or a friendly [[APC]]; to resupply frequently.&lt;br /&gt;
The other variants deliver their damage in short bursts and allow for short windows of maneuverability during combat, but the Hawkmoth B requires sustained focus on the target, limiting maneuverability options if you're intent on delivering bullets. While it may seem like a small downside, remember that only your maneuverability and [[armor|4.5 tons of armor]] to stand between you and a quick death.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C variant replaces the standard [[Light Gauss|LGauss]] with a [[Thunderbolt|Thunderbolt 15]] launcher and a [[TAG]], trading direct-fire capacity for more damage and some limited fire support capabilities. The [[EOptics]] extend it's Tagging ability while the 2 [[free tons|Free Tons]] helps prolong it's stay in the field.  An additional 3 [[ERSL]] allow it to not be completely helpless when out of [[Thunderbolt|Thunderbolt 15]] missiles, but should be used wisely since any return fire will quickly melt through its reduced 4 tons of [[Armor]]. Much like the Prime, the C can paint a target outside the range of most weapons for allies, but whereas the Prime has some capacity for Anti-Air capabilities with its easy to aim [[LtGauss]], the C is utterly helpless with its sluggish [[Thunderbolt|Thunderbolt 15]]. &lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Hawkmoth D sports the second-highest burst potential of the Hawkmoth family. The additional [[GECM]] reduces your radar footprint, allowing for nasty surprise attacks if you manage your range right. Its dual [[LPPC]]s provides a relatively strong mid-range punch the equivalent of a standard PPC as an Alpha hit or Chain-fired to keep your foe off balance. Backed by a pair of Air [[SRM4]] racks with zero min range out to 498 meters. An effective pilot will use this Variant to support in a brawl, Chain-firing its salvo of screen-shaking projectiles to tip any 'mech encounter in your teams favor. However, it's short range of 500m means this variant needs to utilize good maneuvering and terrain cover to avoid being out-ranged by the average 'mech.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This variant of the Hawkmoth's [[LPL]] and two [[SRM4|Air SRM4]] allowing for a good general-purpose VTOL. Compared to the other variants, it's the middle-ground in terms of both DPS and burst potential. The quick-fire [[LPL|Large Pulse Laser]] offers punishment against enemy aerospace and in conjunction with quickly-reloading [[SRM4|Air SRM4]] it can focus down components of ground assets with a steady hand. Being equipped with a cool [[IS]] engineered [[LPL]] means that this variant will shine brighter in hot climates where its [[Donar]] cousin with a [[Clan]] engineered [[LPL]] will be overheating.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Evil Eye&amp;quot;''===&lt;br /&gt;
Effectively a flying [[Raven]] Prime, the Hawkmoth F carries the same [[NARC|iNARC]] 900-meter system plus [[TAG]] for painting targets a 1300 meters for missile attacks. The F also carries [[BHP]] which boosts detection range by 400m and improves [[lock on]] time, [[C3]] that distributes [[Radar]] readings to any teammates in range, and Air [[GECM]] that increases the time it takes for an enemy to achieve [[lock on|target lock]], which combined with its better targeting angles from being airborne as well as its greater speed, this variant can be used on any map for Intelligence Recon and Targeting. The F carries only three [[MG]]s which can be can be used to scape off a few more points or out an enemy near death or put it out of its misery. Priced at 62 500 CBills the Hawkmouth F is the most expensive of all the units but with its Narcing and Intelligence gathering capabilities creates a formidable asset. Don't pass this unit by.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The Air [[RAC5]] has impressive damage for a VTOL - which can be delivered from 860m out, with a significant punch coming in at 500m with 4 Air [[ERSL]] and an Air [[ML]] - combined, is a blast with more damage than an [[LBX10]] and can be refired nearly twice as fast. Equipped with [[EOptics]] and [[BAP]] aid it in it's search for prey and enemy movement. The RAC5 is easiest to land on larger, slower targets, which should be a priority considering that maintaining a bead will severely affect your maneuverability. 3 [[free tons|Free Tons]] should be topped up at every opportunity to take full advantage of your powerful [[RAC5]] which is likely to chew through multiple tons of ammo per engagement.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[File:HawkmothD.jpg|300px|left|thumb|Hawkmoth D visualized by Pytak]]&lt;br /&gt;
Up until version 0.7.0 there was no Hawkmoth D available ingame, because the name was considered &amp;quot;reserved&amp;quot; for an imaginary asset.&lt;br /&gt;
The '''Hawkmoth D''' was a variant set up by KingLeerUK, one of the MWLL team's Lead Developers. The proposed configuration was 4 [[Long Tom Artillery|Long Tom]], 6 [[HGauss|Heavy Gauss]], 8 RAC20, 1 MG with additional 4 [[LAMS]], [[GECM]], [[BHP]] and [[C3]]. [http://www.mechlivinglegends.net/forum/index.php/topic,8250.msg111432.html#msg111432 See original post]. The Hawkmoth D quickly became a common in-joke of the forum community, and is sometimes mentioned in discussions about alternate variants and anything regarding &amp;quot;overkill&amp;quot;. There are promotional posters near some spawn points, showing Hawkmoth D advertisements.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
The Hawkmoth is the lighter cousin of the immensely popular Yellow Jacket VTOL. Another Michaelson Heavy Industries design, the Hawk Moth was designed around the [[LtGauss|Light Gauss]], just as the Yellow Jacket was around the larger Gauss Rifle. Using the weight saved by the smaller weapon, the Hawk Moth can zip along at up to 130kph and also carries enough ammunition for a prolonged engagement at extreme stand-off range. However, it carries very light armor, and stands very little chance of survival when engaging outside the environment for which it was designed.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Hawk_Moth BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Regulator&amp;diff=10449</id>
		<title>Regulator</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Regulator&amp;diff=10449"/>
				<updated>2020-07-05T05:15:02Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle&lt;br /&gt;
| Image = File:Regulator.png&lt;br /&gt;
| ImageGif = File:Regulator_spin.gif&lt;br /&gt;
| Tonnage = 45&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Speed = 100&lt;br /&gt;
| BoostSpeed = 150&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -25° to 65°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 56 500&lt;br /&gt;
| ArmorT Prime = 21 374&lt;br /&gt;
| Engine Prime = GM 170 Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[Gauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 57 800&lt;br /&gt;
| ArmorT A = 24 133&lt;br /&gt;
| Engine A = GM 170 Fusion &lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[SSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[RAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 57 000&lt;br /&gt;
| ArmorT B = 22 751&lt;br /&gt;
| Engine B = GM 170 Fusion &lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LBX20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 54 600&lt;br /&gt;
| ArmorT C = 21 374&lt;br /&gt;
| Engine C = GM 170 Fusion &lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[MRM40]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 59 300&lt;br /&gt;
| ArmorT D = 21 374&lt;br /&gt;
| Engine D = GM 170 Fusion &lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[TBolt20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 56 000&lt;br /&gt;
| ArmorT E = 21 374&lt;br /&gt;
| Engine E = GM 170 Fusion &lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 56 200&lt;br /&gt;
| ArmorT F = 21 374&lt;br /&gt;
| Engine F = GM 170 Fusion &lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[ERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 54 500&lt;br /&gt;
| ArmorT G = 21 374&lt;br /&gt;
| Engine G = GM 170 Fusion &lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ArrowIV]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 2825&lt;br /&gt;
| Armor F = 4580&lt;br /&gt;
| Armor S = 3435&lt;br /&gt;
| Armor B = 3435&lt;br /&gt;
| Armor T = 3664&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
An [[Inner Sphere]] counterpart to the Clan's ''[[Epona]]'', the Regulator focuses on packing large IS weapons. Many of the variants focus around ranged weapons and supporting roles. The two short range combat variants feature terrifying speed combined with firepower. While the tank itself can bring withering supporting fire to a fight, most of it's weapons require precision targeting, and doing so while keeping the vehicle agile and upright is difficult. With the smallest turret of any of the hovercraft, the Regulator is nearly impossible to recover from being flipped over on its own. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
This variant mounts a [[Gauss]] as it's main gun. Backed up with a pair of [[MG]]s great for whittling down armor. Able to deliver large pinpoint damage at any range, the Prime is capable of darting in and out of combat, or retreating quickly out of range while returning fire. Wary pilots will mind the reload time, as a missed shot in close range combat can be devastating. Two [[Free_tons|spare tons]] of reload space and [[EOptics]] give it plenty of combat longevity.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Musketeer&amp;quot;''===&lt;br /&gt;
The most aggressive of the two short range variants equipped with it's focus on keeping it's target suppressed with a [[RAC5]]. Three [[SSRM2]] provide additional cockpit shake. The asset's low profile help this variant get into combat without the enemy getting wind of it. Careful pilots will use cover to let the main weapon cool down, as the three [[SSRM2]] will not provide enough supressing fire on their own. Two [[Free_tons|spare tons]] for it's ammo bin can keep this variant in combat for a while, but pilots will find themselves returning to base for reloads quite often. This variant is the only one that have extra 1 ton of armor.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
A short range combat asset, the B relies on an [[LBX20]] as it's main weapon for blasting armor off at alarming rates coupled with two [[MG]]s for additional support. The addition of [[LAMS]] helps to fend-off missile barrage. Utilize this units speed and agility to dart in, dump you payload, move out to reload, then do it again over and over until you have pounded them into submission. Being ballistic based be mindful of your supply as you only get 1 [[Free tons]] on ammo for a total of 24 shots. Extra 0.5t of armor should help surviving engagments.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Meteo&amp;quot;''===&lt;br /&gt;
This variant brings a massive short range barrage to bear with an [[MRM40]]. Due to the nature of the launcher, it excels in hit and run combat, unloading it's missile load on unwary targets then retreating to cover to reload. Two [[SPL]] provide some additional power at very low heat loads. If it must retreat, the MRM40 can still deliver heavy damage with steady aim out to 600 meters. Precise fire with this variant is critical, as even with two [[Free_tons|spare tons]] of ammo, the MRM40 only has 18 missile barrages before it must return for reload. [[EOptics]] aid in planning an attack pattern and [[PDS|point defence system]] helps dealing with enemy [[BA]].&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Regulator D is best used with a teammate [[TAG]]ing or NARCing. On it's own, the [[TBolt20|TBolt class 20]] brings Gauss rifle damage to bear with some splash. However, with a teammate directing missiles in, this variant can do so from around corners and behind cover. Thunderbolt missiles can track a painted target up to 1940m, however this requires cooperation with a teammate, or a very steady hand with your own [[TAG]]. With a maximum of twelve missiles onboard, pilots are advised fill each of its 3 tons of storage with ammunition. Two [[ERSL]] won't do much but provide some defense against [[Battle Armor]] and drilling through the last few grams of armor left behind by your primary weapon's blasts.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E is a designated support asset. Able to provide area denial out to one kilometer with both an [[LRM20]] and [[ERPPC]], the E lacks accurate damage to smaller components. Beware warmer climates and shorter ranges, as the [[ERPPC]] and [[LRM20]] both generate a lot of heat, and are of limited utility at shorter ranges. While it does have an [[Free_tons|extra ton]] of LRM20 ammo, it does not have any additional heat dissipation.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Flare&amp;quot;''===&lt;br /&gt;
The F brings precision firepower to the field with three [[ERLL]] and [[EOptics]] for spotting prey. At home at medium to long range, the F is able to either surgically remove components and arms, or keep near constant pressure on enemies. With two [[HS|heat sinks]], and the ERLL producing less heat then Clan tech, the F only ever has to return to base for repairs. While not incapable of defending itself at short range, pilots are advised to use the asset's speed to escape short range encounters. &lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Ghandi&amp;quot;''===&lt;br /&gt;
Bringing an [[ArrowIV]] onto the field for the least amount of cash, the G is a long range support vehicle. [[Free_tons|Two tons]] of reloads allow it some longevity as it provides heavy splash damage and LAMS saturation on it's foes. However, the Arrow launcher is it's only weapons system, and the asset's speed it's only defense against anything that can close the distance. While it can work on it's own with [[EOptics]] blind firing, this variant is most dependent upon it's teamwork for both defense and efficient targeting with as TAG or NARC.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Regulator hovertank was the result of the Capellan Confederation refining its surviving industries to produce better combat vehicles after the Fourth Succession War and the revival of Star League technology from the Helm Memory Core. The General Motors 170 fusion engine gives it considerable speed and agility, however, making up somewhat for the thin protection on the flanks. The Tank first saw action in 3057, during Operation Guerrero. Its involvement in actions on Tsingtao brought to light the tank's offensive abilities when a lance of the tanks destroyed three AFFC 'Mechs.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3057 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Regulator Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Regulator&amp;diff=10448</id>
		<title>Regulator</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Regulator&amp;diff=10448"/>
				<updated>2020-07-05T05:14:32Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant D */ wrote to include ammo, own tag playstyle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle&lt;br /&gt;
| Image = File:Regulator.png&lt;br /&gt;
| ImageGif = File:Regulator_spin.gif&lt;br /&gt;
| Tonnage = 45&lt;br /&gt;
| Class = Hovercraft&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 6&lt;br /&gt;
| Tier = 5&lt;br /&gt;
| Speed = 100&lt;br /&gt;
| BoostSpeed = 150&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -25° to 65°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 56 500&lt;br /&gt;
| ArmorT Prime = 21 374&lt;br /&gt;
| Engine Prime = GM 170 Fusion&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[Gauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 57 800&lt;br /&gt;
| ArmorT A = 24 133&lt;br /&gt;
| Engine A = GM 170 Fusion &lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[SSRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[RAC5]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 8t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 57 000&lt;br /&gt;
| ArmorT B = 22 751&lt;br /&gt;
| Engine B = GM 170 Fusion &lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LBX20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 54 600&lt;br /&gt;
| ArmorT C = 21 374&lt;br /&gt;
| Engine C = GM 170 Fusion &lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[MRM40]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 59 300&lt;br /&gt;
| ArmorT D = 21 374&lt;br /&gt;
| Engine D = GM 170 Fusion &lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[TBolt20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 56 000&lt;br /&gt;
| ArmorT E = 21 374&lt;br /&gt;
| Engine E = GM 170 Fusion &lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 56 200&lt;br /&gt;
| ArmorT F = 21 374&lt;br /&gt;
| Engine F = GM 170 Fusion &lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[ERLL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 54 500&lt;br /&gt;
| ArmorT G = 21 374&lt;br /&gt;
| Engine G = GM 170 Fusion &lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ArrowIV]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 7t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 2825&lt;br /&gt;
| Armor F = 4580&lt;br /&gt;
| Armor S = 3435&lt;br /&gt;
| Armor B = 3435&lt;br /&gt;
| Armor T = 3664&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
An [[Inner Sphere]] counterpart to the Clan's ''[[Epona]]'', the Regulator focuses on packing large IS weapons. Many of the variants focus around ranged weapons and supporting roles. The two short range combat variants feature terrifying speed combined with firepower. While the tank itself can bring withering supporting fire to a fight, most of it's weapons require precision targeting, and doing so while keeping the vehicle agile and upright is difficult. With the smallest turret of any of the hovercraft, the Regulator is nearly impossible to recover from being flipped over on its own. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
This variant mounts a [[Gauss]] as it's main gun. Backed up with a pair of [[MG]]s great for whittling down armor. Able to deliver large pinpoint damage at any range, the Prime is capable of darting in and out of combat, or retreating quickly out of range while returning fire. Wary pilots will mind the reload time, as a missed shot in close range combat can be devastating. Two [[Free_tons|spare tons]] of reload space and [[EOptics]] give it plenty of combat longevity.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Musketeer&amp;quot;''===&lt;br /&gt;
The most aggressive of the two short range variants equipped with it's focus on keeping it's target suppressed with a [[RAC5]]. Three [[SSRM2]] provide additional cockpit shake. The asset's low profile help this variant get into combat without the enemy getting wind of it. Careful pilots will use cover to let the main weapon cool down, as the three [[SSRM2]] will not provide enough supressing fire on their own. Two [[Free_tons|spare tons]] for it's ammo bin can keep this variant in combat for a while, but pilots will find themselves returning to base for reloads quite often. This variant is the only one that have extra 1 ton of armor.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
A short range combat asset, the B relies on an [[LBX20]] as it's main weapon for blasting armor off at alarming rates coupled with two [[MG]]s for additional support. The addition of [[LAMS]] helps to fend-off missile barrage. Utilize this units speed and agility to dart in, dump you payload, move out to reload, then do it again over and over until you have pounded them into submission. Being ballistic based be mindful of your supply as you only get 1 [[Free tons]] on ammo for a total of 24 shots. Extra 0.5t of armor should help surviving engagments.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Meteo&amp;quot;''===&lt;br /&gt;
This variant brings a massive short range barrage to bear with an [[MRM40]]. Due to the nature of the launcher, it excels in hit and run combat, unloading it's missile load on unwary targets then retreating to cover to reload. Two [[SPL]] provide some additional power at very low heat loads. If it must retreat, the MRM40 can still deliver heavy damage with steady aim out to 600 meters. Precise fire with this variant is critical, as even with two [[Free_tons|spare tons]] of ammo, the MRM40 only has 18 missile barrages before it must return for reload. [[EOptics]] aid in planning an attack pattern and [[PDS|point defence system]] helps dealing with enemy [[BA]].&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Regulator D is best used with a teammate [[TAG]]ing or NARCing. On it's own, the [[TBolt20|TBolt class 20]] brings Gauss rifle damage to bear with some splash. However, with a teammate directing missiles in, this variant can do so from around corners and behind cover. Thunderbolt missiles can track a painted target up to 1940m, however this requires cooperation with a teammate, or a very steady hand with your own [[TAG]] and a good visual with [[EOPtics]]. With a maximum of twelve missiles onboard, pilots are advised fill each of its 3 tons of storage with ammunition. Two [[ERSL]] won't do much but provide some defense against [[Battle Armor]] and drilling through the last few grams of armor left behind by your primary weapon's blasts.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
The E is a designated support asset. Able to provide area denial out to one kilometer with both an [[LRM20]] and [[ERPPC]], the E lacks accurate damage to smaller components. Beware warmer climates and shorter ranges, as the [[ERPPC]] and [[LRM20]] both generate a lot of heat, and are of limited utility at shorter ranges. While it does have an [[Free_tons|extra ton]] of LRM20 ammo, it does not have any additional heat dissipation.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Flare&amp;quot;''===&lt;br /&gt;
The F brings precision firepower to the field with three [[ERLL]] and [[EOptics]] for spotting prey. At home at medium to long range, the F is able to either surgically remove components and arms, or keep near constant pressure on enemies. With two [[HS|heat sinks]], and the ERLL producing less heat then Clan tech, the F only ever has to return to base for repairs. While not incapable of defending itself at short range, pilots are advised to use the asset's speed to escape short range encounters. &lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Ghandi&amp;quot;''===&lt;br /&gt;
Bringing an [[ArrowIV]] onto the field for the least amount of cash, the G is a long range support vehicle. [[Free_tons|Two tons]] of reloads allow it some longevity as it provides heavy splash damage and LAMS saturation on it's foes. However, the Arrow launcher is it's only weapons system, and the asset's speed it's only defense against anything that can close the distance. While it can work on it's own with [[EOptics]] blind firing, this variant is most dependent upon it's teamwork for both defense and efficient targeting with as TAG or NARC.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Regulator hovertank was the result of the Capellan Confederation refining its surviving industries to produce better combat vehicles after the Fourth Succession War and the revival of Star League technology from the Helm Memory Core. The General Motors 170 fusion engine gives it considerable speed and agility, however, making up somewhat for the thin protection on the flanks. The Tank first saw action in 3057, during Operation Guerrero. Its involvement in actions on Tsingtao brought to light the tank's offensive abilities when a lance of the tanks destroyed three AFFC 'Mechs.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3057 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Sniper&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Regulator Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Console_Variables&amp;diff=10447</id>
		<title>Console Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Console_Variables&amp;diff=10447"/>
				<updated>2020-07-05T02:32:55Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Particles */ footnote about e_particle nonsense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Each '''Console Variable''' controls one specific feature of the games graphics, performance or controls. For instance, '''r_TexResolution''' controls the texture resolution of assets ingame, and can be set anywhere from 0 ''(r_TexResolution = 0)'' for higher; or 4 ''(r_TexResolution = 4)'' for lower resolution at your own discretion. A few console variables aren't tied directly to a features, but direct groups of other variables- these ''Group Console Variables'' are what you're changing when you change your settings via the ingame Settings menu. &lt;br /&gt;
&lt;br /&gt;
Essentially, Control Variables (cvar) are the hidden, 'Advanced Settings' page to Mechwarrior Living Legends. The ingame settings page serves as an easy to use, but rough method of setting these variables- but fails to explore the full spectrum of possibilities with its simple design. Fine tuning your settings using a ''user.cfg'' file opens the door to all of the games console variables and individual control on their adjustment- giving you the ability to run your game with settings customized to matching your tastes for performance and appearance. &lt;br /&gt;
&lt;br /&gt;
Both the extreme high ends of maximum performance, and maximum graphical output are only available using User.cfg files, and many players seeking a middle ground utilize one to find their own personal sweet-spot between the two, homing in on their preferred FPS by reducing visual amenities of their choice.&lt;br /&gt;
&lt;br /&gt;
Beyond fine adjustment to graphics, there are many other features hidden in the Console Variables, with immense flexibility granted by combining the ''bind'' and ''exec'' functions- players can change other control variables, change batches of variables, or run scripts with the press of a button ingame.&lt;br /&gt;
&lt;br /&gt;
One final note - Make a few Console Adjustments at a time, then test them out in the game. Keep what works. Then a few more and few more until the game runs as well as you like. Remember you are fine tuning the game to match your components so it is going to take several matches to find what works.&lt;br /&gt;
&lt;br /&gt;
==The User.cfg File==&lt;br /&gt;
[[File:usercfghome.png|600px|right|]]&lt;br /&gt;
While the filename ''user.cfg'' may seem intimidating- rest assured there's no programming knowledge needed here. Fundamentally, adding a user.cfg file is as easy as placing a text file with a specific name in a specific folder. You can either write your own, download a prebuilt one from this page, or use one that another player has shared with you. &lt;br /&gt;
&lt;br /&gt;
To add your user.cfg file:&lt;br /&gt;
# Right click on your desktop, and select 'New Text File'&lt;br /&gt;
# Write, or copy-&amp;amp;-paste the variables and their preferred settings as you wish into the document&lt;br /&gt;
# Save the file, and then manually rename it to '''user.cfg''' ''(make sure to replace the original extension, a user.cfg.'''txt''' file will not work)''&lt;br /&gt;
# Place the file into the MWLL / Client directory. By default its file tree is Documents / My_Games / Crysis_Wars / MWLL / Client&lt;br /&gt;
If you downloaded a user.cfg file from here or a friend, you just need to place it in the MWLL / Client folder&lt;br /&gt;
&lt;br /&gt;
Functionally, the user.cfg file is a set of instructions that the game runs whenever it opens. Whatever settings you specify in this file will be set on each launch, and is a reliable method to save your preferred settings- especially for users tired of the bug where the ingame settings menu occasionally resets their preferences between launches.&lt;br /&gt;
&lt;br /&gt;
===Prewritten User.cfg Files===&lt;br /&gt;
&lt;br /&gt;
The following files are hosted on Discord. Remember to edit the Height and Width console variables to match your preferred screen resolution. See the following section ''Customizing the user.cfg'' for more details.&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/338747437122453505/711008782041481246/user.cfg Recommended good visuals and performance Preset]&lt;br /&gt;
** Set for high visuals by default, easily adjustable for better performance and stability.&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/242496941332758529/564618953943547914/user.cfg Low Visuals/High Performance Preset]&lt;br /&gt;
**Recommended for users struggling to maintain usable FPS ingame. From this, you can edit features back in at your discretion to meet your preferences. &lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/359786221247004682/user.cfg ''(Outdated)'' Low Visuals/High Performance Preset]&lt;br /&gt;
**(There are two bugs that affect some users within this file, which can be amended by deleting the line ''e_particles_quality = 9'', or ingame projectiles will become invisible- and the line ''d3d9_forcesoftware = 1'', or the ingame Console and [[CBills#Transferring_C-Bills|Cbill Transfer Menu]] will be unusable due to invisible text.)&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/360451983393423361/user.cfg (OLD) High Visuals Preset]&lt;br /&gt;
&lt;br /&gt;
===Writing Your Own User.cfg File===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Testing Console Variables====&lt;br /&gt;
Each Console Variable can be tested ingame from the Console. You can use this to test how individual variables affect your games appearance, or performance- in real time.&lt;br /&gt;
# Open the Console by pressing the '''~''' or '''`''' key ingame. This both opens, and closes the console- where you can check the status of, and change Console Variables.&lt;br /&gt;
# To view a readout of your FPS, type ''r_displayinfo = 1'' and press enter. This enables the variable that will give a real-time readout of your FPS in the upper right hand corner. This can be removed by going into the console again, and typing ''r_displayinfo = 0''&lt;br /&gt;
# You can see the current status of any Console Variable by entering its name without a value (typing in just ''r_TexResolution'' will return a statement with its current value)&lt;br /&gt;
# You can set the value of any unlocked Console Variable by entering its name with a value (you can set ''r_TexResolution'' to 2 by entering ''r_TexResolution = 2'' )&lt;br /&gt;
Using the Console Variables, and their descriptions below- you can test different variables affects on your games performance and appearance together, and then record them into a user.cfg file for your game to remember them. 'Console Variables entered in the console are ''NOT'' saved between sessions, and are reset to whatever is written in your user.cfg, or the games default values- every launch. &lt;br /&gt;
&lt;br /&gt;
''FPS is only an indirect measurement of Frame Time, a more direct unit of your game's performance. You can instead see and measure your Frame Time with r_displayinfo = 2, which will be a more accurate depiction of your machines load - Lower Frame Time is better; with 16ms corresponding to 60 FPS, and 33ms to 30. Optimizing for Frame Time instead of FPS may yield a more stable, smooth experience''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Customizing Your User.cfg File====&lt;br /&gt;
If you're writing your own User.cfg from scratch, there are some important settings to include in every user.cfg file.&lt;br /&gt;
;con_restricted = 0 &lt;br /&gt;
: This is required for the user.cfg file to be considered by your game. Without this, the rest of the file will be ignored. Activating this will make your game start with the console open. It can be closed with the '''~''' key.&lt;br /&gt;
;sys_DeactivateConsole = 1&lt;br /&gt;
: This, in turn, will start your game with the console closed. It can still be opened with the '''~''' key.&lt;br /&gt;
;r_Height = ...&lt;br /&gt;
;r_Width = ...&lt;br /&gt;
: This specifies the Height and Width your game will run in, and should be set to your tastes. Its easiest to experiment with these from the ingame menu, and then record it here for consistency on launches. Higher resolution will look better, but lower resolution will perform better.&lt;br /&gt;
;r_fullscreen = ...&lt;br /&gt;
: ''[0 for windowed mode, 1 for fullscreen]''&lt;br /&gt;
: Some players experience better performance in windowed mode. Here is where you would set it to always run in windowed mode, if that were the case.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variables==&lt;br /&gt;
The ''Mechwarrior: Living Legends'' mod is built in ''Cryengine''- which was renowned in its time for its incredible graphics. Each release in the ''Crysis'' series has been used by hobbiest computer builders as a benchmark for performance. In addition, Cryengine developers built a very durable Console Variable system- which allows for control over your graphics and performance at a fidelity that puts most modern games to shame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''LOD''' - Level Of Detail - cryengine takes a lot of consideration just how detailed an object is drawn in the game engine - moreover - the artist alone can make 3 (or more) gradually simpler objects for the engine to pick from - massively important on vegetation or in cities.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''View Distance''' - the artist (map maker) and the engine compete just when the switchover of various LODs will happen - some is left to the ''tweaker'' of the config files we discuss here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ray Cast''' - the engine uses a straight line between view-port camera (&amp;quot;player's eye&amp;quot;) and the object to determine if it is ''visible'' or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Occluder''' - the map maker can place a plane (called occlusion plane) that cuts (''culls'') any visual ''raycasts'' and thus speeds up the view-port drawing time significantly - one special occluder is the ''maximum view distance'' one - it &amp;quot;travels&amp;quot; with us.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''quality levels''' - there are few: 0 - automatic, 1 - low, 2 - medium, 3 - high, 4 - maximum; Note - below 3 only LOD 1 and onward (LOD 2, LOD 3...) are rendered - to ever see LOD 0 designs one has to set quality to ''high'' ie 3 or better.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are a comical number of Console Variables integrated with ''Cryengine''. The following list is a subset of them, cutting variables that are holdovers from unrelated titles (settings pertaining to ingame AI behavior, hair rendering, facial animation, etc) and the variables that have been locked by the ''Mechwarrior: Living Legends'' development in order to ensure no one abuses the Console Variables into having an unfair advantage (clouds, rain, fog, some vegetation variables cannot be disabled).&lt;br /&gt;
&lt;br /&gt;
===Graphics=== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_ObjectDetail'''&amp;lt;br&amp;gt;Default: 4&amp;lt;br&amp;gt;help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;&lt;br /&gt;
sys_spec_ObjectDetail [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... ca_AttachmentCullingRation = 100/120/160/200/200 &amp;lt;br&amp;gt;  ... ca_DrawFaceAttachments = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... ca_useDecals = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_cbuffer_resolution = 128/128/256/256/256 &amp;lt;br&amp;gt;  ... e_decals_allow_game_decals = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_decals_life_time_scale = 0.5/1/2/2/2 &amp;lt;br&amp;gt;  ... e_detail_materials_view_dist_xy = 64/2048/2048/2048/2048 &amp;lt;br&amp;gt;  ... e_detail_materials_view_dist_z = 64/128/128/128/128 &amp;lt;br&amp;gt;  ... e_dissolve = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_lod_min = 2/1/0/0/0 &amp;lt;br&amp;gt;  ... e_lod_ratio = 3/4/6/6/6 &amp;lt;br&amp;gt;  ... e_lods = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... e_max_view_dst_spec_lerp = 0/0.5/1/1/1 &amp;lt;br&amp;gt;  ... e_obj_quality = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... e_proc_vegetation = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_occlusion_culling_max_dist = 100/130/200/200/200 &amp;lt;br&amp;gt;  ... e_vegetation_bending = 1/2/2/2/2 &amp;lt;br&amp;gt;  ... e_vegetation_min_size = 1.0/0.5/0/0/0 &amp;lt;br&amp;gt;  ... e_vegetation_sprites_distance_custom_ratio_min = 0.5/0.75/1/1/1 &amp;lt;br&amp;gt;  ... e_vegetation_sprites_distance_ratio = 1/1/1/1.5/1.5 &amp;lt;br&amp;gt;  ... e_view_dist_ratio = 40/60/60/60/60 &amp;lt;br&amp;gt;  ... e_view_dist_ratio_detail = 15/19/24/30/30 &amp;lt;br&amp;gt;  ... e_view_dist_ratio_vegetation = 15/21/31/45/45 &amp;lt;br&amp;gt;  ... es_DebrisLifetimeScale = 0.3/0.6/0.8/1/1 &amp;lt;br&amp;gt;  ... i_rejecteffects = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_flash_curve_tess_error = 8/4/2/2/2 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;'''sys_spec_Full''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;sys_spec_Full [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... sys_spec_GameEffects = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_MotionBlur = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_ObjectDetail = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Particles = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Physics = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_PostProcessing = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Shading = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Shadows = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Sound = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Texture = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_VolumetricEffects = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Water = 1/2/3/4/4 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_VSync ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles vertical sync, a setting used to prevent Screen Tearing, disabling can improve performance. &amp;lt;br&amp;gt; Usage: r_VSync [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' sys_spec''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh) &amp;lt;br&amp;gt;&lt;br /&gt;
|  ''' cl_motionBlur''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: motion blur type (0=off, 1=accumulation-based, 2=velocity-based) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Objects alphatest_noise_fading out on distance &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve_transition_threshold''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Controls disabling of smooth transition if camera moves too fast &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve_transition_time''' &amp;lt;br&amp;gt; Default: 0.3 &amp;lt;br&amp;gt; Help: Lod switch duration &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ColorBits''' &amp;lt;br&amp;gt; Default: 32 &amp;lt;br&amp;gt; Help: Sets the color resolution, in bits per pixel. Default is 32. &amp;lt;br&amp;gt; Usage: r_ColorBits [32/24/16/8] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGrading''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGrading [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingDof''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading dof control. &amp;lt;br&amp;gt; Usage: r_ColorGradingDof [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingFilters''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingFilters [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingLevels''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingLevels [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingSelectiveColor''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingSelectiveColor [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_CoronaColorScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' r_CoronaFade''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Time fading factor of the light coronas. &amp;lt;br&amp;gt; Usage: r_CoronaFade 0.5Default is 0.5. &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_Coronas''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles light coronas around light sources. &amp;lt;br&amp;gt; Usage: r_Coronas [0/1]Default is 1 (on). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_CoronaSizeScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MotionBlur''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Enables per object and screen motion blur. &amp;lt;br&amp;gt; Usage: r_MotionBlur [0/1/2/3/4/101/102/103/104] &amp;lt;br&amp;gt; Default is 1 (screen motion blur on). 1 enables screen motion blur. 2 enables screen and object motion blur. &amp;lt;br&amp;gt;3 all motion blur and freezing. 4. only per object; modes above 100 also enable motion blur in multiplayer &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable ambient occlusion &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_blur''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: SSAO mask blur &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_darkening''' &amp;lt;br&amp;gt; Default: 0.075 &amp;lt;br&amp;gt; Help: Controls how much SSAO darkens flat open surfaces &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_downscale_ztarget''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Use downscaled version of z-target &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_quality''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: SSAO shader quality &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UseEdgeAA''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Toggles edge blurring/antialiasing &amp;lt;br&amp;gt; Usage: r_UseEdgeAA [0/1/2] &amp;lt;br&amp;gt; Default is 1 (edge blurring) &amp;lt;br&amp;gt; 1 = activate edge blurring mode &amp;lt;br&amp;gt; 2 = activate edge antialiasing mode (previous version) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UsePOM''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables Parallax Occlusion Mapping. &amp;lt;br&amp;gt; Usage: r_UsePOM [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_Renderer''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the quality of Renderer &amp;lt;br&amp;gt; Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shadows==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Shadows''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Shadows [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_gsm_cache = 1/1/1/0/0 &amp;lt;br&amp;gt;  ... e_gsm_lods_num = 3/4/5/5/5 &amp;lt;br&amp;gt;  ... e_gsm_range = 4/3/3/3/3 &amp;lt;br&amp;gt;  ... e_shadows = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_shadows_cast_view_dist_ratio = 0.25/0.45/0.53/0.8/0.8 &amp;lt;br&amp;gt;  ... e_shadows_from_terrain_in_all_lods = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_shadows_max_texture_size = 256/512/1024/1024/1024 &amp;lt;br&amp;gt;  ... e_shadows_on_alpha_blended = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_ShadowBlur = 0/0/3/3/3 &amp;lt;br&amp;gt;  ... r_ShadowJittering = 0/1/1/2.5/2.5 &amp;lt;br&amp;gt;  ... r_ShadowsMaskResolution = 0/0/0/0/0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_volobj_shadow_strength''' &amp;lt;br&amp;gt; Default: 0.4 &amp;lt;br&amp;gt; Help: Self shadow intensity of volume objects [0..1]. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_cache''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_cache_lod_offset''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Makes first X GSM lods not cached &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_combined''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Variable to tweak the performace of directional shadow maps &amp;lt;br&amp;gt; 0=individual textures are used for each GSM level, 1=texture are combined into one texture &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_depth_bounds_debug''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Debug GSM bounds regions calculation &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_lods_num''' &amp;lt;br&amp;gt; Default: 5 &amp;lt;br&amp;gt; Help: Number of GSM lods (0..5) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Size of LOD 0 GSM area (in meters) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range_step''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Range of next GSM lod is previous range multiplied by step &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range_step_terrain''' &amp;lt;br&amp;gt; Default: 16 &amp;lt;br&amp;gt; Help: gsm_range_step for last gsm lod containg terrain &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_scatter_lod_dist''' &amp;lt;br&amp;gt; Default: 70 &amp;lt;br&amp;gt; Help: Size of Scattering LOD GSM in meters &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_stats''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show GSM statistics 0=off, 1=enable debug to the screens &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_view_space''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' e_shadows''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of shadows &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_cast_view_dist_ratio''' &amp;lt;br&amp;gt; Default: 0.8 &amp;lt;br&amp;gt; Help: View dist ratio for shadow maps &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_shadows_clouds''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Cloud shadows &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_debug''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=off, 2=visualize shadow maps on the screen &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_from_terrain_in_all_lods''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable shadows from terrain &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_frustums''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Debug &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_max_texture_size''' &amp;lt;br&amp;gt; Default: 1024 &amp;lt;br&amp;gt; Help: Set maximum resolution of shadow map &amp;lt;br&amp;gt; 256(faster), 512(medium), 1024(better quality) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_occ_check''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable/disable shadow-caster test against the occlusion buffer &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_occ_cutCaster''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Clips the caster extrusion to the zoro height. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_on_alpha_blended''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable shadows on aplhablended  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_slope_bias''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Shadows slope bias for shadowgen &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_water''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable/disable shadows on water &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowBlur''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Selected shadow map screenspace blurring technique. &amp;lt;br&amp;gt; Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowBluriness''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowBlur is activated. &amp;lt;br&amp;gt; Usage: r_ShadowBluriness [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowGen''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 0=disable shadow map updates, 1=enable shadow map updates &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowJittering''' &amp;lt;br&amp;gt; Default: 2.5 &amp;lt;br&amp;gt; Help: Activate shadow map jittering. &amp;lt;br&amp;gt; Usage: r_ShadowJittering [0=off, 1=on] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowPass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Process shadow pass &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_ShadowsBias''' &amp;lt;br&amp;gt; Default: 8e-005 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowsBias is activated. &amp;lt;br&amp;gt; Usage: r_ShadowsBias [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsDeferredMode''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 0=Quad light bounds &amp;lt;br&amp;gt; 1=Use light volumes &amp;lt;br&amp;gt; Usage: r_ShadowsDeferredMode [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsDepthBoundN'''&amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 1=use N'''Depth Bound extension &amp;lt;br&amp;gt; Usage: CV_r_ShadowsDepthBoundN'''[0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsForwardPass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 1=use Forward prepare depth maps pass &amp;lt;br&amp;gt; Usage: CV_r_ShadowsForwardPass [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsGridAligned''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Selects algorithm to use for shadow mask generation: &amp;lt;br&amp;gt; 0 - Disable shadows snapping &amp;lt;br&amp;gt; 1 - Enable shadows snapping &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ShadowsMaskDownScale''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Saves video memory by using lower resolution for shadow masks except first one &amp;lt;br&amp;gt; 0=per pixel shadow mask &amp;lt;br&amp;gt; 1=half resolution shadow mask &amp;lt;br&amp;gt; Usage: r_ShadowsMaskDownScale [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsMaskResolution''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=per pixel shadow mask &amp;lt;br&amp;gt; 1=horizontal half resolution shadow mask &amp;lt;br&amp;gt; 2=horizontal and vertical half resolution shadow mask &amp;lt;br&amp;gt; Usage: r_ShadowsMaskResolution [0/1/2] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsSlopeScaleBias''' &amp;lt;br&amp;gt; Default: 1.8 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowBlur is activated. &amp;lt;br&amp;gt; Usage: r_ShadowBluriness [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsStencilPrePass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 1=Use Stencil pre-pass for shadows &amp;lt;br&amp;gt; Usage: r_ShadowsStencilPrePass [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowTexFormat''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: 0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target &amp;lt;br&amp;gt; 2=use R32F texture format for depth map &amp;lt;br&amp;gt; 3=use ATI's DF24 texture format for depth map &amp;lt;br&amp;gt; 4=use NVIDIA's D24S8 texture format for depth map &amp;lt;br&amp;gt; 5=use NVIDIA's D16 texture format for depth map &amp;lt;br&amp;gt; Usage: r_ShadowTexFormat [0-5] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_VarianceShadowMapBlurAmount''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activate shadow map blur. &amp;lt;br&amp;gt; Usage: r_VarianceShadowMapBlurAmount [0=deactivate, &amp;gt;0 to specify blur amount (1=normal)] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shaders====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Shading''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Shading [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_max_entity_lights = 4/7/11/16/16 &amp;lt;br&amp;gt;  ... e_particles_lights = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_ram_maps = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_sky_type = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_sky_update_rate = 0.12/0.5/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_ao = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_normal_map = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_vegetation_use_terrain_color = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_DetailDistance = 0/4/8/8/8 &amp;lt;br&amp;gt;  ... r_DetailNumLayers = 0/1/1/2/2 &amp;lt;br&amp;gt;  ... r_DetailTextures = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_EnvTexUpdateInterval = 0.1/0.075/0.05/0.05/0.05 &amp;lt;br&amp;gt;  ... r_FillLights = 0/0/14/14/14 &amp;lt;br&amp;gt;  ... r_HDRRendering = 0/0/2/2/2 &amp;lt;br&amp;gt;  ... r_HairSortingQuality = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_SSAO = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_SSAO_quality = 1/1/1/2/2 &amp;lt;br&amp;gt;  ... r_SSAO_radius = 1/1/1/2/2 &amp;lt;br&amp;gt;  ... r_TexturesFilteringQuality = 2/1/0/0/0 &amp;lt;br&amp;gt;  ... r_UsePom = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... r_rain = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_refraction = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_flash_edgeaa = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_spec_Quality = 1/2/3/4/4 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; '''sys_spec_Quality''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;sys_spec_Quality [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... q_Renderer = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderFX = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderGeneral = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderGlass = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderHDR = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderIce = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderMetal = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderPostProcess = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderShadow = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderSky = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderTerrain = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderVegetation = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... r_LightsSinglePass = 1/0/0/0/0 &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_ShadersAsyncCompiling''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable asynchronous shader compiling &amp;lt;br&amp;gt; Usage: r_ShadersAsyncCompiling [0/1] &amp;lt;br&amp;gt;  0 = off, (stalling) shadering compiling &amp;lt;br&amp;gt;  1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow &amp;lt;br&amp;gt;  2 = on, shaders are compiled in parallel, missing shaders are not rendered &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MergeShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OptimiseShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_PrecacheShaderList'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_PrecacheShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' q_ShaderFX''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of FX &amp;lt;br&amp;gt; Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderGeneral''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of General &amp;lt;br&amp;gt; Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderGlass''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Glass &amp;lt;br&amp;gt; Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderHDR''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of HDR &amp;lt;br&amp;gt; Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' q_ShaderIce''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Ice &amp;lt;br&amp;gt; Usage: q_ShaderIce 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; ''' q_ShaderMetal''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Metal &amp;lt;br&amp;gt; Usage: q_ShaderMetal 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderPostProcess''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of PostProcess &amp;lt;br&amp;gt; Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderShadow''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Shadow &amp;lt;br&amp;gt; Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderSky''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Sky &amp;lt;br&amp;gt; Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderTerrain''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Terrain &amp;lt;br&amp;gt; Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderVegetation''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Vegetation &amp;lt;br&amp;gt; Usage: q_ShaderVegetation 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderWater''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Defines the shader quality of Water &amp;lt;br&amp;gt; Usage: q_ShaderWater 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''r_HDRRendering''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Enables, or Disables HDR Rendering &amp;lt;br&amp;gt; Usage: r_HDRRendering 0=off/1=on/2=on&amp;lt;br&amp;gt;''Note: Disabling HDR Rendering will generally improve performance, with the exception of maps with dense vegetation ([[TC_Harvest|Harvest]], [[TC_Tukayyid|Tukayyid]]). It's worth leaving HDR enabled for these two maps alone, since the  effect on performance is already so low, and that the two maps are almost unplayable without it.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Particles==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Particles''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables  &amp;lt;br&amp;gt; sys_spec_Particles [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_particles_lod = 0.75/1/1/1/1 &amp;lt;br&amp;gt;  ... e_particles_max_emitter_draw_screen = 4/8/16/32/32 &amp;lt;br&amp;gt;  ... e_particles_object_collisions = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_particles_quality = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... e_water_ocean_soft_particles = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_UseSoftParticles = 0/1/1/1/1 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; '''r_UseParticlesGlow''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables glow particles. &amp;lt;br&amp;gt; Usage: CV_r_useparticles_glow [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UseParticlesRefraction''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables refractive particles. &amp;lt;br&amp;gt; Usage: r_UseParticlesRefraction [0/1] &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_UseSoftParticles''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables soft particles. &amp;lt;br&amp;gt; Usage: r_UseSoftParticles [0/1] &amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;''' e_particles_lights''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Allows to have simple light source attached to every article &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_lod''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Multiplier to particle count &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_max_emitter_draw_screen''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Max screen fill per emitter -- fade out earlier&amp;lt;br&amp;gt; ''Warning: Setting this to 0 is bugged, and will instead act as if it's set to Max. For lowering the e_particles_max_emitter_draw_screen effect (Laser glare, Gauss fog, etc.) the lowest value set should be 4'' &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_min_draw_pixels''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Pixel size cutoff for rendering particles -- fade out earlier &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_particles_object_collisions''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable particle/object collisions for SimpleCollision &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_preload''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable preloading of all particle effects at the begining &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_quality''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Current particles detail quality &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_particles_thread''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable particle threading &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' g_breakage_particles_limit''' &amp;lt;br&amp;gt; Default: 200 &amp;lt;br&amp;gt; Help: Imposes a limit on particles generated during 2d surfaces breaking &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Postprocessing==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_PostProcessing''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_PostProcessing [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... r_Coronas = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_DepthOfField = 0/1/1/2/2 &amp;lt;br&amp;gt;  ... r_Flares = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_GlowScreenMultiplier = 0.2/0.2/0.2/0.2/0.2 &amp;lt;br&amp;gt;  ... r_UseEdgeAA = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_colorgrading = 0/1/0/1/1 &amp;lt;br&amp;gt;  ... r_sunshafts = 0/0/0/1/1 &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_GameEffects''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_GameEffects [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... g_battleDust_enable = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... g_ragdollDistance = 10.0/20.0/30.0/40.0/40.0 &amp;lt;br&amp;gt;  ... g_ragdollMinTime = 5.0/8.0/13.0/15.0/15.0 &amp;lt;br&amp;gt;  ... g_ragdollUnseenTime = 2/2/2/2/2 &amp;lt;br&amp;gt;  ... i_lighteffects = 0/0/0/0/0 &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_refraction''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables refraction. &amp;lt;br&amp;gt; Usage: r_refraction [0/1] &amp;lt;br&amp;gt; Default is 1 (on). Set to 0 to disable. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Physics==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''These variables control the behavior of physics-bound objects such as destroyed trees, concrete, and fallen [[Battle Armor]]. All of these variables can be set to their minimum threshold for some improvements in performance, while having little noticeable effect on ingame visuals.'' &lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Physics''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Physics [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_cull_veg_activation = 20/30/50/50/50 &amp;lt;br&amp;gt;  ... e_foliage_wind_activation_dist = 0/10/20/25/25 &amp;lt;br&amp;gt;  ... e_phys_foliage = 1/2/2/2/2 &amp;lt;br&amp;gt;  ... e_phys_ocean_cell = 0/1/0.5/0.5/0.5 &amp;lt;br&amp;gt;  ... es_MaxPhysDist = 50/100/200/200/200 &amp;lt;br&amp;gt;  ... es_MaxPhysDistInvisible = 10/15/25/25/25 &amp;lt;br&amp;gt;  ... g_breakage_particles_limit = 80/130/200/250/250 &amp;lt;br&amp;gt;  ... g_joint_breaking = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... g_tree_cut_reuse_dist = 0.7/0.35/0/0/0 &amp;lt;br&amp;gt;  ... p_max_MC_iters = 4000/5000/6000/6000/6000 &amp;lt;br&amp;gt;  ... p_max_object_splashes = 3/3/3/3/3 &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''ca_UsePhysics''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: the physics is not applied (effectively, no IK) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' es_OnDemandPhysics''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; Usage: es_OnDemandPhysics [0/1] &amp;lt;br&amp;gt; Default is 1 (on).&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollDistance''' &amp;lt;br&amp;gt; Default: 40 &amp;lt;br&amp;gt; Help: distance in meters that the player has to be away from the ragdoll before it can disappear &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' g_ragdollMinTime''' &amp;lt;br&amp;gt; Default: 15 &amp;lt;br&amp;gt; Help: minimum time in seconds that a ragdoll will be visible &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollPollTime''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: time in seconds where 'unseen' polling is done &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollUnseenTime''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: time in seconds that the player has to look away from the ragdoll before it disappears &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' gpu_particle_physics ''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable GPU physics if available (0=off / 1=enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Textures==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''These are the graphics that illustrate 'Mechs, level terrain, and the various buildings, vehicles and vegetation within the game. If you can see it, it's textured. Compared to other variables, these have a relatively small impact on ingame performance, with some players finding no noticable effect at all.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Texture''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Texture [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... r_DynTexAtlasCloudsMaxSize = 24/24/32/32/32 &amp;lt;br&amp;gt;  ... r_DynTexAtlasSpritesMaxSize = 16/16/24/32/32 &amp;lt;br&amp;gt;  ... r_DynTexMaxSize = 50/60/80/80/80 &amp;lt;br&amp;gt;  ... r_EnvCMResolution = 0/1/2/2/2 &amp;lt;br&amp;gt;  ... r_EnvTexResolution = 1/2/3/3/3 &amp;lt;br&amp;gt;  ... r_ImposterRatio = 2/1.5/1/1/1 &amp;lt;br&amp;gt;  ... r_TexAtlasSize = 512/1024/1024/2048/2048 &amp;lt;br&amp;gt;  ... r_TexSkyResolution = 1/0/0/0/0 &amp;lt;br&amp;gt;  ... r_TexturesStreaming = 0/0/2/2/2 &amp;lt;br&amp;gt;  ... r_VegetationSpritesTexRes = 64/64/64/64/64 &amp;lt;br&amp;gt;  ... sys_LowSpecPak = 1/1/0/0/0 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''sys_LowSpecPak''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: use low resolution textures from special pak file or emulate if no such pak exists &amp;lt;br&amp;gt; 0=don't use lowspec.pak (full texture quality) &amp;lt;br&amp;gt; 1=use lowspec.pak (faster loading of textures, reduced texture quality) &amp;lt;br&amp;gt; Usage: sys_LowSpecPak 0/1 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailDistance''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Distance used for per-pixel detail layers blending. &amp;lt;br&amp;gt; Usage: r_DetailDistance (1-20) &amp;lt;br&amp;gt; Default is 6. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailNumLayers''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Sets the number of detail layers per surface. &amp;lt;br&amp;gt; Usage: r_DetailNumLayers 2 &amp;lt;br&amp;gt; Default is 2. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailTextures''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles detail texture overlays. &amp;lt;br&amp;gt; Usage: r_DetailTextures [0/1] &amp;lt;br&amp;gt; Default is 1 (detail textures on). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_TexBumpResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Reduces texture resolution. &amp;lt;br&amp;gt; Usage: r_TexBumpResolution [0/1/2/3/4] &amp;lt;br&amp;gt; When 0  texture resolution is unaffected, 1 halves, 2 quarters etc. (max 4) &amp;lt;br&amp;gt;''This variable controls the clarity of the edges on Mech and other models, gradually rounding / softening models at higher settings as polygons are reduced.'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexNoAniso''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Anisothropic filter  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexNormalMapType''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Reduces texture resolution. &amp;lt;br&amp;gt; Usage: r_TexResolution [0/1/2/3/4] &amp;lt;br&amp;gt; When 0 (default) model texture resolution is unaffected, 1 halves, 2 quarters etc. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TextureCompressor''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Defines which texture compressor is used (fallback is DirectX) &amp;lt;br&amp;gt; Usage: r_TextureCompressor [0/1] &amp;lt;br&amp;gt; 0 uses nvDXT, 1 uses Squish if possible &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesFilteringQuality''' &amp;lt;br&amp;gt; Default: 9 &amp;lt;br&amp;gt; Help: Configures texture filtering adjusting. &amp;lt;br&amp;gt; Usage: r_TexturesFilteringQuality [#] &amp;lt;br&amp;gt; where # represents: &amp;lt;br&amp;gt; 	0: Highest quality &amp;lt;br&amp;gt; 	1: Medium quality &amp;lt;br&amp;gt; 	2: Low quality &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_TexturesStreaming ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables direct streaming of textures from disk during game. &amp;lt;br&amp;gt; Usage: r_TexturesStreaming [0/1] &amp;lt;br&amp;gt; Default is 0 (off). All textures save in native format with mips in a &amp;lt;br&amp;gt; cache file. Textures are then loaded into texture memory from the cache. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingMaxAsync''' &amp;lt;br&amp;gt; Default: 0.25 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingNoUpload''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingOnlyVideo''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingSync''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamPoolSize''' &amp;lt;br&amp;gt; Default: 128 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Decals==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''Decals are the bullet holes, laser burns, scuffs. concrete stains and roads ingame. A lot of realism is lost in disabling them outright, however many see a dramatic boost in performance in their absence. With the many options to specify their behavior, a comfortable middleground is easy to achieve.'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''ca_UseDecals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt;Help: if set to 0, effectively disables creation of decals on characters &amp;lt;br&amp;gt; 2 - alternative method of calculating/building the decals &amp;lt;br&amp;gt; ''Ingame Roads are considered decals, and become invisible if disabled.'' &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of decals (game decals and hand-placed) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_allow_game_decals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Allows creation of decals by game (like weapon bullets marks) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_clip''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Clip decal geometry by decal bbox &lt;br /&gt;
&amp;lt;br&amp;gt; ''' e_decals_hit_cache''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Use smart hit cacheing for bullet hits (may cause no decals in some cases) &amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_decals_life_time_scale''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Allows to increase or reduce decals life time for different specs &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_decals_merge''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Combine pieces of decals into one render call &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; ''' e_decals_neighbor_max_life_time''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: If not zero - new decals will force old decals to fade in X seconds &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_decals_overlapping''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: If zero - new decals will not be spawned if the distance to nearest decals less than X &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_precreate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Pre-create decals at load time &amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_decals_range''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Less precision for decals outside this range &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_wrap_around_min_size''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; ''' e_foliage_wind_activation_dist''' &amp;lt;br&amp;gt; Default: 25 &amp;lt;br&amp;gt; Help: If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' e_lod_max''' &amp;lt;br&amp;gt; Default: 6 &amp;lt;br&amp;gt; Help: Max LOD for objects &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lod_min''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Min LOD for objects &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_lod_min_tris''' &amp;lt;br&amp;gt; Default: 300 &amp;lt;br&amp;gt; Help: LODs with less triangles will not be used &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lod_ratio''' &amp;lt;br&amp;gt; Default: 6 &amp;lt;br&amp;gt; Help: LOD distance ratio for objects &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lods''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Load and use LOD models for static geometry &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_lowspec_mode''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables lowspec mode &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_materials''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates material support for non animated objects  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_max_view_dst_spec_lerp''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 1 - use max view distance set by designer for very high spec &amp;lt;br&amp;gt; 0 - for very low spec &amp;lt;br&amp;gt; Values between 0 and 1 - will lerp between high and low spec max view distances &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_precache_level''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Pre-render objects right after level loading&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lighting==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_VolumetricEffects''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_VolumetricEffects [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_Clouds = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_Beams = 4/3/3/3/3 &amp;lt;br&amp;gt;  ... r_BeamsDistFactor = 1/0.5/0.5/0.05/0.05 &amp;lt;br&amp;gt;  ... r_BeamsMaxSlices = 16/32/64/200/200 &amp;lt;br&amp;gt;  ... r_CloudsUpdateAlways = 0/0/0/0/0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Beams''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles light beams. &amp;lt;br&amp;gt; Usage: r_Beams [0/1/2/3] &amp;lt;br&amp;gt; Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to &amp;lt;br&amp;gt; use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use &amp;lt;br&amp;gt; optimized and with glow support beams. &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_BeamsDistFactor''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Distance between slices. &amp;lt;br&amp;gt; Usage: r_BeamsDistFactor [fValue] &amp;lt;br&amp;gt; Default is 0.01 (0.01 meters between slices). &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_BeamsMaxSlices''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Number of volumetric slices allowed per light beam. &amp;lt;br&amp;gt; Usage: r_BeamsMaxSlices [1-300] &amp;lt;br&amp;gt; Default is 200 (high-spec). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_FillLights''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activate simple differed light sources usage &amp;lt;br&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_FillLightsMode''' &amp;lt;br&amp;gt; Default: 14 &amp;lt;br&amp;gt; Help: Fill lights mode &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Flares''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles sunlight lens flare effect. &amp;lt;br&amp;gt; Usage: r_Flares [0/1] &amp;lt;br&amp;gt; Default is 1 (on). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_sunshafts''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables sun shafts. &amp;lt;br&amp;gt; Usage: r_sunshafts [0/1] &amp;lt;br&amp;gt; Default is 1 (on). Set to 0 to disable &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_max_entity_lights''' &amp;lt;br&amp;gt; Default: 16 &amp;lt;br&amp;gt; Help: Set maximum number of lights affecting object&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Environment==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Terrain===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_TerrainAO''' &amp;lt;br&amp;gt; Default: 7 &amp;lt;br&amp;gt; Help: 7=Activate terrain AO deferred passes &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_TerrainAO_FadeDist''' &amp;lt;br&amp;gt; Default: 8 &amp;lt;br&amp;gt; Help: Controls sky light fading in tree canopy in Z direction &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of detail materials on terrain ground &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials_view_dist_xy''' &amp;lt;br&amp;gt; Default: 50 &amp;lt;br&amp;gt; Help: Max view distance of terrain XY materials &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials_view_dist_z''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Max view distance of terrain Z materials &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_on_demand_maxsize''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Specifies the maximum size of vegetation objects that are physicalized on-demand &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_on_demand_physics''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Turns on on-demand vegetation physicalization &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_phys_foliage''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_proc_vegetation''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show procedurally distributed vegetation  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_render''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable engine rendering &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_stream_areas''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Stream content of terrain and indoor sectors &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_vegetation_use_terrain_color''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Allow blend with terrain color for vegetations &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_view_dist_ratio_detail''' &amp;lt;br&amp;gt; Default: 30 &amp;lt;br&amp;gt; Help: View distance ratio for detail objects  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' es_VisCheckForUpdate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; Usage: es_VisCheckForUpdate [0/1] &amp;lt;br&amp;gt; Default is 1 (on).  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sky===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_CloudsUpdateAlways''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles updating of clouds each frame. &amp;lt;br&amp;gt; Usage: r_CloudsUpdateAlways [0/1]  Default is 0 (off) &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_TexSkyResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_sky_type''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Type of sky used: 0 (static), 1 (dynamic). &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_sky_update_rate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Percentage of a full dynamic sky update calculated per frame (0..100].&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Water===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Water''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Water [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_water_ocean_fft = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... e_water_tesselation_amount = 1/6/7/10/10 &amp;lt;br&amp;gt;  ... e_water_tesselation_swath_width = 5/10/10/10/10 &amp;lt;br&amp;gt;  ... q_ShaderWater = 0/1/2/2/2 &amp;lt;br&amp;gt;  ... r_WaterCaustics = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterReflections = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterReflectionsMinVisiblePixelsUpdate = 0.05/0.05/0.05/0.05/0.05 &amp;lt;br&amp;gt;  ... r_WaterReflectionsQuality = 0/1/2/4/4 &amp;lt;br&amp;gt;  ... r_WaterRefractions = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterUpdateDistance = 0.2/1/1/0.2/0.2 &amp;lt;br&amp;gt;  ... r_WaterUpdateFactor = 0.5/0.1/0.05/0.05/0.05 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_hw_occlusion_culling_water''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates usage of HW occlusion test for ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_bottom''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing bottom of ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_fft''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates fft based ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_soft_particles''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables ocean soft particles &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_tesselation_amount''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set tesselation amount &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_tesselation_swath_width''' &amp;lt;br&amp;gt; Default: 10 &amp;lt;br&amp;gt; Help: Set the swath width for the boustrophedonic mesh stripping &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_water_volumes''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of water volumes &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_waves''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of water waves &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_water_waves_tesselation_amount''' &amp;lt;br&amp;gt; Default: 5 &amp;lt;br&amp;gt; Help: Sets water waves tesselation amount &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterCaustics''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles under water caustics. &amp;lt;br&amp;gt; Usage: r_WaterCaustics [0/1] &amp;lt;br&amp;gt; Default is 1 (enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterGodRays''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables under water god rays. &amp;lt;br&amp;gt; Usage: r_WaterGodRays [0/1] &amp;lt;br&amp;gt; Default is 1 (enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflections''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles water reflections. &amp;lt;br&amp;gt; Usage: r_WaterReflections [0/1] &amp;lt;br&amp;gt; Default is 1 (water reflects). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMGPU''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles water reflections.multi-gpu support &amp;lt;br&amp;gt; Usage: r_WaterReflectionsMGPU [0/1/2] &amp;lt;br&amp;gt; Default is 0 (single render update), 1 (multiple render updates) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMinVisiblePixelsUpdate''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Activates water reflections if visible pixels above a certain threshold. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMinVisUpdateDistanceMul''' &amp;lt;br&amp;gt; Default: 10 &amp;lt;br&amp;gt; Help: Activates update distance multiplier when water mostly occluded. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_WaterReflectionsMinVisUpdateFactorMul''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Activates update factor multiplier when water mostly occluded. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_WaterReflectionsQuality''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Activates water reflections quality setting. &amp;lt;br&amp;gt; Usage: r_WaterReflectionsQuality [0/1/2/3] &amp;lt;br&amp;gt; Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything) &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_WaterReflectionsUseMinOffset''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates water reflections use min distance offset. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_WaterRefractions''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles water refractions. &amp;lt;br&amp;gt; Usage: r_WaterRefractions [0/1] &amp;lt;br&amp;gt; Default is 1 (water refracts). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterUpdateDistance''' &amp;lt;br&amp;gt; Default: 0.2 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterUpdateFactor''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Distance factor for water reflected texture updating. &amp;lt;br&amp;gt; Usage: r_WaterUpdateFactor 0.01 &amp;lt;br&amp;gt; Default is 0.01. 0 means update every frame &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanLodDist''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanMaxSplashes''' &amp;lt;br&amp;gt; Default: 8 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanRendType''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanSectorSize''' &amp;lt;br&amp;gt; Default: 128 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanSplashScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanTexUpdate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_phys_ocean_cell''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Cell size for ocean approximation in physics, 0 assumes flat plane &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc=== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Controls==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''The following settings have no effect on the games processing, as much as its performance in terms of user input. There are no variables that will significantly improve or reduce FPS here.''&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''exec'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help: executes a batch file of console commands &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' Bind'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' toggleIntCvar''' &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help: toggleIntCvar cvarName [value1 value2] - toggles an int cvar between 1 and 0 or, if set, value1 and value2 to ease keybindings. E.g.: &amp;lt;br&amp;gt;   &amp;quot;bind f4 toggleIntCvar cl_hud&amp;quot; &amp;lt;br&amp;gt;   &amp;quot;bind f5 toggleIntCvar profile 6 0&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' aln_debug_filter''' &amp;lt;br&amp;gt; Default:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_controllersensitivity''' &amp;lt;br&amp;gt; Default: 45 &amp;lt;br&amp;gt; Help: Set controller sensitivity! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_crouchToggle''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: To make the crouch key work as a toggle &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_free_reticle_independent''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: if 1 the reticle is freed from the torso &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_invertController''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Controller Look Up-Down invert &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' cl_invertMouse''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: mouse invert? &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivity''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Set mouse sensitivity! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivityAerospace''' &amp;lt;br&amp;gt; Default: 45 &amp;lt;br&amp;gt; Help: Set joystick sensitivity for aerospace! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivityZeroG''' &amp;lt;br&amp;gt; Default: 70 &amp;lt;br&amp;gt; Help: Set mouse sensitivity in ZeroG! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_turretsensitivity''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Mouse sensitivity multiplier for turret aiming &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Coeff_X''' &amp;lt;br&amp;gt; Default: 12.25 &amp;lt;br&amp;gt; Help: Analog controller X rotation scale &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Coeff_Z''' &amp;lt;br&amp;gt; Default: 25 &amp;lt;br&amp;gt; Help: Analog controller Z rotation scale &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Curve_X''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Analog controller X rotation curve &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Curve_Z''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Analog controller Z rotation curve &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' i_mouse_accel''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse acceleration, 0.0 means no acceleration. &amp;lt;br&amp;gt; Usage: i_mouse_accel [float number] (usually a small number, 0.1 is a good one) &amp;lt;br&amp;gt; Default is 0.0 (off) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_accel_max''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Set mouse max mouse delta when using acceleration. &amp;lt;br&amp;gt; Usage: i_mouse_accel_max [float number] &amp;lt;br&amp;gt; Default is 100.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_buffered''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles mouse input buffering. &amp;lt;br&amp;gt; Usage: i_mouse_buffered [0/1] &amp;lt;br&amp;gt; Default is 0 (off). Set to 1 to process buffered mouse input. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_inertia''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse inertia. It is disabled (0.0) by default. &amp;lt;br&amp;gt; Usage: i_mouse_inertia [float number] &amp;lt;br&amp;gt; Default is 0.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_smooth''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input. &amp;lt;br&amp;gt; Usage: i_mouse_smooth [float number] (1.0 = very very smooth, 30 = almost istant) &amp;lt;br&amp;gt; Default is 0.0 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Customization==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''name''' &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_hud''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Show/Hide the HUD &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Fullscreen''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode. &amp;lt;br&amp;gt; Usage: r_Fullscreen [0=window/1=fullscreen] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_chDamageIndicator''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Switch crosshair-damage indicator... (1 on, 0 off) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_colorLine''' &amp;lt;br&amp;gt; Default: 4481854 &amp;lt;br&amp;gt; Help: HUD line color. &amp;lt;br&amp;gt;  &lt;br /&gt;
|''' hud_colorOver''' &amp;lt;br&amp;gt; Default: 14125840 &amp;lt;br&amp;gt; Help: HUD hovered color. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_colorText''' &amp;lt;br&amp;gt; Default: 12386209 &amp;lt;br&amp;gt; Help: HUD text color. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_showAllOnScreenObjectives''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show all on screen objectives, not only the active one. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Brightness''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Sets the display brightness. &amp;lt;br&amp;gt; Usage: r_Brightness 0.5 &amp;lt;br&amp;gt; Default is 0.5. &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_Contrast''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Sets the display contrast. &amp;lt;br&amp;gt; Usage: r_Contrast 0.5 &amp;lt;br&amp;gt; Default is 0.5. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_DisplayInfo ''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles debugging information display. &amp;lt;br&amp;gt; Usage: r_DisplayInfo [0=off/1=show/2=enhanced] &amp;lt;br&amp;gt; Along with other info: 1 shows FPS, 2 shows FrameTime  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_Gamma''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop) &amp;lt;br&amp;gt; Usage: r_Gamma 1.0 &amp;lt;br&amp;gt; 1 off (default), try values like 1.6 or 2.2 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MultiGPU''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: 0 = disabled, 1 = extra overhead to allow SLI(NVidia) or Crossfire(ATI), 2 = automatic detection (currently SLI only, means off for ATI). Should be activated before rendering on systems mounting multiple compatible GPU's.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sounds==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Sound''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Sound [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... s_CacheSize = 50/60/70/80/80 &amp;lt;br&amp;gt;  ... s_FormatSampleRate = 44100/48000/48000/48000/48000 &amp;lt;br&amp;gt;  ... s_MPEGDecoders = 16/24/32/32/32 &amp;lt;br&amp;gt;  ... s_Obstruction = 2/2/1/1/1 &amp;lt;br&amp;gt;  ... s_ObstructionAccuracy = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... s_ObstructionUpdate = 1.0/0.5/0.2/0.1/0.1 &amp;lt;br&amp;gt;  ... s_ReverbType = 0/2/2/2/2 &amp;lt;br&amp;gt;  ... s_SoundMoodsDSP = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... s_VariationLimiter = 0.3/0.6/1.0/1.0/1.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_DialogVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Sets the volume of all dialog sounds. &amp;lt;br&amp;gt; Usage: s_DialogVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_Doppler''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles Doppler effect on and off. &amp;lt;br&amp;gt; Usage: s_Doppler [0/1] &amp;lt;br&amp;gt; Default is 1 (on). &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' s_DopplerScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Sets the strength of the Doppler effect. &amp;lt;br&amp;gt; Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameDialogVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the dialog volume for game use. &amp;lt;br&amp;gt; Usage: s_GameDialogVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameMusicVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the music volume for game use. &amp;lt;br&amp;gt; Usage: s_GameMusicVolume 0.2 &amp;lt;br&amp;gt; Default is 1.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameSFXVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the sfx volume for game use. &amp;lt;br&amp;gt; Usage: s_GameSFXVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' s_MusicEnable''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: enable/disable music &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' s_MusicVolume''' &amp;lt;br&amp;gt; Default: 0.6 &amp;lt;br&amp;gt; Help: Sets the music volume from 0 to 1 in the games option. &amp;lt;br&amp;gt; Usage: s_MusicVolume 0.2 &amp;lt;br&amp;gt; Default is 0.5 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_SpeakerConfig ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Sets up the preferred speaker configuration. &amp;lt;br&amp;gt; Usage: s_SpeakerConfig # &amp;lt;br&amp;gt; where # is a number between 0 and 7 representing &amp;lt;br&amp;gt;  0: Control Panel Settings &amp;lt;br&amp;gt; 	1: Mono &amp;lt;br&amp;gt; 	2: Stereo &amp;lt;br&amp;gt; 	3: Headphone &amp;lt;br&amp;gt; 	4: 4Point1 &amp;lt;br&amp;gt; 	5: 5Point1 &amp;lt;br&amp;gt; 	6: Prologic &amp;lt;br&amp;gt; 	7: 7Point1 &amp;lt;br&amp;gt; Default is 0 (Control Panel Setting). &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using ''Exec'' and ''Bind'' Console Variables==&lt;br /&gt;
In combination, the '''''exec''''' and '''''bind''''' functions can be used for a number of interesting CVar goals. From conditionally changing your graphics, binding a suicide button or swapping between control schemes for Mech, Aircraft or Vehicles- it's all done from here.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===The ''bind'' Console Variable===&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The ''exec'' Console Variable===&lt;br /&gt;
The '''''exec''''' console variable allows you to run a .cfg file of console variables from within the game itself. &lt;br /&gt;
# Write a batch of console variables you wish to execute&lt;br /&gt;
# Save it as a .cfg file (of any name, but we're assuming ''example.cfg'' for this next step)&lt;br /&gt;
# Place it in the correct folder&lt;br /&gt;
# Run it by typing ''exec example.cfg'' in the console&lt;br /&gt;
&lt;br /&gt;
==Using the User.cfg File to Ensure Setting Consistency==&lt;br /&gt;
For players that want to circumvent the bug that resets their settings between sessions- the following variables control the ingame sound and display settings.&lt;br /&gt;
: s_DialogVolume = ...&lt;br /&gt;
: s_GameDialogVolume = ...&lt;br /&gt;
: s_GameMusicVolume = ...&lt;br /&gt;
: s_gameSFXVolume = ...&lt;br /&gt;
: r_contrast = ...&lt;br /&gt;
: r_brightness = ...&lt;br /&gt;
: r_gamma = ...&lt;br /&gt;
''Remember, typing the variable alone without a value will prompt the system to tell you its current state. After setting the brightness, sound, and other associated settings using the sliders to your preference- you can read their values from the console, and set them permanently in the user.cfg.''&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Thanatos&amp;diff=10442</id>
		<title>Thanatos</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Thanatos&amp;diff=10442"/>
				<updated>2020-06-30T18:21:58Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant F */ is -&amp;gt; are&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Thanatos.png&lt;br /&gt;
| ImageGif = File:Thanatos_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 10&lt;br /&gt;
| Tier = 12&lt;br /&gt;
| Tonnage = 75&lt;br /&gt;
| Speed = 85&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +49°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 87 100&lt;br /&gt;
| ArmorT Prime = 68 325&lt;br /&gt;
| Engine Prime = PlasmaStar 375 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM30]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;14t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 90 700&lt;br /&gt;
| ArmorT A = 65 128&lt;br /&gt;
| Engine A = PlasmaStar 375 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 86 800&lt;br /&gt;
| ArmorT B = 65 128&lt;br /&gt;
| Engine B = PlasmaStar 375 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ArrowIV]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LBX2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 89 800&lt;br /&gt;
| ArmorT C = 71 524&lt;br /&gt;
| Engine C = PlasmaStar 375 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LPPC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 92 300&lt;br /&gt;
| ArmorT D = 71 524&lt;br /&gt;
| Engine D = PlasmaStar 375 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;14.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 87 600&lt;br /&gt;
| ArmorT E = 65 128&lt;br /&gt;
| Engine E = PlasmaStar 375 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[LBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 82 000&lt;br /&gt;
| ArmorT F = 65 128&lt;br /&gt;
| Engine F = PlasmaStar 375 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 86 500&lt;br /&gt;
| ArmorT G = 65 128&lt;br /&gt;
| Engine G = PlasmaStar 375 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LRM10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;13.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor CT = 10921&lt;br /&gt;
| Armor LRT = 6760&lt;br /&gt;
| Armor B = 6240&lt;br /&gt;
| Armor LRA = 5460&lt;br /&gt;
| Armor INT = 4493&lt;br /&gt;
| Armor LRL = 7489&lt;br /&gt;
&lt;br /&gt;
| Version = 0.12.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Current for 0.12.0 --&amp;gt;&lt;br /&gt;
The '''Thanatos''' is a large, powerful, [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]]. With its heavy armor, wide array of [[Weapons]], and high speed and maneuverability for an IS heavy Mech, with 360° torso twist, the Thanatos is a formidable Mech marred by its bulky, wide chassis and occasional Heat problems. All variants of the Thanatos come with varied pieces of [[Equipment]], making it a very adaptable [[Mechs|Mech]] capable of excelling in nearly any combat situation. Particularly, '''EVERY''' Thanatos come with hard mounted [[GECM]], making them excellent options if avoiding radar detection is of utmost importance. However, it is important to note that the Thanatos has a very large and very noticeable profile; it's relatively tall and extremely wide, making it easy to spot from a distance, as well as somewhat limiting the types of cover it can effectively utilize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
The Thanatos Prime packs an [[Energy Weapon]]-heavy loadout consisting of an 2 [[ERLL]]s and 2 [[ERML]]s.  This diverse array of [[Lasers]] lends the Prime variant decent damage capabilities at nearly any range, and when supplemented by its [[MRM30]], the Thanatos Prime can put alot of hurt on a target very quickly.  [[GECM]] and [[C3]] allows it to stay relatively concealed while sharing its radar information with allies, while [[JJ|Standard Jump Jets]] afford it additional maneuverability and [[Gameplay Tactics#Poptarting|poptarting]] capabilities.  The Prime variant has excellent combat longevity due to both its large Energy Weapon arsenal, as well as the free ton for MRM30 reloads; however, with only 6 [[DHS]], it suffers a bit when it comes to heat management. Also, due to the [[MRM30]]s long reload time and relatively challenging use, the Prime typically deals less damage over time compared to the other variants so Mechwarriors should be wary of not trying to bite off more than one can chew.&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
The A variant is a fearsome mid-range fighter, stripping Heat Sinks and weaponry in order to cram in a mighty [[HGauss]].  Supplemented by 4 [[ERML]]s, the Thanatos A is an excellent Mech in finishing-off the heavily damaged opponents. Added [[LAMS]] and [[GECM]] systems also afford it decent survivability. [[iJJ|Improved Jump Jets]] can make it a devastating ambusher when used with [[Passive Radar]]. Although note the LAMS will break stealth on any enemy rockets passing by. Heat can be a bit of a concern, as the Thanatos A mounts only 2 extra [[DHS|Dual Heat Sinks]], and though carrying 2 [[free tons]], ammo can be a serious concern as this only affords a total of 18 HGauss rounds(6 loaded, 12 extra). The greatest weakness of this variant is it's greatest strength - The Heavy Gauss mounted on its arm is a very easy target with little armor, leaving it the first thing aware pilots shoot at. After taking down the primary gun, this variant remains relatively harmless.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The [[Inner Sphere]]'s only part time Arrow boat, the Thanatos B sports a single [[ArrowIV]] launcher, backed by a duo of [[LBX2]] and an [[ERLL]]. The Arrow launcher, with all of its quirks, forces the asset's operation to revolve around it. This mean you will need a forward observer to direct your artillery fire, or a vantage point that affords you to crouch in order to get a manual lock. An iNARC launcher allows the variant to attach targeting beacons to targets 900m out. The backup weapons are not too formidable damage-wise, but allow it provide decent direct fire support up to 1350m away with its autocannons and out to 800m with its [[ERLL]]. In practice, its 2 [[DHS]] mean significant heat issues, especially when taking its [[JJ|Jump Jets]] into account, which are better off being used by themselves while getting into position or escaping, rather than for jumpsniping purposes.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Judo&amp;quot;''===&lt;br /&gt;
The ''&amp;quot;Bully's&amp;quot;'' flying twin brother, separated at birth, '''&amp;quot;Judo&amp;quot;''' sporting blistering close range firepower. The Thanatos C caries the [[AC20]], a most formidable ballistic weapon by itself, accompanied by an trio of [[LPPC]]s and a quite pondering [[DSSRM4]]. Only three [[DHS]], while able to keep the autocannon and missile launcher in check, will choke on every particle-cannon's trio volley. Save for the most dire moments, it is strongly advised to fire the later in succession rather than at once. 3 [[Free tons]] left for ammo, idealy for 1 AC 2 SRM.&lt;br /&gt;
Difference from Bully is the continual screen shake delivery to the enemy, strong power of night vision denial, near permanent EMP output capacity and its ability to use [[JJ|Jump Jets]] to engage or disengage its foes.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;The Bully&amp;quot;''===&lt;br /&gt;
Nicknamed '''&amp;quot;The Bully&amp;quot;''' , Thanatos D will charge you at your weakest moment and turn you into slag while laughing off your attempts to retaliate. Equipped with an [[LBX20]] on one arm, a [[DSRM6]] on the other and a trio of [[MPL]] on its torsos, '''Bully''' can make use of a tighter window of engagement despite sacrificing some dps compared to the C thanks to swapping autocannon models. 4 [[DHS]] mean heat is harder to manage and the laser array will often have to go unused. The remaining tonnage is enough for 3 [[free tons]] of ammo can keep its weapons fed for a good while, without completely relieving it of ammo woes.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
This one is as &amp;quot;[[Gameplay Tactics#Poptarting|poptart]]&amp;quot; as one gets. The 2 [[SRM2]] launchers are there to threaten enemy's aim rather than its welfare. To maximize this effect the pilot is advised to fire them in succession of the other weapons instead of at once. Utilizing this break for the other two weapon groups, the cool [[LBX5|LB 5-X]] trio and the [[ERPPC]], are best used interchangeably as they become ready to fire. It goes without saying that this deadly ballet is rather a game of tough nerves than one of who shoots the fastest. Especially with the ever hot [[ERPPC]] on the table. The two main weapon groups both converge on 900 meters making thus the range slightly below 900m its sweet spot or a kill zone for slower targets. Cutting no slack for flyers or fast movers, the [[LBX5|LB 5-X]] trio’s pellets move notably faster than a ppc bolt, meaning less target leading is required. The LBX also receives a bonus against flying targets and tanks. The weary pilot is advised to remember; firing both weapon types and simultaneously using its [[JJ|Standard Jump Jets]] ends up heavily taxing the two [[DHS]]. All in all, the E is a formidable, far reaching mech, ideal for a seasoned pilot who keeps an eye on his heat when the push comes to shove.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
While the cheapest Thanatos variant available, it is by no means worth overlooking. This chassis can easily pump out damage on par with its more popular and expensive brothers, and at further ranges as well. The [[LRM20|Long Range Missles]] are nothing to scoff at, delivering startling damage and screenshake up to brawling distance, which can easily be maintained in this quick, 360 degree torso twist 'mech. The real damage lies under 650m, however, with the startling array of 3 [[ERML|Extended Range Medium Lasers]] and heart stopping [[UAC10|Ultra AutoCannon10]]; you can pinpoint components off one by one, chewing through what your Cannon blast started. If your foe is foolish enough to advance closer remind him who is boss with 4x [[ERSL|ERSLs]]. IS engineered lasers run cool, even fired continuously with the UAC10 there is little fear of overheating with 3 [[HS|Heat Sinks]] onboard. 3 [[Free ton|Free Tons]] can be filled to keep your hungry UAC10 and LRM20 satiated. [[GECM|GECM]] Along with positioning is especially important in this variant, considering it's the only other Thanatos besides the The Bully to forgo mounting Jump Jets. 86kph is relatively fast for a heavy mech, but greedy players and poor positioning will quickly be punished by smart light and medium mech pilots.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Very few mechs' can make a single [[Gauss]] rifle look so good. Two cool [[ERLL]] complement the [[Gauss]] pinpoint accuracy, and the [[LRM10]] batter and shake any attempts to return fire. This variant shines brightest floating around the 800-900m mark, persistently chewing through mechs while shrugging off return fire with its tremendous armor. [[Jump_Jets|Jump Jets]], [[GECM]] and 86kph mean your a menace across the map, always able to position yourself wherever your enemies want you least. As a bonus, this chassis can effectively handle [[aerospace]] as well, considering your entire arsenal has strong AA capabilities, and well timed jumping can both keep you safe from enemy bombs, and knock out enemy bombers who dare fly too low. This variant should be careful to avoid engagements with fast, close range brawlers, who can close into an uncomfortably close distance where your relatively low DPS' exceptional range means nothing.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Thanatos was designed as the first OmniMech of StarCorps Industries to be sold for Lyran Alliance or Armed Forces of the Federated Suns, though neither of them was interested in a new Omni design by the time prototype was ready. Because of large investment in R&amp;amp;D the chassis could not be abandoned easily, so the company management decided to transform it into a regular BattleMech. And so in 3061 a Mech made to duplicate [[Thor]] capabilities hit the market.&lt;br /&gt;
&lt;br /&gt;
The Thanatos, with maximum speed of 86 km/h and a jump range of 150m, is very maneuverable for a heavy BattleMech, making it a superb cavalry unit. Base weaponry includes an MRM20 launcher with 2 tons of spare ammunition, an [[ERLL|Extended Range Large Laser]], 2 [[ERML|Extended Range Medium Lasers]], a single [[MPL|Medium Pulse Laser]] and an impressive set of electronics including an [[GECM|ECM Suite]], a [[C3]] slave and [[Jump Jets]]. 13 tons of armor gave this Mech respective defense.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3061 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Thanatos BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Rommel&amp;diff=10439</id>
		<title>Rommel</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Rommel&amp;diff=10439"/>
				<updated>2020-06-29T05:05:27Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant C - &amp;quot;Comet&amp;quot; */ Rewrite updated armor, playstyle hints&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vehicle&lt;br /&gt;
| Image = File:Rommel.png&lt;br /&gt;
| ImageGif = File:Rommel_spin.gif&lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Class = Tank&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Speed = 74&lt;br /&gt;
| BoostSpeed = 84&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| Pitch = -4° to +35°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 63 000&lt;br /&gt;
| ArmorT Prime = 40 159&lt;br /&gt;
| Engine Prime = 260 ICE&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[AC20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 90 500&lt;br /&gt;
| ArmorT A = 38 320&lt;br /&gt;
| Engine A = 260 ICE&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[Thumper]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 68 300&lt;br /&gt;
| ArmorT B = 38 320&lt;br /&gt;
| Engine B = 260 ICE&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[HMG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 63 600&lt;br /&gt;
| ArmorT C = 38 320&lt;br /&gt;
| Engine C = 260 ICE&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SRM4]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 67 800&lt;br /&gt;
| ArmorT D = 38 320&lt;br /&gt;
| Engine D = 260 ICE&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 69 700&lt;br /&gt;
| ArmorT E = 38 320&lt;br /&gt;
| Engine E = 260 ICE&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt; 9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 64 200&lt;br /&gt;
| ArmorT F = 38 320&lt;br /&gt;
| Engine F = 260 ICE&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[HGauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[PDS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 65 700&lt;br /&gt;
| ArmorT G = 38 320&lt;br /&gt;
| Engine G = 260 ICE&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 3x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt; 1x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt; 4x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; [[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt; [[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt; 2 [[HS]]&lt;br /&gt;
&amp;lt;li&amp;gt; 0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt; 9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Hull = 5200&lt;br /&gt;
| Armor F = 8000&lt;br /&gt;
| Armor S = 5760&lt;br /&gt;
| Armor B = 4000&lt;br /&gt;
| Armor T = 9600&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rommel tank is a 65-ton armored combat vehicle, specializing in close range fighting and urban combat. The Rommel is also known for one variant in particular, the ''Howitzer'' - which mounts a [[Thumper]], a weapon similar in style and damage to [[Long Tom Artillery]]. ''Note: Rommel cannot turn while reversing.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
Armed with the close range punch of an [[AC20]] the Rommel Prime is a brutal mid range fighter in the early game. The mobility and resilience of a 74km/h top speed and 9.5 tons of armor keep it in the fight against light and medium assets, though focused heavy fire will take it down before long. Its [[TBolt5|Thunderbolt-5]] allows it to soften up targets as they close range before opening them up with the main gun. For back up damage and anti-infantry work, a pair of [[SL]]s give the Rommel some security from being harassed by BA. 1 [[free tons|Free Ton]] allow the Prime to be less resupply reliant for the ammo hungry [[AC20]], unlike the [[TBolt5|TBolt5]] which should be used sparingly for backup. A [[LAMS]] system also takes some of the bite out of enemy missile barrages against it and allies. At only 63,000 C-Bills, the Rommel is an excellent upgrade from a light-mech in the early game before all of the enemy are able to field heavier assets.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Howitzer&amp;quot;''===&lt;br /&gt;
The &amp;quot;'''''Howitzer'''''&amp;quot;, also known as a Thumper, is the only unit to carry a full-sized, full-ranged [[Thumper]], a direct fire artillery piece. The unit must be [[Crouch/Deploy|deployed]] with [Left Ctrl] to fire, just like the [[Long Tom Artillery|Mobile Long Tom]]. Unlike the Long Tom, the Howitzer can maneuver quickly and redeploy quickly. Mastering the Thumper takes time as it lacks the Long Tom's targeting computer, but the rapid rate of fire and nigh-infinite range allow it to repeatedly blast approaching enemies. The cannon can also be used at point blank (beware self-inflicted splash damage), though its sustained damage-per-second is fairly mediocre. Three [[free tons|Free Tons]] at 8 shells per ton provide this Rommel with enormous fire power. Equipped with [[EOptics]] and [[BHP]] aid it in it's search for prey and enemy movement. Assisted by [[LAMS]], automated defense turrets that target and shoot down or thin out most enemy Missiles that stray too close.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
An often overlooked close battle tank, the B carries a [[RAC5|Rotary AutoCannon 5]], backed up by two [[HMG]]s and three [[SRM4]] for close range jarring defence. The [[RAC5]] can harass units out to 700 meters with its screenshake and high caliber gatling gun rate of fire. The B can bring it's three [[SRM4]]s to bear with even more cockpit shake if set to chainfire keeping your opponent off balance while opening holes in armor. 2 [[free tons]] of ammo makes B last quite a while in the battle, its up to pilot what ammo to buy in dependance on what he plans to do. Completing the load out are [[EOptics|EOptics]] enabling the pilot to survey the battle field and a mounted [[PDS]] system to automatically open fire on Battle Armor that wonders in range.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Comet&amp;quot;''===&lt;br /&gt;
The &amp;quot;'''''Comet'''''&amp;quot; is an angry, short ranged nightmare. It trades the AC20 and half a ton of [[Armor]] for a heart stopping [[UAC20]], and instead of a TBolt5, this variant brings a [[SRM4]] to the field, for even more cockpit shake. And if the cockpit shake from the [[SRM4]] and your quickly reddening components from the [[UAC20]] weren't enough to deal with, your also hearing overheat warnings and having your vision obscured because this tank carries two [[Flamer]]s to top it all off. There's only one ton to feed your hungry [[UAC20]], but you have [[Eoptics]] to scour the battlefield, and choose your prey. Choose carefully, though, since this angry fireball can only fully come to bear at 100m, with a max range of 350m before you're reduced to angrily staring.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The second in your face brawler, the Rommel D can strip mechs down with lethal precision. An accurate [[LBX20]] shotgun blast holes in enemy armor, while its [[SRM6]] gives it screen-shake and and a [[PDS]] provides some [[BA|Battlearmor]] defense. A pair of token [[SPL]] can lay down minor damage while its main cannon is reloading. The high ground speed and [[GECM]] makes it an excellent flanker, and allows it to maneuver behind enemies to strip out their engines. One [[free tons|Free Ton]] is available for ammo. This Rommel excels at cockpit kills.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Easy Eight&amp;quot;''===&lt;br /&gt;
The &amp;quot;'''''Easy Eight'''''&amp;quot; is a fearsome mid range support unit, bringing a [[HPPC|Heavy PPC]] into battle. Able to do massive damage to nearly all of a light or medium asset, the E also excels at finishing off weaker enemies due to the heavy  splash damage from the [[HPPC]]. A single [[SSRM6]] hammers additional splash damage into anything closer than 350 meters, and two [[ERSL]] help deal with [[Battle Armor]] or to put additional pressure on damaged components. The long recharge rate of the [[HPPC]] demands precision targeting. While this variant does pack an additional [[free tons|Spare Ton]] of ammo for the Streak pack, it's three [[Heat Sinks|HS]] can't cope with sustained firing for very long. Pilots are advised to use cover to get the most out of this variant.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Firefly&amp;quot;''===&lt;br /&gt;
Comparable to the [[Hollander]] A variant, &amp;quot;'''''Firefly'''''&amp;quot; trades the Hollander's speed for raw armor. The turret-mounted [[HGauss]] is immune to critical explosions making it significantly more durable than the Hollander, but it loses some firepower in that it only mounts two [[SL|Small Lasers]] compared to the Hollander's four. Two [[free tons|Free Tons]] are available for spare ammo, giving it a maximum of 18 shots. [[PDS]] will help dealing enemy [[BA]].&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Mickey&amp;quot;''===&lt;br /&gt;
A long-range harassment unit, &amp;quot;'''''Mickey'''''&amp;quot; can be an infuriating enemy on open terrain with its array of accurate screen shaking weapons. A [[ERPPC]] and a trio of [[LRM5]] allow it to sand the armor off enemies at long range with assistance of [[EOptics]] and [[GECM]] keeping your radar footprint to a bare minimum. A set of quad [[MG]]s gives it some mid-range punch at 400m and reaches out to 1600m etching away armor. However, 2 [[HS|Heatsinks]] means that one must pull back to cool off after a few salvos. Strike your enemy, then reposition before they can retaliate.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Rommel was designed concurrently with the Patton in the early 3000s when Defiance Industries decided that a vehicle to replace 'Mechs was needed. Since 'Mech production was nearly at a standstill, the ability to produce and field armored vehicles became a necessity no Successor State could ignore. The strength of the Rommel is shown in its great urban warfare abilities. A Rommel may lie in wait down an alley or in other concealment, and then use its devastating armament to cripple or destroy a BattleMech. The main advantage the Rommel has over other, older designs is a combination of higher speed and more armor. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 3027 during the Era known as &amp;quot;Late Succession War - Renaissance&amp;quot; (3020 - 3049) - Unit Role: Juggernaut&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Rommel Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Commando&amp;diff=10438</id>
		<title>Commando</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Commando&amp;diff=10438"/>
				<updated>2020-06-29T04:47:05Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Prime */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Commando.png&lt;br /&gt;
| ImageGif = File:Commando_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 1&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -29° to +30°&lt;br /&gt;
| PitchCrouch = -30° to +29°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 33 200&lt;br /&gt;
| ArmorT Prime = 27 535&lt;br /&gt;
| Engine Prime = GM 150 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 33 000&lt;br /&gt;
| ArmorT A = 27 535&lt;br /&gt;
| Engine A = GM 150 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 36 000&lt;br /&gt;
| ArmorT B = 27 535&lt;br /&gt;
| Engine B = GM 150 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 33 400&lt;br /&gt;
| ArmorT C = 29 172&lt;br /&gt;
| Engine C = GM 150 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]s&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 33 800&lt;br /&gt;
| ArmorT D = 32 439&lt;br /&gt;
| Engine D = GM 150 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 34 900&lt;br /&gt;
| ArmorT E = 27 535&lt;br /&gt;
| Engine E = GM 150 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 32 800&lt;br /&gt;
| ArmorT F = 25 903&lt;br /&gt;
| Engine F = GM 150 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 29 600&lt;br /&gt;
| ArmorT G = 25 903&lt;br /&gt;
| Engine G = GM 150 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor CT = 3774&lt;br /&gt;
| Armor LRT = 2453 &lt;br /&gt;
| Armor B = 2265&lt;br /&gt;
| Armor LRA = 2170&lt;br /&gt;
| Armor INT = 3397&lt;br /&gt;
| Armor LRL = 2038&lt;br /&gt;
&lt;br /&gt;
| Version120 = 0.12.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Despite being the most lightweight [[IS]] mech, the '''Commando''' can be surprisingly tanky due to its small figure and hitboxes. Having the lowest possible [[tier]] helps gathering [[Cbills]] by damaging higher tier assets. All Commando variants are available for the starting [[rank]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Current for 0.11.3 --&amp;gt;&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A striker and an ample one, this variant carries the highest Alpha Strike of all the Commando Variants, and can even start delivery of its high DPS at 500m with its single [[ML]]. It's closer range [[ERSL]] and [[SRM]] pack quite a punch for its weight class, and considering this punch can skim across the battlefield at 97kph and has [[Jump Jets]].. well, it is the ''Prime'', after all. Despite your [[SRM6]] and [[SRM2]] being different launcher sizes, their reload times are the same, and not too far off from the [[ERSL]] and [[ML]], so you won't be sacrificing much in terms of damage by judicious torso twisting between your Alpha Strikes- you do only have 5.5 tons of [[Armor]] between you and a smoldering pile of Prime Slag.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
This variant rewards a steady hand and expert aim - the startling six [[Machine Gun]]s and the [[LPL|Large pulse laser]] can make quick work of any component that rests under your reticle of an unaware target. While your armament may be tempting to try and snipe with, the maximum damage potential is realized below 400m; where the [[Machine guns]] deal their maximum damage. The [[iJJ|improved jump jets]] are a welcome boon on the Commando's relatively slow chassis, and should be leveraged at every opportunity to make sure this mech and its ample damage are always where your enemies want least.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Disruption. The [[LPPC]] will both shake the opponent and strip its night vision for a while, reducing their ability to return precision fire. The [[TBolt5]] will, again, shake the receiver, and that's two shakes and damage spilled all over many components. The [[MG]], a riddle at first glance, can actually be coupled with the [[AC5]], if the target is close enough (300m) the lead will be usually close enough for both weapons to hit, outside of that range, the MG's free bullets will be out of optimum range anyway. No c-bills are wasted.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a slow or stationary object, one can manage all weapons will hit it at once - quite a nasty surprise if the unsuspecting victim was caught at night as it just lost its night vision too.&amp;lt;br&amp;gt;&lt;br /&gt;
If things turn for the worse, remember to use your [[iJJ]] to help bring you out of harms way.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Surgeon assistant - this unit's highly precise [[SXPL]] battery will make short business of arms and externals not shielded in time. The guided [[SSRM4]] launcher, if fired in active radar mode will save the pilot the worry of aiming or leading the target while providing some cool down time for the two [[DHS]] to dissipate the excess [[SXPL]] heat buildup. Pilots looking for a similar weapon loadout with better cooling may find the [[Harasser]] C a better choice.&lt;br /&gt;
Having no motion augmenting equipment, the pilot of this unit is advised to take the utmost care and keep an accurate oversight of the situation, since no returning fire will go past the 350m of the missile launcher, nor 300m of the laser battery.&amp;lt;br&amp;gt;&lt;br /&gt;
Still, falling victim of the suddenly changed situation will not cost your team too many tickets, while the damage dealt against any considerably bigger targets will quite rack up your funds due to the favorable [[tier]] offset this unit's nature provides.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;RealToughGuy&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Toughened up compared to its other siblings, this unit might be the late join cheap trick! The skirmish ranged [[MRM10]] launcher will most certainly be used for opening blows, as the Target passes the 400m line the [[MPL]] pair better be exploiting the weakened limbs in the hope of severing them on time. At the 300 mark 2 [[SL|Small Lasers]] come into play. Past the 200m the [[HMGun]] pair will come to fully bear, either pointed at the weaker torso, more easy to hit, or the wounded arm in hopes to destroy it before it dishes too much damage upon us.&amp;lt;br&amp;gt;&lt;br /&gt;
Using The Enhanced optics is highly advised in this scenario, as is damage mitigation by twisting / denying line of sight to our damaged components for the while weapons reload or the Mech cools down being absent of any additional [[DHS]].&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Enoch&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Yet another striker like asset. Returning fire past 400m out just won't work, and returning past 350m is only lended by the two modest [[ERSL]]. The majority of this units sting comes from the [[LPPC]] pair, which is no surprise, and the needed additional punch from the reliable [[SRM4]]. Both these weapon types deliver maximal screen shake in chain-fire mode, denying the enemy of accurate return fire and disabling their night vision. Further frustrate enemies by dodging with the liberal use of the Enoch's [[iJJ|Improved JumpJets]].&amp;lt;br&amp;gt; &lt;br /&gt;
Highly affordable, decently armored and of reliable firepower, this unit is an excellent companion to many a mech.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
You're a lance commander, You need an affordable NARC planting unit, the unit is likely to be killed due to the high risk/high gain mission profile.&amp;lt;br&amp;gt;&lt;br /&gt;
Well, you just found the sub 33000 c-bills solution with low tier and low ticket value You have sought for!&amp;lt;br&amp;gt;&lt;br /&gt;
While the [[NARC]] papers certainly indicate operating range beyond 450 meters, consider planting it closer to the 350 meter maximum range of the [[DSSRM4]] missiles. Rather, go even closer to the safe side and plant it from the 300m the four heat-efficient [[SL|small lasers]] start to bear too - dump it all and run away!&amp;lt;br&amp;gt;&lt;br /&gt;
One of the favorite tactics is to approach the target in passive mode and plant the NARC to it. Duck into nearby cover, enable your radar and fire your [[DSSRM4]]s upwards in an arc so they curve around obstacles and hit the narced enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
It is customary to cay &amp;quot;UP!&amp;quot; in the team chat if a narc beacon is successfully planted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Is there a treasure beyond each rainbow? Is there any real threat beyond the 700m of PPC range?&amp;lt;br&amp;gt;&lt;br /&gt;
Sure there is, as this unit's main damage starts beyond even that at formidable 800 meter and then it is the dreaded pinpoint of the [[ERLL|Extended Range Large Laser]]. It's power and range is augmented with the even further reaching [[AC2]] pair, maybe not something that will send shivers down the victims spine, but thanks to the timed reload and the favorable [[Tier]] and [[Ticket]] offset it will rack quite some cache and then some rank over time.&amp;lt;br&amp;gt;&lt;br /&gt;
As it happens to be, those extreme ranged snipers usually lack any note worthy backup weapons, but not this one, sir: The [[SRM2]] rack packs both shake and punch for close encounters, and it comes as a pair too.&amp;lt;br&amp;gt;&lt;br /&gt;
So, if your team is sitting at a front line and no one is pushing or breaking the stale mate, you might as well consider this asset and dish some out at 800-1200+ meter while presenting all but a note worthy target your self.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Commando was originally a ''canceled'' [[Inner Sphere]] [[Light Mech]], under development by Wandering Samurai Studios. It was announced as planned even before the 0.1.0 release, but no renders or images were ever released. It was unknown when and if it was still being developed until it was officially announced canceled on November 1st in 2012.&lt;br /&gt;
&lt;br /&gt;
With version 0.11.0, the Commando was confirmed for release and finally saw the light of day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
By the time of the [[Clans|Clan]] Invasion (3050–3061), the Commando was a nearly 600-year-old design for an early reconnaissance 'Mech. Despite its age, it was still an impressive unit with its [[SRM6]] and [[SRM4]] missile launchers supported by a single [[ML|Medium Laser]]. With 4 tons of armor (a half-ton less than the [[Raven]]), it could run up to 97 km/h. One of the first Mechs designed for Reconnaissance, then upgraded to Stricker. Variants of the Commando were created even after the invasion, proving the success and popularity of this design.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2463 during the Era known as &amp;quot;Age of War&amp;quot; (2005 - 2570) - Unit Role: Reconnaissance, then in 2486 upgraded to Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Commando BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Commando&amp;diff=10437</id>
		<title>Commando</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Commando&amp;diff=10437"/>
				<updated>2020-06-29T04:46:26Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Prime */ better read on its loadout, pros/cons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech&lt;br /&gt;
| Image = File:Commando.png&lt;br /&gt;
| ImageGif = File:Commando_spin.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 1&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -29° to +30°&lt;br /&gt;
| PitchCrouch = -30° to +29°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 33 200&lt;br /&gt;
| ArmorT Prime = 27 535&lt;br /&gt;
| Engine Prime = GM 150 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 33 000&lt;br /&gt;
| ArmorT A = 27 535&lt;br /&gt;
| Engine A = GM 150 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 36 000&lt;br /&gt;
| ArmorT B = 27 535&lt;br /&gt;
| Engine B = GM 150 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 33 400&lt;br /&gt;
| ArmorT C = 29 172&lt;br /&gt;
| Engine C = GM 150 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free ton]]s&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 33 800&lt;br /&gt;
| ArmorT D = 32 439&lt;br /&gt;
| Engine D = GM 150 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 34 900&lt;br /&gt;
| ArmorT E = 27 535&lt;br /&gt;
| Engine E = GM 150 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 32 800&lt;br /&gt;
| ArmorT F = 25 903&lt;br /&gt;
| Engine F = GM 150 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 29 600&lt;br /&gt;
| ArmorT G = 25 903&lt;br /&gt;
| Engine G = GM 150 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor CT = 3774&lt;br /&gt;
| Armor LRT = 2453 &lt;br /&gt;
| Armor B = 2265&lt;br /&gt;
| Armor LRA = 2170&lt;br /&gt;
| Armor INT = 3397&lt;br /&gt;
| Armor LRL = 2038&lt;br /&gt;
&lt;br /&gt;
| Version120 = 0.12.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Despite being the most lightweight [[IS]] mech, the '''Commando''' can be surprisingly tanky due to its small figure and hitboxes. Having the lowest possible [[tier]] helps gathering [[Cbills]] by damaging higher tier assets. All Commando variants are available for the starting [[rank]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Current for 0.11.3 --&amp;gt;&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
A striker and an ample one, this variant carries the highest Alpha Strike of all the Commando Variants, and can even start delivery of its high DPS at 500m with its single [[ML]]. It's closer range [[ERSL]] and [[SRM]] pack quite a punch for its weight class, and considering this punch can skim across the battlefield at 97kph, and has [[Jump Jets]].. well, it is the ''Prime'', after all. Despite your [[SRM6]] and [[SRM2]] being different launcher sizes, their reload times are the same, and not too far off from the [[ERSL]] and [[ML]], so you won't be sacrificing much in terms of damage by judicious torso twisting between your Alpha Strikes- you do only have 5.5 tons of [[Armor]] between you and a smoldering pile of Prime Slag.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
This variant rewards a steady hand and expert aim - the startling six [[Machine Gun]]s and the [[LPL|Large pulse laser]] can make quick work of any component that rests under your reticle of an unaware target. While your armament may be tempting to try and snipe with, the maximum damage potential is realized below 400m; where the [[Machine guns]] deal their maximum damage. The [[iJJ|improved jump jets]] are a welcome boon on the Commando's relatively slow chassis, and should be leveraged at every opportunity to make sure this mech and its ample damage are always where your enemies want least.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Disruption. The [[LPPC]] will both shake the opponent and strip its night vision for a while, reducing their ability to return precision fire. The [[TBolt5]] will, again, shake the receiver, and that's two shakes and damage spilled all over many components. The [[MG]], a riddle at first glance, can actually be coupled with the [[AC5]], if the target is close enough (300m) the lead will be usually close enough for both weapons to hit, outside of that range, the MG's free bullets will be out of optimum range anyway. No c-bills are wasted.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a slow or stationary object, one can manage all weapons will hit it at once - quite a nasty surprise if the unsuspecting victim was caught at night as it just lost its night vision too.&amp;lt;br&amp;gt;&lt;br /&gt;
If things turn for the worse, remember to use your [[iJJ]] to help bring you out of harms way.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Surgeon assistant - this unit's highly precise [[SXPL]] battery will make short business of arms and externals not shielded in time. The guided [[SSRM4]] launcher, if fired in active radar mode will save the pilot the worry of aiming or leading the target while providing some cool down time for the two [[DHS]] to dissipate the excess [[SXPL]] heat buildup. Pilots looking for a similar weapon loadout with better cooling may find the [[Harasser]] C a better choice.&lt;br /&gt;
Having no motion augmenting equipment, the pilot of this unit is advised to take the utmost care and keep an accurate oversight of the situation, since no returning fire will go past the 350m of the missile launcher, nor 300m of the laser battery.&amp;lt;br&amp;gt;&lt;br /&gt;
Still, falling victim of the suddenly changed situation will not cost your team too many tickets, while the damage dealt against any considerably bigger targets will quite rack up your funds due to the favorable [[tier]] offset this unit's nature provides.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;RealToughGuy&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Toughened up compared to its other siblings, this unit might be the late join cheap trick! The skirmish ranged [[MRM10]] launcher will most certainly be used for opening blows, as the Target passes the 400m line the [[MPL]] pair better be exploiting the weakened limbs in the hope of severing them on time. At the 300 mark 2 [[SL|Small Lasers]] come into play. Past the 200m the [[HMGun]] pair will come to fully bear, either pointed at the weaker torso, more easy to hit, or the wounded arm in hopes to destroy it before it dishes too much damage upon us.&amp;lt;br&amp;gt;&lt;br /&gt;
Using The Enhanced optics is highly advised in this scenario, as is damage mitigation by twisting / denying line of sight to our damaged components for the while weapons reload or the Mech cools down being absent of any additional [[DHS]].&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Enoch&amp;quot;''===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Yet another striker like asset. Returning fire past 400m out just won't work, and returning past 350m is only lended by the two modest [[ERSL]]. The majority of this units sting comes from the [[LPPC]] pair, which is no surprise, and the needed additional punch from the reliable [[SRM4]]. Both these weapon types deliver maximal screen shake in chain-fire mode, denying the enemy of accurate return fire and disabling their night vision. Further frustrate enemies by dodging with the liberal use of the Enoch's [[iJJ|Improved JumpJets]].&amp;lt;br&amp;gt; &lt;br /&gt;
Highly affordable, decently armored and of reliable firepower, this unit is an excellent companion to many a mech.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
You're a lance commander, You need an affordable NARC planting unit, the unit is likely to be killed due to the high risk/high gain mission profile.&amp;lt;br&amp;gt;&lt;br /&gt;
Well, you just found the sub 33000 c-bills solution with low tier and low ticket value You have sought for!&amp;lt;br&amp;gt;&lt;br /&gt;
While the [[NARC]] papers certainly indicate operating range beyond 450 meters, consider planting it closer to the 350 meter maximum range of the [[DSSRM4]] missiles. Rather, go even closer to the safe side and plant it from the 300m the four heat-efficient [[SL|small lasers]] start to bear too - dump it all and run away!&amp;lt;br&amp;gt;&lt;br /&gt;
One of the favorite tactics is to approach the target in passive mode and plant the NARC to it. Duck into nearby cover, enable your radar and fire your [[DSSRM4]]s upwards in an arc so they curve around obstacles and hit the narced enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
It is customary to cay &amp;quot;UP!&amp;quot; in the team chat if a narc beacon is successfully planted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Starter}}&lt;br /&gt;
Is there a treasure beyond each rainbow? Is there any real threat beyond the 700m of PPC range?&amp;lt;br&amp;gt;&lt;br /&gt;
Sure there is, as this unit's main damage starts beyond even that at formidable 800 meter and then it is the dreaded pinpoint of the [[ERLL|Extended Range Large Laser]]. It's power and range is augmented with the even further reaching [[AC2]] pair, maybe not something that will send shivers down the victims spine, but thanks to the timed reload and the favorable [[Tier]] and [[Ticket]] offset it will rack quite some cache and then some rank over time.&amp;lt;br&amp;gt;&lt;br /&gt;
As it happens to be, those extreme ranged snipers usually lack any note worthy backup weapons, but not this one, sir: The [[SRM2]] rack packs both shake and punch for close encounters, and it comes as a pair too.&amp;lt;br&amp;gt;&lt;br /&gt;
So, if your team is sitting at a front line and no one is pushing or breaking the stale mate, you might as well consider this asset and dish some out at 800-1200+ meter while presenting all but a note worthy target your self.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Commando was originally a ''canceled'' [[Inner Sphere]] [[Light Mech]], under development by Wandering Samurai Studios. It was announced as planned even before the 0.1.0 release, but no renders or images were ever released. It was unknown when and if it was still being developed until it was officially announced canceled on November 1st in 2012.&lt;br /&gt;
&lt;br /&gt;
With version 0.11.0, the Commando was confirmed for release and finally saw the light of day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
By the time of the [[Clans|Clan]] Invasion (3050–3061), the Commando was a nearly 600-year-old design for an early reconnaissance 'Mech. Despite its age, it was still an impressive unit with its [[SRM6]] and [[SRM4]] missile launchers supported by a single [[ML|Medium Laser]]. With 4 tons of armor (a half-ton less than the [[Raven]]), it could run up to 97 km/h. One of the first Mechs designed for Reconnaissance, then upgraded to Stricker. Variants of the Commando were created even after the invasion, proving the success and popularity of this design.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2463 during the Era known as &amp;quot;Age of War&amp;quot; (2005 - 2570) - Unit Role: Reconnaissance, then in 2486 upgraded to Striker&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Commando BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=10436</id>
		<title>Bushwacker</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=10436"/>
				<updated>2020-06-29T04:38:54Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant D */ also turns out this mech is 2nd LOWEST dps, not second highest, whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Bushwacker.png&lt;br /&gt;
| ImageGif = File:Bushwacker_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 67 000&lt;br /&gt;
| ArmorT Prime = 45 741&lt;br /&gt;
| Engine Prime = 275 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 67 400&lt;br /&gt;
| ArmorT A = 45 741&lt;br /&gt;
| Engine A = 275 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 68 800&lt;br /&gt;
| ArmorT B = 45 741&lt;br /&gt;
| Engine B = 275 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 58 500&lt;br /&gt;
| ArmorT C = 45 741&lt;br /&gt;
| Engine C = 275 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 62 900&lt;br /&gt;
| ArmorT D = 45 741&lt;br /&gt;
| Engine D = 275 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 65 700&lt;br /&gt;
| ArmorT E = 45 741&lt;br /&gt;
| Engine E = 275 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price F = 67 000&lt;br /&gt;
| ArmorT F = 45 741&lt;br /&gt;
| Engine F = 275 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Tbolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Tbolt10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 63 300&lt;br /&gt;
| ArmorT G = 45 741&lt;br /&gt;
| Engine G = 275 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 4050&lt;br /&gt;
| Armor CT = 6231&lt;br /&gt;
| Armor B = 3738&lt;br /&gt;
| Armor LRA = 3583&lt;br /&gt;
| Armor INT = 2860&lt;br /&gt;
| Armor LRL = 4767&lt;br /&gt;
| Armor LE = 2492&lt;br /&gt;
&lt;br /&gt;
| Version121 = 0.12.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Bushwacker''' is an [[Inner Sphere]] [[Medium Mech]] that packs good armor for its size, as well as impressive firepower.  Armed with a wide array of [[Weapons]], and heavily [[Armor|Armored]] compared to the other Medium Mechs, the Bushwacker is meant to play a dominant position in the early game, and can hold its own against [[Heavy Mechs|Heavy]] and some [[Assault Mechs]].  Bushwackers are also one of the only Medium Mechs currently implemented that have [[LAMS]], giving the A and B variants limited team protection against enemy [[Missiles]].  Care must be taken to not get in over your head when piloting a Bushwacker, as it is not especially speedy or maneuverable, and possesses very little in terms of [[Equipment]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&amp;lt;!-- add 2xMG--&amp;gt;&lt;br /&gt;
The Bushwacker Prime is armed with one of the most diverse arrays of weapons in its weight class.  A [[Gauss]] in the right arm, a torso-mounted [[ERLL]], and 2 [[LRM5]]s (left arm and external) give the Bushwacker Prime 3 different options for long range fire. Equipped with [[EOptics]] and [[GECM]], the Prime variant can use its speed and low profile to keep itself in range, while making sure to keep its enemies far. It also packs 1 [[free tons|spare ton]] of ammo, but the low fire rate on all its weapons keeps ammo consumption low. Best used as a second line mech, poking and prodding distracted enemies while friends keep them at bay. In a 1v1 this mech is hard pressed to stay alive, but by nature of being a Bushwacker it can be hard to pin down, and harder to kill.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Warthog&amp;quot;''===&lt;br /&gt;
The A variant, also known as the &amp;quot;'''''Warthog'''''&amp;quot;, mounts an impressive amount of rapid-fire weapons, making it a deadly close-quarters combatant as well as a powerful AA platform.  Twin [[RAC5]]s provide the bulk of its firepower, dealing incredible DPS against most targets; supplemented by an [[ERML]], [[SRM4]], and 2 [[MGuns]], the Bushwacker A can make short work of lighter targets, and possesses enough firepower and armor to go toe to toe with heavier assets at close range.  The A variant suffers a bit at long-range combat, and care must be taken to ensure that the RAC5s do not overheat and jam.  Four [[free tons]] for ammo give the Bushwacker A sufficient time in the field, but rearming is still an occasional necessity. [[LAMS]] helps dealing with enemy missiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Bushwacker B forgoes the typical variety of weapons associated with Bushwackers and instead focuses entirely on close-range combat.  A mighty [[LBX20]] occupies the right arm, and along with two [[SRM6]]s the B variant packs an incredible close-range punch, capable of crippling most Light Mechs in a single pass.  Two [[SL]]s and an [[MPL]] mounted in the torsos supplement the B variant's close-range power, and everything can be used effectively against enemy [[Battle Armor]]. It also carries a [[LAMS| laser anti missile system]] to give it some protection against enemy missiles. Like the A variant, the Bushwacker B is highly dependent on extra ammo; the single available ton will usually be spent on the big gun - LBX20, which means the SRM support will typically be gone after a few engagements. Its lack of [[DHS| heatsinks]] makes this variant the hottest Bushie of them all.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C Variant is the cheapest Bushwacker available, and is a potent choice for closer encounters. Its primary weapon is the paired [[MRM10]] launchers, dumping a solid volley out to a maximum of 700 meters if aimed precisely. For increased rapid fire damage, a [[UAC10]] can be put to use when the enemy is closer than 600m. Finishing off the array of weapons is a single [[LPL]], allowing precise rapid fire without ammunition dependence. Ammunition dependence is the only major flaw to this variant, as only a single [[free tons|spare ton]] is available, but all the weapons are fairly smart on their consumption. Best used at ranges under 500m where aim is easiest.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Bushwacker D can bring the pain, and will rattle you while doing it. This variant doesn't boast the highest DPS of all the Bushwackers with 3x [[SPL]], 2x [[SSRM4]] and a single [[HVAC10]], but unlike other close range loadouts, this mech can not only start bruising you from 950m away- but it will be with the most screen-shaking, disruptive weapon in the game. Good luck holding a bead on this with anything short of [[LRM]] as it closes the distance, and seals ''your'' deal. That the lions-share of this variants damage is [[Damage Types|Splash Damage]] spells short work of 'mechs with small, cramped hitboxes like the [[Ryoken]], [[Argus]] and [[Black Lanner]]. As if its arsenal wasn't scary enough for [[Battle armor]], there's an extra [[B-Pod]] equipped- just in case you thought you had a chance before, you really, ''really'' don't.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Rushwacker&amp;quot;''===&lt;br /&gt;
The only Bushwacker variant to pack [[MASC]] technology, the aptly named &amp;quot;'''''Rushwacker'''''&amp;quot; is designed to take points and take names along the way. Its primary weapon is a dazzling array of 6 [[SL]], pumping out a massive amount of red light for not much heat at close range. Backing this up is a duo of [[SRM4]], cementing this mech as a up close and personal build. Finally, a [[LBX10]] cannon rounds off the build, providing reach out to medium range, and a decent AA presence. Its [[B-Pod]] can be used for disposal of running enemy [[Battle Armor|BA's]] This mech is best used in tight spaces, or for securing far flung points fast. Use its speed to outrun and outflank foes, or run away from a bad spot. When fighting it, the [[LBX10]] and a large amount of lasers are in one arm, so take that off first.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Thunder-Struck&amp;quot;''===&lt;br /&gt;
A tough to tame beast, also known in the community as &amp;quot;'''''Thunder-Struck'''''&amp;quot;, the [[HPPC]] reaches out to a medium-long range of 650 meters while even surpassing the [[CERPPC|Clan ERPPC]] with a massive heat spike per shot. Its huge single shot damage, screen-shake ability and image enhancement disruption do command significant respect on the receiving end. The fire rate of the HPPC is quite slow, so make each shot count!&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to the [[HPPC]]s wallop, a wise pilot will chain fire the two heavy hitting [[Tbolt]] launchers, delivering due hurt &amp;amp; even more screen-shake. While the [[HPPC]] reloads the pilot can spray the enemy with [[RAC2]] fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Equipped with only 2 [[DHS]], the continual firing of all weapons will cause the F to overheat in short time.&lt;br /&gt;
A pro's tip - the [[Tbolt5]] and [[Tbolt10]] launchers have the exact same fire rate - perfectly lending themselves for an in group sequential fire setup.&amp;lt;br&amp;gt;&lt;br /&gt;
While the potential buyer is maybe considering this as an potent [[Tbolt]] boat, be warned that its main feature - the [[HPPC]] becomes completely useless should the unit partake in an NARC led hunt, save for the opportune last killing blow.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A true brawler to the bone, this Bushwacker variant can reach out to 700m with its [[PPC | Particle Projection Cannon]] causing screen shake and EMP damage before it closes the distance which is where the G really shines. Once at brawling range, further disrupt your foes shots by pummeling them with regular blasts from its massive [[AC20]] and [[SRM4]]. Timing the individual firing of the G's three main weapons sequentially will maximize almost constant screenshake. This tactic is typically needed as the weapon loadout does not have the overall DPS that the other variants are graced with. One [[SPL| Small Pulse Laser]] or 2x [[Flamer]] makes short work of [[Battle Armor]] foolish enough to stand in the open and aid in finishing off other foes. This is a very cool-running variant, even with just 2 [[DHS]] it takes quite awhile to overheat - mainly due to the significant cycle time on the PPC. Remember to load up the extra 1 [[Free tons | free ton]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Bushwacker was designed to have as small a forward profile as possible.  This wasn't possible until the Inner Sphere managed to steal blueprints of the [[Clan]] [[Vulture]] Omnimech during one of its raids, modifying the design heavily to create the basic Bushwacker. After problems with engine shielding were solved, production of the Bushwacker began on the planet Tharkad and the 'Mech has since become a favorite of MechWarriors in the Draconis and Capellan Marches of the Federated Suns.&amp;lt;br&amp;gt;&lt;br /&gt;
The Prime variant in MWLL carries the same loadout as the primary model of the Bushwacker in Battletech. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 3053 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Bushwacker BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=10435</id>
		<title>Bushwacker</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=10435"/>
				<updated>2020-06-29T04:28:12Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant A - &amp;quot;Warthog&amp;quot; */ image removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Bushwacker.png&lt;br /&gt;
| ImageGif = File:Bushwacker_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 67 000&lt;br /&gt;
| ArmorT Prime = 45 741&lt;br /&gt;
| Engine Prime = 275 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 67 400&lt;br /&gt;
| ArmorT A = 45 741&lt;br /&gt;
| Engine A = 275 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 68 800&lt;br /&gt;
| ArmorT B = 45 741&lt;br /&gt;
| Engine B = 275 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 58 500&lt;br /&gt;
| ArmorT C = 45 741&lt;br /&gt;
| Engine C = 275 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 62 900&lt;br /&gt;
| ArmorT D = 45 741&lt;br /&gt;
| Engine D = 275 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 65 700&lt;br /&gt;
| ArmorT E = 45 741&lt;br /&gt;
| Engine E = 275 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price F = 67 000&lt;br /&gt;
| ArmorT F = 45 741&lt;br /&gt;
| Engine F = 275 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Tbolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Tbolt10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 63 300&lt;br /&gt;
| ArmorT G = 45 741&lt;br /&gt;
| Engine G = 275 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 4050&lt;br /&gt;
| Armor CT = 6231&lt;br /&gt;
| Armor B = 3738&lt;br /&gt;
| Armor LRA = 3583&lt;br /&gt;
| Armor INT = 2860&lt;br /&gt;
| Armor LRL = 4767&lt;br /&gt;
| Armor LE = 2492&lt;br /&gt;
&lt;br /&gt;
| Version121 = 0.12.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Bushwacker''' is an [[Inner Sphere]] [[Medium Mech]] that packs good armor for its size, as well as impressive firepower.  Armed with a wide array of [[Weapons]], and heavily [[Armor|Armored]] compared to the other Medium Mechs, the Bushwacker is meant to play a dominant position in the early game, and can hold its own against [[Heavy Mechs|Heavy]] and some [[Assault Mechs]].  Bushwackers are also one of the only Medium Mechs currently implemented that have [[LAMS]], giving the A and B variants limited team protection against enemy [[Missiles]].  Care must be taken to not get in over your head when piloting a Bushwacker, as it is not especially speedy or maneuverable, and possesses very little in terms of [[Equipment]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&amp;lt;!-- add 2xMG--&amp;gt;&lt;br /&gt;
The Bushwacker Prime is armed with one of the most diverse arrays of weapons in its weight class.  A [[Gauss]] in the right arm, a torso-mounted [[ERLL]], and 2 [[LRM5]]s (left arm and external) give the Bushwacker Prime 3 different options for long range fire. Equipped with [[EOptics]] and [[GECM]], the Prime variant can use its speed and low profile to keep itself in range, while making sure to keep its enemies far. It also packs 1 [[free tons|spare ton]] of ammo, but the low fire rate on all its weapons keeps ammo consumption low. Best used as a second line mech, poking and prodding distracted enemies while friends keep them at bay. In a 1v1 this mech is hard pressed to stay alive, but by nature of being a Bushwacker it can be hard to pin down, and harder to kill.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Warthog&amp;quot;''===&lt;br /&gt;
The A variant, also known as the &amp;quot;'''''Warthog'''''&amp;quot;, mounts an impressive amount of rapid-fire weapons, making it a deadly close-quarters combatant as well as a powerful AA platform.  Twin [[RAC5]]s provide the bulk of its firepower, dealing incredible DPS against most targets; supplemented by an [[ERML]], [[SRM4]], and 2 [[MGuns]], the Bushwacker A can make short work of lighter targets, and possesses enough firepower and armor to go toe to toe with heavier assets at close range.  The A variant suffers a bit at long-range combat, and care must be taken to ensure that the RAC5s do not overheat and jam.  Four [[free tons]] for ammo give the Bushwacker A sufficient time in the field, but rearming is still an occasional necessity. [[LAMS]] helps dealing with enemy missiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Bushwacker B forgoes the typical variety of weapons associated with Bushwackers and instead focuses entirely on close-range combat.  A mighty [[LBX20]] occupies the right arm, and along with two [[SRM6]]s the B variant packs an incredible close-range punch, capable of crippling most Light Mechs in a single pass.  Two [[SL]]s and an [[MPL]] mounted in the torsos supplement the B variant's close-range power, and everything can be used effectively against enemy [[Battle Armor]]. It also carries a [[LAMS| laser anti missile system]] to give it some protection against enemy missiles. Like the A variant, the Bushwacker B is highly dependent on extra ammo; the single available ton will usually be spent on the big gun - LBX20, which means the SRM support will typically be gone after a few engagements. Its lack of [[DHS| heatsinks]] makes this variant the hottest Bushie of them all.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C Variant is the cheapest Bushwacker available, and is a potent choice for closer encounters. Its primary weapon is the paired [[MRM10]] launchers, dumping a solid volley out to a maximum of 700 meters if aimed precisely. For increased rapid fire damage, a [[UAC10]] can be put to use when the enemy is closer than 600m. Finishing off the array of weapons is a single [[LPL]], allowing precise rapid fire without ammunition dependence. Ammunition dependence is the only major flaw to this variant, as only a single [[free tons|spare ton]] is available, but all the weapons are fairly smart on their consumption. Best used at ranges under 500m where aim is easiest.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Bushwacker D can bring the pain, and will rattle you while doing it. This variant boasts the second highest DPS of all the Bushwackers with 3x [[SPL]], 2x [[SSRM4]] and a single [[HVAC10]]. Unlike other close range loadouts, this mech can not only start bruising you from 950m away- but it will be with the most screen-shaking, disruptive weapon in the game. Good luck holding a bead on this with anything short of [[LRM]] as it closes the distance, and seals ''your'' deal. That the lions-share of this variants damage is [[Damage Types|Splash Damage]] spells short work of 'mechs with small, cramped hitboxes like the [[Ryoken]], [[Argus]] and [[Black Lanner]]. As if its arsenal wasn't scary enough for [[Battle armor]], there's an extra [[B-Pod]] equipped- just in case you thought you had a chance before, you really, ''really'' don't.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Rushwacker&amp;quot;''===&lt;br /&gt;
The only Bushwacker variant to pack [[MASC]] technology, the aptly named &amp;quot;'''''Rushwacker'''''&amp;quot; is designed to take points and take names along the way. Its primary weapon is a dazzling array of 6 [[SL]], pumping out a massive amount of red light for not much heat at close range. Backing this up is a duo of [[SRM4]], cementing this mech as a up close and personal build. Finally, a [[LBX10]] cannon rounds off the build, providing reach out to medium range, and a decent AA presence. Its [[B-Pod]] can be used for disposal of running enemy [[Battle Armor|BA's]] This mech is best used in tight spaces, or for securing far flung points fast. Use its speed to outrun and outflank foes, or run away from a bad spot. When fighting it, the [[LBX10]] and a large amount of lasers are in one arm, so take that off first.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Thunder-Struck&amp;quot;''===&lt;br /&gt;
A tough to tame beast, also known in the community as &amp;quot;'''''Thunder-Struck'''''&amp;quot;, the [[HPPC]] reaches out to a medium-long range of 650 meters while even surpassing the [[CERPPC|Clan ERPPC]] with a massive heat spike per shot. Its huge single shot damage, screen-shake ability and image enhancement disruption do command significant respect on the receiving end. The fire rate of the HPPC is quite slow, so make each shot count!&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to the [[HPPC]]s wallop, a wise pilot will chain fire the two heavy hitting [[Tbolt]] launchers, delivering due hurt &amp;amp; even more screen-shake. While the [[HPPC]] reloads the pilot can spray the enemy with [[RAC2]] fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Equipped with only 2 [[DHS]], the continual firing of all weapons will cause the F to overheat in short time.&lt;br /&gt;
A pro's tip - the [[Tbolt5]] and [[Tbolt10]] launchers have the exact same fire rate - perfectly lending themselves for an in group sequential fire setup.&amp;lt;br&amp;gt;&lt;br /&gt;
While the potential buyer is maybe considering this as an potent [[Tbolt]] boat, be warned that its main feature - the [[HPPC]] becomes completely useless should the unit partake in an NARC led hunt, save for the opportune last killing blow.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A true brawler to the bone, this Bushwacker variant can reach out to 700m with its [[PPC | Particle Projection Cannon]] causing screen shake and EMP damage before it closes the distance which is where the G really shines. Once at brawling range, further disrupt your foes shots by pummeling them with regular blasts from its massive [[AC20]] and [[SRM4]]. Timing the individual firing of the G's three main weapons sequentially will maximize almost constant screenshake. This tactic is typically needed as the weapon loadout does not have the overall DPS that the other variants are graced with. One [[SPL| Small Pulse Laser]] or 2x [[Flamer]] makes short work of [[Battle Armor]] foolish enough to stand in the open and aid in finishing off other foes. This is a very cool-running variant, even with just 2 [[DHS]] it takes quite awhile to overheat - mainly due to the significant cycle time on the PPC. Remember to load up the extra 1 [[Free tons | free ton]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Bushwacker was designed to have as small a forward profile as possible.  This wasn't possible until the Inner Sphere managed to steal blueprints of the [[Clan]] [[Vulture]] Omnimech during one of its raids, modifying the design heavily to create the basic Bushwacker. After problems with engine shielding were solved, production of the Bushwacker began on the planet Tharkad and the 'Mech has since become a favorite of MechWarriors in the Draconis and Capellan Marches of the Federated Suns.&amp;lt;br&amp;gt;&lt;br /&gt;
The Prime variant in MWLL carries the same loadout as the primary model of the Bushwacker in Battletech. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 3053 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Bushwacker BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=10434</id>
		<title>Bushwacker</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=10434"/>
				<updated>2020-06-29T04:27:08Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant D */ whoops it doesnt have masc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Bushwacker.png&lt;br /&gt;
| ImageGif = File:Bushwacker_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 67 000&lt;br /&gt;
| ArmorT Prime = 45 741&lt;br /&gt;
| Engine Prime = 275 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 67 400&lt;br /&gt;
| ArmorT A = 45 741&lt;br /&gt;
| Engine A = 275 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 68 800&lt;br /&gt;
| ArmorT B = 45 741&lt;br /&gt;
| Engine B = 275 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 58 500&lt;br /&gt;
| ArmorT C = 45 741&lt;br /&gt;
| Engine C = 275 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 62 900&lt;br /&gt;
| ArmorT D = 45 741&lt;br /&gt;
| Engine D = 275 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 65 700&lt;br /&gt;
| ArmorT E = 45 741&lt;br /&gt;
| Engine E = 275 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price F = 67 000&lt;br /&gt;
| ArmorT F = 45 741&lt;br /&gt;
| Engine F = 275 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Tbolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Tbolt10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 63 300&lt;br /&gt;
| ArmorT G = 45 741&lt;br /&gt;
| Engine G = 275 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 4050&lt;br /&gt;
| Armor CT = 6231&lt;br /&gt;
| Armor B = 3738&lt;br /&gt;
| Armor LRA = 3583&lt;br /&gt;
| Armor INT = 2860&lt;br /&gt;
| Armor LRL = 4767&lt;br /&gt;
| Armor LE = 2492&lt;br /&gt;
&lt;br /&gt;
| Version121 = 0.12.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Bushwacker''' is an [[Inner Sphere]] [[Medium Mech]] that packs good armor for its size, as well as impressive firepower.  Armed with a wide array of [[Weapons]], and heavily [[Armor|Armored]] compared to the other Medium Mechs, the Bushwacker is meant to play a dominant position in the early game, and can hold its own against [[Heavy Mechs|Heavy]] and some [[Assault Mechs]].  Bushwackers are also one of the only Medium Mechs currently implemented that have [[LAMS]], giving the A and B variants limited team protection against enemy [[Missiles]].  Care must be taken to not get in over your head when piloting a Bushwacker, as it is not especially speedy or maneuverable, and possesses very little in terms of [[Equipment]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&amp;lt;!-- add 2xMG--&amp;gt;&lt;br /&gt;
The Bushwacker Prime is armed with one of the most diverse arrays of weapons in its weight class.  A [[Gauss]] in the right arm, a torso-mounted [[ERLL]], and 2 [[LRM5]]s (left arm and external) give the Bushwacker Prime 3 different options for long range fire. Equipped with [[EOptics]] and [[GECM]], the Prime variant can use its speed and low profile to keep itself in range, while making sure to keep its enemies far. It also packs 1 [[free tons|spare ton]] of ammo, but the low fire rate on all its weapons keeps ammo consumption low. Best used as a second line mech, poking and prodding distracted enemies while friends keep them at bay. In a 1v1 this mech is hard pressed to stay alive, but by nature of being a Bushwacker it can be hard to pin down, and harder to kill.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Warthog&amp;quot;''===&lt;br /&gt;
{{ImageBorder |file=Warthog.jpg|size=100px|name=Warthog|width=102px|rightM=10px|topM=12px}}&lt;br /&gt;
&lt;br /&gt;
The A variant, also known as the &amp;quot;'''''Warthog'''''&amp;quot;, mounts an impressive amount of rapid-fire weapons, making it a deadly close-quarters combatant as well as a powerful AA platform.  Twin [[RAC5]]s provide the bulk of its firepower, dealing incredible DPS against most targets; supplemented by an [[ERML]], [[SRM4]], and 2 [[MGuns]], the Bushwacker A can make short work of lighter targets, and possesses enough firepower and armor to go toe to toe with heavier assets at close range.  The A variant suffers a bit at long-range combat, and care must be taken to ensure that the RAC5s do not overheat and jam.  Four [[free tons]] for ammo give the Bushwacker A sufficient time in the field, but rearming is still an occasional necessity. [[LAMS]] helps dealing with enemy missiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Bushwacker B forgoes the typical variety of weapons associated with Bushwackers and instead focuses entirely on close-range combat.  A mighty [[LBX20]] occupies the right arm, and along with two [[SRM6]]s the B variant packs an incredible close-range punch, capable of crippling most Light Mechs in a single pass.  Two [[SL]]s and an [[MPL]] mounted in the torsos supplement the B variant's close-range power, and everything can be used effectively against enemy [[Battle Armor]]. It also carries a [[LAMS| laser anti missile system]] to give it some protection against enemy missiles. Like the A variant, the Bushwacker B is highly dependent on extra ammo; the single available ton will usually be spent on the big gun - LBX20, which means the SRM support will typically be gone after a few engagements. Its lack of [[DHS| heatsinks]] makes this variant the hottest Bushie of them all.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C Variant is the cheapest Bushwacker available, and is a potent choice for closer encounters. Its primary weapon is the paired [[MRM10]] launchers, dumping a solid volley out to a maximum of 700 meters if aimed precisely. For increased rapid fire damage, a [[UAC10]] can be put to use when the enemy is closer than 600m. Finishing off the array of weapons is a single [[LPL]], allowing precise rapid fire without ammunition dependence. Ammunition dependence is the only major flaw to this variant, as only a single [[free tons|spare ton]] is available, but all the weapons are fairly smart on their consumption. Best used at ranges under 500m where aim is easiest.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Bushwacker D can bring the pain, and will rattle you while doing it. This variant boasts the second highest DPS of all the Bushwackers with 3x [[SPL]], 2x [[SSRM4]] and a single [[HVAC10]]. Unlike other close range loadouts, this mech can not only start bruising you from 950m away- but it will be with the most screen-shaking, disruptive weapon in the game. Good luck holding a bead on this with anything short of [[LRM]] as it closes the distance, and seals ''your'' deal. That the lions-share of this variants damage is [[Damage Types|Splash Damage]] spells short work of 'mechs with small, cramped hitboxes like the [[Ryoken]], [[Argus]] and [[Black Lanner]]. As if its arsenal wasn't scary enough for [[Battle armor]], there's an extra [[B-Pod]] equipped- just in case you thought you had a chance before, you really, ''really'' don't.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Rushwacker&amp;quot;''===&lt;br /&gt;
The only Bushwacker variant to pack [[MASC]] technology, the aptly named &amp;quot;'''''Rushwacker'''''&amp;quot; is designed to take points and take names along the way. Its primary weapon is a dazzling array of 6 [[SL]], pumping out a massive amount of red light for not much heat at close range. Backing this up is a duo of [[SRM4]], cementing this mech as a up close and personal build. Finally, a [[LBX10]] cannon rounds off the build, providing reach out to medium range, and a decent AA presence. Its [[B-Pod]] can be used for disposal of running enemy [[Battle Armor|BA's]] This mech is best used in tight spaces, or for securing far flung points fast. Use its speed to outrun and outflank foes, or run away from a bad spot. When fighting it, the [[LBX10]] and a large amount of lasers are in one arm, so take that off first.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Thunder-Struck&amp;quot;''===&lt;br /&gt;
A tough to tame beast, also known in the community as &amp;quot;'''''Thunder-Struck'''''&amp;quot;, the [[HPPC]] reaches out to a medium-long range of 650 meters while even surpassing the [[CERPPC|Clan ERPPC]] with a massive heat spike per shot. Its huge single shot damage, screen-shake ability and image enhancement disruption do command significant respect on the receiving end. The fire rate of the HPPC is quite slow, so make each shot count!&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to the [[HPPC]]s wallop, a wise pilot will chain fire the two heavy hitting [[Tbolt]] launchers, delivering due hurt &amp;amp; even more screen-shake. While the [[HPPC]] reloads the pilot can spray the enemy with [[RAC2]] fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Equipped with only 2 [[DHS]], the continual firing of all weapons will cause the F to overheat in short time.&lt;br /&gt;
A pro's tip - the [[Tbolt5]] and [[Tbolt10]] launchers have the exact same fire rate - perfectly lending themselves for an in group sequential fire setup.&amp;lt;br&amp;gt;&lt;br /&gt;
While the potential buyer is maybe considering this as an potent [[Tbolt]] boat, be warned that its main feature - the [[HPPC]] becomes completely useless should the unit partake in an NARC led hunt, save for the opportune last killing blow.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A true brawler to the bone, this Bushwacker variant can reach out to 700m with its [[PPC | Particle Projection Cannon]] causing screen shake and EMP damage before it closes the distance which is where the G really shines. Once at brawling range, further disrupt your foes shots by pummeling them with regular blasts from its massive [[AC20]] and [[SRM4]]. Timing the individual firing of the G's three main weapons sequentially will maximize almost constant screenshake. This tactic is typically needed as the weapon loadout does not have the overall DPS that the other variants are graced with. One [[SPL| Small Pulse Laser]] or 2x [[Flamer]] makes short work of [[Battle Armor]] foolish enough to stand in the open and aid in finishing off other foes. This is a very cool-running variant, even with just 2 [[DHS]] it takes quite awhile to overheat - mainly due to the significant cycle time on the PPC. Remember to load up the extra 1 [[Free tons | free ton]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Bushwacker was designed to have as small a forward profile as possible.  This wasn't possible until the Inner Sphere managed to steal blueprints of the [[Clan]] [[Vulture]] Omnimech during one of its raids, modifying the design heavily to create the basic Bushwacker. After problems with engine shielding were solved, production of the Bushwacker began on the planet Tharkad and the 'Mech has since become a favorite of MechWarriors in the Draconis and Capellan Marches of the Federated Suns.&amp;lt;br&amp;gt;&lt;br /&gt;
The Prime variant in MWLL carries the same loadout as the primary model of the Bushwacker in Battletech. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 3053 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Bushwacker BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=10433</id>
		<title>Bushwacker</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=10433"/>
				<updated>2020-06-29T04:26:33Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Bushwacker.png&lt;br /&gt;
| ImageGif = File:Bushwacker_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 67 000&lt;br /&gt;
| ArmorT Prime = 45 741&lt;br /&gt;
| Engine Prime = 275 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 67 400&lt;br /&gt;
| ArmorT A = 45 741&lt;br /&gt;
| Engine A = 275 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 68 800&lt;br /&gt;
| ArmorT B = 45 741&lt;br /&gt;
| Engine B = 275 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 58 500&lt;br /&gt;
| ArmorT C = 45 741&lt;br /&gt;
| Engine C = 275 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 62 900&lt;br /&gt;
| ArmorT D = 45 741&lt;br /&gt;
| Engine D = 275 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 65 700&lt;br /&gt;
| ArmorT E = 45 741&lt;br /&gt;
| Engine E = 275 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price F = 67 000&lt;br /&gt;
| ArmorT F = 45 741&lt;br /&gt;
| Engine F = 275 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Tbolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Tbolt10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 63 300&lt;br /&gt;
| ArmorT G = 45 741&lt;br /&gt;
| Engine G = 275 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 4050&lt;br /&gt;
| Armor CT = 6231&lt;br /&gt;
| Armor B = 3738&lt;br /&gt;
| Armor LRA = 3583&lt;br /&gt;
| Armor INT = 2860&lt;br /&gt;
| Armor LRL = 4767&lt;br /&gt;
| Armor LE = 2492&lt;br /&gt;
&lt;br /&gt;
| Version121 = 0.12.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Bushwacker''' is an [[Inner Sphere]] [[Medium Mech]] that packs good armor for its size, as well as impressive firepower.  Armed with a wide array of [[Weapons]], and heavily [[Armor|Armored]] compared to the other Medium Mechs, the Bushwacker is meant to play a dominant position in the early game, and can hold its own against [[Heavy Mechs|Heavy]] and some [[Assault Mechs]].  Bushwackers are also one of the only Medium Mechs currently implemented that have [[LAMS]], giving the A and B variants limited team protection against enemy [[Missiles]].  Care must be taken to not get in over your head when piloting a Bushwacker, as it is not especially speedy or maneuverable, and possesses very little in terms of [[Equipment]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&amp;lt;!-- add 2xMG--&amp;gt;&lt;br /&gt;
The Bushwacker Prime is armed with one of the most diverse arrays of weapons in its weight class.  A [[Gauss]] in the right arm, a torso-mounted [[ERLL]], and 2 [[LRM5]]s (left arm and external) give the Bushwacker Prime 3 different options for long range fire. Equipped with [[EOptics]] and [[GECM]], the Prime variant can use its speed and low profile to keep itself in range, while making sure to keep its enemies far. It also packs 1 [[free tons|spare ton]] of ammo, but the low fire rate on all its weapons keeps ammo consumption low. Best used as a second line mech, poking and prodding distracted enemies while friends keep them at bay. In a 1v1 this mech is hard pressed to stay alive, but by nature of being a Bushwacker it can be hard to pin down, and harder to kill.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Warthog&amp;quot;''===&lt;br /&gt;
{{ImageBorder |file=Warthog.jpg|size=100px|name=Warthog|width=102px|rightM=10px|topM=12px}}&lt;br /&gt;
&lt;br /&gt;
The A variant, also known as the &amp;quot;'''''Warthog'''''&amp;quot;, mounts an impressive amount of rapid-fire weapons, making it a deadly close-quarters combatant as well as a powerful AA platform.  Twin [[RAC5]]s provide the bulk of its firepower, dealing incredible DPS against most targets; supplemented by an [[ERML]], [[SRM4]], and 2 [[MGuns]], the Bushwacker A can make short work of lighter targets, and possesses enough firepower and armor to go toe to toe with heavier assets at close range.  The A variant suffers a bit at long-range combat, and care must be taken to ensure that the RAC5s do not overheat and jam.  Four [[free tons]] for ammo give the Bushwacker A sufficient time in the field, but rearming is still an occasional necessity. [[LAMS]] helps dealing with enemy missiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Bushwacker B forgoes the typical variety of weapons associated with Bushwackers and instead focuses entirely on close-range combat.  A mighty [[LBX20]] occupies the right arm, and along with two [[SRM6]]s the B variant packs an incredible close-range punch, capable of crippling most Light Mechs in a single pass.  Two [[SL]]s and an [[MPL]] mounted in the torsos supplement the B variant's close-range power, and everything can be used effectively against enemy [[Battle Armor]]. It also carries a [[LAMS| laser anti missile system]] to give it some protection against enemy missiles. Like the A variant, the Bushwacker B is highly dependent on extra ammo; the single available ton will usually be spent on the big gun - LBX20, which means the SRM support will typically be gone after a few engagements. Its lack of [[DHS| heatsinks]] makes this variant the hottest Bushie of them all.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C Variant is the cheapest Bushwacker available, and is a potent choice for closer encounters. Its primary weapon is the paired [[MRM10]] launchers, dumping a solid volley out to a maximum of 700 meters if aimed precisely. For increased rapid fire damage, a [[UAC10]] can be put to use when the enemy is closer than 600m. Finishing off the array of weapons is a single [[LPL]], allowing precise rapid fire without ammunition dependence. Ammunition dependence is the only major flaw to this variant, as only a single [[free tons|spare ton]] is available, but all the weapons are fairly smart on their consumption. Best used at ranges under 500m where aim is easiest.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Bushwacker D can bring the pain, and will rattle you while doing it. This variant boasts the second highest DPS of all the Bushwackers with 3x [[SPL]], 2x [[SSRM4]] and a single [[HVAC10]]. Unlike other close range loadouts, this mech can not only start bruising you from 950m away- but it will be with the most screen-shaking, disruptive weapon in the game. Good luck holding a bead on this with anything short of [[LRM]] as it closes the distance with [[MASC]], and seals ''your'' deal. That the lions-share of this variants damage is [[Damage Types|Splash Damage]] spells short work of 'mechs with small, cramped hitboxes like the [[Ryoken]], [[Argus]] and [[Black Lanner]]. As if its arsenal wasn't scary enough for [[Battle armor]], there's an extra [[B-Pod]] equipped- just in case you thought you had a chance before, you really, ''really'' don't.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Rushwacker&amp;quot;''===&lt;br /&gt;
The only Bushwacker variant to pack [[MASC]] technology, the aptly named &amp;quot;'''''Rushwacker'''''&amp;quot; is designed to take points and take names along the way. Its primary weapon is a dazzling array of 6 [[SL]], pumping out a massive amount of red light for not much heat at close range. Backing this up is a duo of [[SRM4]], cementing this mech as a up close and personal build. Finally, a [[LBX10]] cannon rounds off the build, providing reach out to medium range, and a decent AA presence. Its [[B-Pod]] can be used for disposal of running enemy [[Battle Armor|BA's]] This mech is best used in tight spaces, or for securing far flung points fast. Use its speed to outrun and outflank foes, or run away from a bad spot. When fighting it, the [[LBX10]] and a large amount of lasers are in one arm, so take that off first.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Thunder-Struck&amp;quot;''===&lt;br /&gt;
A tough to tame beast, also known in the community as &amp;quot;'''''Thunder-Struck'''''&amp;quot;, the [[HPPC]] reaches out to a medium-long range of 650 meters while even surpassing the [[CERPPC|Clan ERPPC]] with a massive heat spike per shot. Its huge single shot damage, screen-shake ability and image enhancement disruption do command significant respect on the receiving end. The fire rate of the HPPC is quite slow, so make each shot count!&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to the [[HPPC]]s wallop, a wise pilot will chain fire the two heavy hitting [[Tbolt]] launchers, delivering due hurt &amp;amp; even more screen-shake. While the [[HPPC]] reloads the pilot can spray the enemy with [[RAC2]] fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Equipped with only 2 [[DHS]], the continual firing of all weapons will cause the F to overheat in short time.&lt;br /&gt;
A pro's tip - the [[Tbolt5]] and [[Tbolt10]] launchers have the exact same fire rate - perfectly lending themselves for an in group sequential fire setup.&amp;lt;br&amp;gt;&lt;br /&gt;
While the potential buyer is maybe considering this as an potent [[Tbolt]] boat, be warned that its main feature - the [[HPPC]] becomes completely useless should the unit partake in an NARC led hunt, save for the opportune last killing blow.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A true brawler to the bone, this Bushwacker variant can reach out to 700m with its [[PPC | Particle Projection Cannon]] causing screen shake and EMP damage before it closes the distance which is where the G really shines. Once at brawling range, further disrupt your foes shots by pummeling them with regular blasts from its massive [[AC20]] and [[SRM4]]. Timing the individual firing of the G's three main weapons sequentially will maximize almost constant screenshake. This tactic is typically needed as the weapon loadout does not have the overall DPS that the other variants are graced with. One [[SPL| Small Pulse Laser]] or 2x [[Flamer]] makes short work of [[Battle Armor]] foolish enough to stand in the open and aid in finishing off other foes. This is a very cool-running variant, even with just 2 [[DHS]] it takes quite awhile to overheat - mainly due to the significant cycle time on the PPC. Remember to load up the extra 1 [[Free tons | free ton]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Bushwacker was designed to have as small a forward profile as possible.  This wasn't possible until the Inner Sphere managed to steal blueprints of the [[Clan]] [[Vulture]] Omnimech during one of its raids, modifying the design heavily to create the basic Bushwacker. After problems with engine shielding were solved, production of the Bushwacker began on the planet Tharkad and the 'Mech has since become a favorite of MechWarriors in the Draconis and Capellan Marches of the Federated Suns.&amp;lt;br&amp;gt;&lt;br /&gt;
The Prime variant in MWLL carries the same loadout as the primary model of the Bushwacker in Battletech. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 3053 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Bushwacker BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=10432</id>
		<title>Bushwacker</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Bushwacker&amp;diff=10432"/>
				<updated>2020-06-29T04:26:12Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant D */ added a fluff that reflects its loadout better than the old one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Bushwacker.png&lt;br /&gt;
| ImageGif = File:Bushwacker_spin.gif&lt;br /&gt;
| Class = Medium&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 7&lt;br /&gt;
| Tier = 7&lt;br /&gt;
| Tonnage = 55&lt;br /&gt;
| Speed = 86&lt;br /&gt;
| SpeedWithMasc = 120&lt;br /&gt;
| Rotation = 200&lt;br /&gt;
| PitchStand = -35° to +40°&lt;br /&gt;
| PitchCrouch = -35° to +50°&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 67 000&lt;br /&gt;
| ArmorT Prime = 45 741&lt;br /&gt;
| Engine Prime = 275 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 67 400&lt;br /&gt;
| ArmorT A = 45 741&lt;br /&gt;
| Engine A = 275 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERML]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 68 800&lt;br /&gt;
| ArmorT B = 45 741&lt;br /&gt;
| Engine B = 275 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[LAMS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 58 500&lt;br /&gt;
| ArmorT C = 45 741&lt;br /&gt;
| Engine C = 275 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 62 900&lt;br /&gt;
| ArmorT D = 45 741&lt;br /&gt;
| Engine D = 275 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HVAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 65 700&lt;br /&gt;
| ArmorT E = 45 741&lt;br /&gt;
| Engine E = 275 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[MASC]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Price F = 67 000&lt;br /&gt;
| ArmorT F = 45 741&lt;br /&gt;
| Engine F = 275 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Tbolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Tbolt10]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 63 300&lt;br /&gt;
| ArmorT G = 45 741&lt;br /&gt;
| Engine G = 275 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Flamer]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Pods = LE&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 4050&lt;br /&gt;
| Armor CT = 6231&lt;br /&gt;
| Armor B = 3738&lt;br /&gt;
| Armor LRA = 3583&lt;br /&gt;
| Armor INT = 2860&lt;br /&gt;
| Armor LRL = 4767&lt;br /&gt;
| Armor LE = 2492&lt;br /&gt;
&lt;br /&gt;
| Version121 = 0.12.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Bushwacker''' is an [[Inner Sphere]] [[Medium Mech]] that packs good armor for its size, as well as impressive firepower.  Armed with a wide array of [[Weapons]], and heavily [[Armor|Armored]] compared to the other Medium Mechs, the Bushwacker is meant to play a dominant position in the early game, and can hold its own against [[Heavy Mechs|Heavy]] and some [[Assault Mechs]].  Bushwackers are also one of the only Medium Mechs currently implemented that have [[LAMS]], giving the A and B variants limited team protection against enemy [[Missiles]].  Care must be taken to not get in over your head when piloting a Bushwacker, as it is not especially speedy or maneuverable, and possesses very little in terms of [[Equipment]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
===Prime===&lt;br /&gt;
&amp;lt;!-- add 2xMG--&amp;gt;&lt;br /&gt;
The Bushwacker Prime is armed with one of the most diverse arrays of weapons in its weight class.  A [[Gauss]] in the right arm, a torso-mounted [[ERLL]], and 2 [[LRM5]]s (left arm and external) give the Bushwacker Prime 3 different options for long range fire. Equipped with [[EOptics]] and [[GECM]], the Prime variant can use its speed and low profile to keep itself in range, while making sure to keep its enemies far. It also packs 1 [[free tons|spare ton]] of ammo, but the low fire rate on all its weapons keeps ammo consumption low. Best used as a second line mech, poking and prodding distracted enemies while friends keep them at bay. In a 1v1 this mech is hard pressed to stay alive, but by nature of being a Bushwacker it can be hard to pin down, and harder to kill.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Warthog&amp;quot;''===&lt;br /&gt;
{{ImageBorder |file=Warthog.jpg|size=100px|name=Warthog|width=102px|rightM=10px|topM=12px}}&lt;br /&gt;
&lt;br /&gt;
The A variant, also known as the &amp;quot;'''''Warthog'''''&amp;quot;, mounts an impressive amount of rapid-fire weapons, making it a deadly close-quarters combatant as well as a powerful AA platform.  Twin [[RAC5]]s provide the bulk of its firepower, dealing incredible DPS against most targets; supplemented by an [[ERML]], [[SRM4]], and 2 [[MGuns]], the Bushwacker A can make short work of lighter targets, and possesses enough firepower and armor to go toe to toe with heavier assets at close range.  The A variant suffers a bit at long-range combat, and care must be taken to ensure that the RAC5s do not overheat and jam.  Four [[free tons]] for ammo give the Bushwacker A sufficient time in the field, but rearming is still an occasional necessity. [[LAMS]] helps dealing with enemy missiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: left&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;!-- Stops the text flow beside the small picture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
The Bushwacker B forgoes the typical variety of weapons associated with Bushwackers and instead focuses entirely on close-range combat.  A mighty [[LBX20]] occupies the right arm, and along with two [[SRM6]]s the B variant packs an incredible close-range punch, capable of crippling most Light Mechs in a single pass.  Two [[SL]]s and an [[MPL]] mounted in the torsos supplement the B variant's close-range power, and everything can be used effectively against enemy [[Battle Armor]]. It also carries a [[LAMS| laser anti missile system]] to give it some protection against enemy missiles. Like the A variant, the Bushwacker B is highly dependent on extra ammo; the single available ton will usually be spent on the big gun - LBX20, which means the SRM support will typically be gone after a few engagements. Its lack of [[DHS| heatsinks]] makes this variant the hottest Bushie of them all.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
The C Variant is the cheapest Bushwacker available, and is a potent choice for closer encounters. Its primary weapon is the paired [[MRM10]] launchers, dumping a solid volley out to a maximum of 700 meters if aimed precisely. For increased rapid fire damage, a [[UAC10]] can be put to use when the enemy is closer than 600m. Finishing off the array of weapons is a single [[LPL]], allowing precise rapid fire without ammunition dependence. Ammunition dependence is the only major flaw to this variant, as only a single [[free tons|spare ton]] is available, but all the weapons are fairly smart on their consumption. Best used at ranges under 500m where aim is easiest.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
The Bushwacker D can bring the pain, and will rattle you while doing it. This variant boasts the second highest DPS of all the Bushwackers with 3x [[SPL]], 2x [[SSRM4]] and a single [[HVAC10]]. Unlike other close range loadouts, this mech can not only start bruising you from 950m away- but it will be with the most screen-shaking, disruptive weapon in the game. Good luck holding a bead on this with anything short of [[LRM]] as it closes the distance with [[MASC]], and seals ''your'' deal. That the lions-share of this variants damage is [[Damage Types|Splash Damage]] spells short work of 'mechs with small, cramped hitboxes like the [[Ryoken]], [[Argus]] and [[Black Lanner]]. As if its arsenal wasn't scary enough for [[Battle armor]], there's an extra [[B-Pod]] equipped- just in case you thought you had a chance before, you really, really don't.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Rushwacker&amp;quot;''===&lt;br /&gt;
The only Bushwacker variant to pack [[MASC]] technology, the aptly named &amp;quot;'''''Rushwacker'''''&amp;quot; is designed to take points and take names along the way. Its primary weapon is a dazzling array of 6 [[SL]], pumping out a massive amount of red light for not much heat at close range. Backing this up is a duo of [[SRM4]], cementing this mech as a up close and personal build. Finally, a [[LBX10]] cannon rounds off the build, providing reach out to medium range, and a decent AA presence. Its [[B-Pod]] can be used for disposal of running enemy [[Battle Armor|BA's]] This mech is best used in tight spaces, or for securing far flung points fast. Use its speed to outrun and outflank foes, or run away from a bad spot. When fighting it, the [[LBX10]] and a large amount of lasers are in one arm, so take that off first.&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Thunder-Struck&amp;quot;''===&lt;br /&gt;
A tough to tame beast, also known in the community as &amp;quot;'''''Thunder-Struck'''''&amp;quot;, the [[HPPC]] reaches out to a medium-long range of 650 meters while even surpassing the [[CERPPC|Clan ERPPC]] with a massive heat spike per shot. Its huge single shot damage, screen-shake ability and image enhancement disruption do command significant respect on the receiving end. The fire rate of the HPPC is quite slow, so make each shot count!&amp;lt;br&amp;gt;&lt;br /&gt;
In addition to the [[HPPC]]s wallop, a wise pilot will chain fire the two heavy hitting [[Tbolt]] launchers, delivering due hurt &amp;amp; even more screen-shake. While the [[HPPC]] reloads the pilot can spray the enemy with [[RAC2]] fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Equipped with only 2 [[DHS]], the continual firing of all weapons will cause the F to overheat in short time.&lt;br /&gt;
A pro's tip - the [[Tbolt5]] and [[Tbolt10]] launchers have the exact same fire rate - perfectly lending themselves for an in group sequential fire setup.&amp;lt;br&amp;gt;&lt;br /&gt;
While the potential buyer is maybe considering this as an potent [[Tbolt]] boat, be warned that its main feature - the [[HPPC]] becomes completely useless should the unit partake in an NARC led hunt, save for the opportune last killing blow.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
A true brawler to the bone, this Bushwacker variant can reach out to 700m with its [[PPC | Particle Projection Cannon]] causing screen shake and EMP damage before it closes the distance which is where the G really shines. Once at brawling range, further disrupt your foes shots by pummeling them with regular blasts from its massive [[AC20]] and [[SRM4]]. Timing the individual firing of the G's three main weapons sequentially will maximize almost constant screenshake. This tactic is typically needed as the weapon loadout does not have the overall DPS that the other variants are graced with. One [[SPL| Small Pulse Laser]] or 2x [[Flamer]] makes short work of [[Battle Armor]] foolish enough to stand in the open and aid in finishing off other foes. This is a very cool-running variant, even with just 2 [[DHS]] it takes quite awhile to overheat - mainly due to the significant cycle time on the PPC. Remember to load up the extra 1 [[Free tons | free ton]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Bushwacker was designed to have as small a forward profile as possible.  This wasn't possible until the Inner Sphere managed to steal blueprints of the [[Clan]] [[Vulture]] Omnimech during one of its raids, modifying the design heavily to create the basic Bushwacker. After problems with engine shielding were solved, production of the Bushwacker began on the planet Tharkad and the 'Mech has since become a favorite of MechWarriors in the Draconis and Capellan Marches of the Federated Suns.&amp;lt;br&amp;gt;&lt;br /&gt;
The Prime variant in MWLL carries the same loadout as the primary model of the Bushwacker in Battletech. &lt;br /&gt;
&lt;br /&gt;
Date Introduced 3053 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Skirmisher&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Bushwacker BattleTech Reference]&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=10431</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=10431"/>
				<updated>2020-06-29T04:04:09Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant E */ readability, grammar, spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 86 600&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 95 900&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 81 150&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version120 = 0.12.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]], picking off enemy [[MWLL Asset Bible#LRM Boats|missile boats]]; and with steady aim- it can quickly ground enemy [[Aerospace]]. Four free tons for ammo and an extra ton of [[Armor]] give it considerable longevity on the field, but its two [[cSRM2]]s aren't enough to sustain it in a brawl- as much as to blast a landed [[Battle Armor]] and disrupt foes aim in crucial moments with [[Chain Fire]] mode. It's the enemies mistake to focus this mech's side torsos, with it's destruction only comes a loss of one measly [[cSRM2]] launcher, and any destroyed torso can be easily hidden with this variants protruding center torso and 360 torso twist. Pilots of this variant should watch for foes that focus on the the real threat of this mech; it's arms- and fast [[Light Mechs]] that can dodge between Gauss shells and shrug off SRM blasts.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will open up, but produce quite a bit of waste heat which must be carefully managed. Two [[ATM|ATM9 HE]]s come to life at 300m, applying continuous cockpit shake to the target due to the staggered launching pattern. This makes it almost impossible to return fire accurately during a volley. Even with 7 [[DHS|Double Heat Sinks]], one needs to keep an eye on the heat. Alpha striking is not recommended, and once this asset is within 300 m of its target, it should refrain from firing the [[CERPPC]] unless it is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and mid-range line battles, the D variant packs a straightforward configuration of 2 [[cERLL]]s, one in each arm, and 2 torso mounted standard range [[ATM9]]s.  [[EOptics]] enhance the accuracy of the lasers, while a [[GECM]] suite provides radar cover, which allows the unit to stay active for missile locking.  An extra ton of armor and two tons of ammo for the ATM's helps extend this asset's presence on the battlefield. Exercise caution when running hot, or risk damaging the 5 [[DHS]]s when firing both lasers as a group; alternate fire is recommended. On paper, this asset cannot out shoot the standard ATM9 Ryoken. However, as a Vulture, it is graced with a 360 degree torso, which allows it to retreat while locking and firing. This allows the asset to maintain the narrow std. ATM arming window of 125-750 m, and only assets that can move faster than 86 kph can hope to close that distance.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
Almost a brawler's dream come true, the E variant has nearly everything you could ask for in a close range variant; only missing MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, but the 3 [[DHS]] will struggle to manage your whole arsenal's heat production for long, though. This variant is capable of standing against many other brawler 'Mechs in its weight class and price bracket with an extra 2 tons of [[Armor]] and weaponry, and it will effortlessly bulldoze anything smaller than it in mere seconds as long as there's coolant to spare.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A variant capable of seriously ravaging nearly any asset in its weight bracket or lower, the Vulture F fields decent weaponry for long range engagements and absolutely devastating weaponry for close range ones. Long range firepower comes in the form of a single [[CLBX5]] and a single [[CERPPC]] - both allocated to one arm. This weapon variety allows for mixed roles of sniping, light anti-air, [[Battle Armor]] hunting, and fire-support. The F variant's main punch, however, is in its three ammo-hungry [[CDSRM6|Dual SRM 6's]], which can easily blow through armor and savage most light and medium mechs in a single pass. A single additional DHS often proves to be hardly adequate in managing heat from aggressive weapons use, so chain-firing the DSRM6s is recommended to lessen the heat load. Three free tons of ammo (usually all used for the DSRM6s) provide some battlefield endurance. It is tempting to think of an SRM boat as variant reliant on splash damage, but the unguided rockets of an [[CDSRM6]] barrage track accurately to the point of aim, and allow the pilot to drill a hole an an enemy's armor. The increased armor of this variant is useful for a born and bred brawler, and the unlimited torso twist of this asset allows it to spread damage all over its body, while it focuses its own damage on a single component.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Known to its Clan designers as the Mad Dog, it was given the moniker of Vulture amongst the Inner Sphere because of its hunched-looking shoulders and protruding torso. Originally developed by the Smoke Jaguars in 2963, the Vulture is intended as a support Mech capable of delivering a missile-heavy payload to the target. Some configurations sport heavy direct-fire weaponry such as the Vulture-C, which mounts a pair of Clan Gauss Rifles, one in each arm.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=10430</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=10430"/>
				<updated>2020-06-29T03:58:23Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant A */ grammar &amp;amp; readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 86 600&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 95 900&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 81 150&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version120 = 0.12.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]], picking off enemy [[MWLL Asset Bible#LRM Boats|missile boats]]; and with steady aim- it can quickly ground enemy [[Aerospace]]. Four free tons for ammo and an extra ton of [[Armor]] give it considerable longevity on the field, but its two [[cSRM2]]s aren't enough to sustain it in a brawl- as much as to blast a landed [[Battle Armor]] and disrupt foes aim in crucial moments with [[Chain Fire]] mode. It's the enemies mistake to focus this mech's side torsos, with it's destruction only comes a loss of one measly [[cSRM2]] launcher, and any destroyed torso can be easily hidden with this variants protruding center torso and 360 torso twist. Pilots of this variant should watch for foes that focus on the the real threat of this mech; it's arms- and fast [[Light Mechs]] that can dodge between Gauss shells and shrug off SRM blasts.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will open up, but produce quite a bit of waste heat which must be carefully managed. Two [[ATM|ATM9 HE]]s come to life at 300m, applying continuous cockpit shake to the target due to the staggered launching pattern. This makes it almost impossible to return fire accurately during a volley. Even with 7 [[DHS|Double Heat Sinks]], one needs to keep an eye on the heat. Alpha striking is not recommended, and once this asset is within 300 m of its target, it should refrain from firing the [[CERPPC]] unless it is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and mid-range line battles, the D variant packs a straightforward configuration of 2 [[cERLL]]s, one in each arm, and 2 torso mounted standard range [[ATM9]]s.  [[EOptics]] enhance the accuracy of the lasers, while a [[GECM]] suite provides radar cover, which allows the unit to stay active for missile locking.  An extra ton of armor and two tons of ammo for the ATM's helps extend this asset's presence on the battlefield. Exercise caution when running hot, or risk damaging the 5 [[DHS]]s when firing both lasers as a group; alternate fire is recommended. On paper, this asset cannot out shoot the standard ATM9 Ryoken. However, as a Vulture, it is graced with a 360 degree torso, which allows it to retreat while locking and firing. This allows the asset to maintain the narrow std. ATM arming window of 125-750 m, and only assets that can move faster than 86 kph can hope to close that distance.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A almost brawling dream, the E variant has many things you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 3 [[DHS]] strugles to manage heat though. Impressive 2 extra tons of armor helps with surviving in a heat of a battle. This variant is capable of standing against many other brawler 'Mechs in its weight and price class as a result of the thicker armor, while it will effortlessly bulldoze smaller assets with constant SSRM barrages.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A variant capable of seriously ravaging nearly any asset in its weight bracket or lower, the Vulture F fields decent weaponry for long range engagements and absolutely devastating weaponry for close range ones. Long range firepower comes in the form of a single [[CLBX5]] and a single [[CERPPC]] - both allocated to one arm. This weapon variety allows for mixed roles of sniping, light anti-air, [[Battle Armor]] hunting, and fire-support. The F variant's main punch, however, is in its three ammo-hungry [[CDSRM6|Dual SRM 6's]], which can easily blow through armor and savage most light and medium mechs in a single pass. A single additional DHS often proves to be hardly adequate in managing heat from aggressive weapons use, so chain-firing the DSRM6s is recommended to lessen the heat load. Three free tons of ammo (usually all used for the DSRM6s) provide some battlefield endurance. It is tempting to think of an SRM boat as variant reliant on splash damage, but the unguided rockets of an [[CDSRM6]] barrage track accurately to the point of aim, and allow the pilot to drill a hole an an enemy's armor. The increased armor of this variant is useful for a born and bred brawler, and the unlimited torso twist of this asset allows it to spread damage all over its body, while it focuses its own damage on a single component.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Known to its Clan designers as the Mad Dog, it was given the moniker of Vulture amongst the Inner Sphere because of its hunched-looking shoulders and protruding torso. Originally developed by the Smoke Jaguars in 2963, the Vulture is intended as a support Mech capable of delivering a missile-heavy payload to the target. Some configurations sport heavy direct-fire weaponry such as the Vulture-C, which mounts a pair of Clan Gauss Rifles, one in each arm.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Console_Variables&amp;diff=10426</id>
		<title>Console Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Console_Variables&amp;diff=10426"/>
				<updated>2020-06-26T19:01:49Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: Collapsed 'Preface' into Overview, Testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Each '''Console Variable''' controls one specific feature of the games graphics, performance or controls. For instance, '''r_TexResolution''' controls the texture resolution of assets ingame, and can be set anywhere from 0 ''(r_TexResolution = 0)'' for higher; or 4 ''(r_TexResolution = 4)'' for lower resolution at your own discretion. A few console variables aren't tied directly to a features, but direct groups of other variables- these ''Group Console Variables'' are what you're changing when you change your settings via the ingame Settings menu. &lt;br /&gt;
&lt;br /&gt;
Essentially, Control Variables (cvar) are the hidden, 'Advanced Settings' page to Mechwarrior Living Legends. The ingame settings page serves as an easy to use, but rough method of setting these variables- but fails to explore the full spectrum of possibilities with its simple design. Fine tuning your settings using a ''user.cfg'' file opens the door to all of the games console variables and individual control on their adjustment- giving you the ability to run your game with settings customized to matching your tastes for performance and appearance. &lt;br /&gt;
&lt;br /&gt;
Both the extreme high ends of maximum performance, and maximum graphical output are only available using User.cfg files, and many players seeking a middle ground utilize one to find their own personal sweet-spot between the two, homing in on their preferred FPS by reducing visual amenities of their choice.&lt;br /&gt;
&lt;br /&gt;
Beyond fine adjustment to graphics, there are many other features hidden in the Console Variables, with immense flexibility granted by combining the ''bind'' and ''exec'' functions- players can change other control variables, change batches of variables, or run scripts with the press of a button ingame.&lt;br /&gt;
&lt;br /&gt;
One final note - Make a few Console Adjustments at a time, then test them out in the game. Keep what works. Then a few more and few more until the game runs as well as you like. Remember you are fine tuning the game to match your components so it is going to take several matches to find what works.&lt;br /&gt;
&lt;br /&gt;
==The User.cfg File==&lt;br /&gt;
[[File:usercfghome.png|600px|right|]]&lt;br /&gt;
While the filename ''user.cfg'' may seem intimidating- rest assured there's no programming knowledge needed here. Fundamentally, adding a user.cfg file is as easy as placing a text file with a specific name in a specific folder. You can either write your own, download a prebuilt one from this page, or use one that another player has shared with you. &lt;br /&gt;
&lt;br /&gt;
To add your user.cfg file:&lt;br /&gt;
# Right click on your desktop, and select 'New Text File'&lt;br /&gt;
# Write, or copy-&amp;amp;-paste the variables and their preferred settings as you wish into the document&lt;br /&gt;
# Save the file, and then manually rename it to '''user.cfg''' ''(make sure to replace the original extension, a user.cfg.'''txt''' file will not work)''&lt;br /&gt;
# Place the file into the MWLL / Client directory. By default its file tree is Documents / My_Games / Crysis_Wars / MWLL / Client&lt;br /&gt;
If you downloaded a user.cfg file from here or a friend, you just need to place it in the MWLL / Client folder&lt;br /&gt;
&lt;br /&gt;
Functionally, the user.cfg file is a set of instructions that the game runs whenever it opens. Whatever settings you specify in this file will be set on each launch, and is a reliable method to save your preferred settings- especially for users tired of the bug where the ingame settings menu occasionally resets their preferences between launches.&lt;br /&gt;
&lt;br /&gt;
===Prewritten User.cfg Files===&lt;br /&gt;
&lt;br /&gt;
The following files are hosted on Discord. Remember to edit the Height and Width console variables to match your preferred screen resolution. See the following section ''Customizing the user.cfg'' for more details.&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/338747437122453505/711008782041481246/user.cfg Recommended good visuals and performance Preset]&lt;br /&gt;
** Set for high visuals by default, easily adjustable for better performance and stability.&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/242496941332758529/564618953943547914/user.cfg Low Visuals/High Performance Preset]&lt;br /&gt;
**Recommended for users struggling to maintain usable FPS ingame. From this, you can edit features back in at your discretion to meet your preferences. &lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/359786221247004682/user.cfg ''(Outdated)'' Low Visuals/High Performance Preset]&lt;br /&gt;
**(There are two bugs that affect some users within this file, which can be amended by deleting the line ''e_particles_quality = 9'', or ingame projectiles will become invisible- and the line ''d3d9_forcesoftware = 1'', or the ingame Console and [[CBills#Transferring_C-Bills|Cbill Transfer Menu]] will be unusable due to invisible text.)&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/360451983393423361/user.cfg (OLD) High Visuals Preset]&lt;br /&gt;
&lt;br /&gt;
===Writing Your Own User.cfg File===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Testing Console Variables====&lt;br /&gt;
Each Console Variable can be tested ingame from the Console. You can use this to test how individual variables affect your games appearance, or performance- in real time.&lt;br /&gt;
# Open the Console by pressing the '''~''' or '''`''' key ingame. This both opens, and closes the console- where you can check the status of, and change Console Variables.&lt;br /&gt;
# To view a readout of your FPS, type ''r_displayinfo = 1'' and press enter. This enables the variable that will give a real-time readout of your FPS in the upper right hand corner. This can be removed by going into the console again, and typing ''r_displayinfo = 0''&lt;br /&gt;
# You can see the current status of any Console Variable by entering its name without a value (typing in just ''r_TexResolution'' will return a statement with its current value)&lt;br /&gt;
# You can set the value of any unlocked Console Variable by entering its name with a value (you can set ''r_TexResolution'' to 2 by entering ''r_TexResolution = 2'' )&lt;br /&gt;
Using the Console Variables, and their descriptions below- you can test different variables affects on your games performance and appearance together, and then record them into a user.cfg file for your game to remember them. 'Console Variables entered in the console are ''NOT'' saved between sessions, and are reset to whatever is written in your user.cfg, or the games default values- every launch. &lt;br /&gt;
&lt;br /&gt;
''FPS is only an indirect measurement of Frame Time, a more direct unit of your game's performance. You can instead see and measure your Frame Time with r_displayinfo = 2, which will be a more accurate depiction of your machines load - Lower Frame Time is better; with 16ms corresponding to 60 FPS, and 33ms to 30. Optimizing for Frame Time instead of FPS may yield a more stable, smooth experience''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Customizing Your User.cfg File====&lt;br /&gt;
If you're writing your own User.cfg from scratch, there are some important settings to include in every user.cfg file.&lt;br /&gt;
;con_restricted = 0 &lt;br /&gt;
: This is required for the user.cfg file to be considered by your game. Without this, the rest of the file will be ignored. Activating this will make your game start with the console open. It can be closed with the '''~''' key.&lt;br /&gt;
;sys_DeactivateConsole = 1&lt;br /&gt;
: This, in turn, will start your game with the console closed. It can still be opened with the '''~''' key.&lt;br /&gt;
;r_Height = ...&lt;br /&gt;
;r_Width = ...&lt;br /&gt;
: This specifies the Height and Width your game will run in, and should be set to your tastes. Its easiest to experiment with these from the ingame menu, and then record it here for consistency on launches. Higher resolution will look better, but lower resolution will perform better.&lt;br /&gt;
;r_fullscreen = ...&lt;br /&gt;
: ''[0 for windowed mode, 1 for fullscreen]''&lt;br /&gt;
: Some players experience better performance in windowed mode. Here is where you would set it to always run in windowed mode, if that were the case.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variables==&lt;br /&gt;
The ''Mechwarrior: Living Legends'' mod is built in ''Cryengine''- which was renowned in its time for its incredible graphics. Each release in the ''Crysis'' series has been used by hobbiest computer builders as a benchmark for performance. In addition, Cryengine developers built a very durable Console Variable system- which allows for control over your graphics and performance at a fidelity that puts most modern games to shame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''LOD''' - Level Of Detail - cryengine takes a lot of consideration just how detailed an object is drawn in the game engine - moreover - the artist alone can make 3 (or more) gradually simpler objects for the engine to pick from - massively important on vegetation or in cities.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''View Distance''' - the artist (map maker) and the engine compete just when the switchover of various LODs will happen - some is left to the ''tweaker'' of the config files we discuss here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ray Cast''' - the engine uses a straight line between view-port camera (&amp;quot;player's eye&amp;quot;) and the object to determine if it is ''visible'' or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Occluder''' - the map maker can place a plane (called occlusion plane) that cuts (''culls'') any visual ''raycasts'' and thus speeds up the view-port drawing time significantly - one special occluder is the ''maximum view distance'' one - it &amp;quot;travels&amp;quot; with us.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''quality levels''' - there are few: 0 - automatic, 1 - low, 2 - medium, 3 - high, 4 - maximum; Note - below 3 only LOD 1 and onward (LOD 2, LOD 3...) are rendered - to ever see LOD 0 designs one has to set quality to ''high'' ie 3 or better.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are a comical number of Console Variables integrated with ''Cryengine''. The following list is a subset of them, cutting variables that are holdovers from unrelated titles (settings pertaining to ingame AI behavior, hair rendering, facial animation, etc) and the variables that have been locked by the ''Mechwarrior: Living Legends'' development in order to ensure no one abuses the Console Variables into having an unfair advantage (clouds, rain, fog, some vegetation variables cannot be disabled).&lt;br /&gt;
&lt;br /&gt;
===Graphics=== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_ObjectDetail'''&amp;lt;br&amp;gt;Default: 4&amp;lt;br&amp;gt;help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;&lt;br /&gt;
sys_spec_ObjectDetail [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... ca_AttachmentCullingRation = 100/120/160/200/200 &amp;lt;br&amp;gt;  ... ca_DrawFaceAttachments = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... ca_useDecals = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_cbuffer_resolution = 128/128/256/256/256 &amp;lt;br&amp;gt;  ... e_decals_allow_game_decals = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_decals_life_time_scale = 0.5/1/2/2/2 &amp;lt;br&amp;gt;  ... e_detail_materials_view_dist_xy = 64/2048/2048/2048/2048 &amp;lt;br&amp;gt;  ... e_detail_materials_view_dist_z = 64/128/128/128/128 &amp;lt;br&amp;gt;  ... e_dissolve = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_lod_min = 2/1/0/0/0 &amp;lt;br&amp;gt;  ... e_lod_ratio = 3/4/6/6/6 &amp;lt;br&amp;gt;  ... e_lods = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... e_max_view_dst_spec_lerp = 0/0.5/1/1/1 &amp;lt;br&amp;gt;  ... e_obj_quality = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... e_proc_vegetation = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_occlusion_culling_max_dist = 100/130/200/200/200 &amp;lt;br&amp;gt;  ... e_vegetation_bending = 1/2/2/2/2 &amp;lt;br&amp;gt;  ... e_vegetation_min_size = 1.0/0.5/0/0/0 &amp;lt;br&amp;gt;  ... e_vegetation_sprites_distance_custom_ratio_min = 0.5/0.75/1/1/1 &amp;lt;br&amp;gt;  ... e_vegetation_sprites_distance_ratio = 1/1/1/1.5/1.5 &amp;lt;br&amp;gt;  ... e_view_dist_ratio = 40/60/60/60/60 &amp;lt;br&amp;gt;  ... e_view_dist_ratio_detail = 15/19/24/30/30 &amp;lt;br&amp;gt;  ... e_view_dist_ratio_vegetation = 15/21/31/45/45 &amp;lt;br&amp;gt;  ... es_DebrisLifetimeScale = 0.3/0.6/0.8/1/1 &amp;lt;br&amp;gt;  ... i_rejecteffects = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_flash_curve_tess_error = 8/4/2/2/2 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;'''sys_spec_Full''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;sys_spec_Full [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... sys_spec_GameEffects = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_MotionBlur = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_ObjectDetail = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Particles = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Physics = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_PostProcessing = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Shading = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Shadows = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Sound = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Texture = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_VolumetricEffects = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Water = 1/2/3/4/4 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_VSync ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles vertical sync, a setting used to prevent Screen Tearing, disabling can improve performance. &amp;lt;br&amp;gt; Usage: r_VSync [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' sys_spec''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh) &amp;lt;br&amp;gt;&lt;br /&gt;
|  ''' cl_motionBlur''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: motion blur type (0=off, 1=accumulation-based, 2=velocity-based) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Objects alphatest_noise_fading out on distance &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve_transition_threshold''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Controls disabling of smooth transition if camera moves too fast &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve_transition_time''' &amp;lt;br&amp;gt; Default: 0.3 &amp;lt;br&amp;gt; Help: Lod switch duration &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ColorBits''' &amp;lt;br&amp;gt; Default: 32 &amp;lt;br&amp;gt; Help: Sets the color resolution, in bits per pixel. Default is 32. &amp;lt;br&amp;gt; Usage: r_ColorBits [32/24/16/8] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGrading''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGrading [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingDof''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading dof control. &amp;lt;br&amp;gt; Usage: r_ColorGradingDof [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingFilters''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingFilters [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingLevels''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingLevels [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingSelectiveColor''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingSelectiveColor [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_CoronaColorScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' r_CoronaFade''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Time fading factor of the light coronas. &amp;lt;br&amp;gt; Usage: r_CoronaFade 0.5Default is 0.5. &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_Coronas''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles light coronas around light sources. &amp;lt;br&amp;gt; Usage: r_Coronas [0/1]Default is 1 (on). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_CoronaSizeScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MotionBlur''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Enables per object and screen motion blur. &amp;lt;br&amp;gt; Usage: r_MotionBlur [0/1/2/3/4/101/102/103/104] &amp;lt;br&amp;gt; Default is 1 (screen motion blur on). 1 enables screen motion blur. 2 enables screen and object motion blur. &amp;lt;br&amp;gt;3 all motion blur and freezing. 4. only per object; modes above 100 also enable motion blur in multiplayer &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable ambient occlusion &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_blur''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: SSAO mask blur &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_darkening''' &amp;lt;br&amp;gt; Default: 0.075 &amp;lt;br&amp;gt; Help: Controls how much SSAO darkens flat open surfaces &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_downscale_ztarget''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Use downscaled version of z-target &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_quality''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: SSAO shader quality &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UseEdgeAA''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Toggles edge blurring/antialiasing &amp;lt;br&amp;gt; Usage: r_UseEdgeAA [0/1/2] &amp;lt;br&amp;gt; Default is 1 (edge blurring) &amp;lt;br&amp;gt; 1 = activate edge blurring mode &amp;lt;br&amp;gt; 2 = activate edge antialiasing mode (previous version) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UsePOM''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables Parallax Occlusion Mapping. &amp;lt;br&amp;gt; Usage: r_UsePOM [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_Renderer''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the quality of Renderer &amp;lt;br&amp;gt; Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shadows==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Shadows''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Shadows [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_gsm_cache = 1/1/1/0/0 &amp;lt;br&amp;gt;  ... e_gsm_lods_num = 3/4/5/5/5 &amp;lt;br&amp;gt;  ... e_gsm_range = 4/3/3/3/3 &amp;lt;br&amp;gt;  ... e_shadows = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_shadows_cast_view_dist_ratio = 0.25/0.45/0.53/0.8/0.8 &amp;lt;br&amp;gt;  ... e_shadows_from_terrain_in_all_lods = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_shadows_max_texture_size = 256/512/1024/1024/1024 &amp;lt;br&amp;gt;  ... e_shadows_on_alpha_blended = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_ShadowBlur = 0/0/3/3/3 &amp;lt;br&amp;gt;  ... r_ShadowJittering = 0/1/1/2.5/2.5 &amp;lt;br&amp;gt;  ... r_ShadowsMaskResolution = 0/0/0/0/0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_volobj_shadow_strength''' &amp;lt;br&amp;gt; Default: 0.4 &amp;lt;br&amp;gt; Help: Self shadow intensity of volume objects [0..1]. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_cache''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_cache_lod_offset''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Makes first X GSM lods not cached &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_combined''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Variable to tweak the performace of directional shadow maps &amp;lt;br&amp;gt; 0=individual textures are used for each GSM level, 1=texture are combined into one texture &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_depth_bounds_debug''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Debug GSM bounds regions calculation &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_lods_num''' &amp;lt;br&amp;gt; Default: 5 &amp;lt;br&amp;gt; Help: Number of GSM lods (0..5) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Size of LOD 0 GSM area (in meters) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range_step''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Range of next GSM lod is previous range multiplied by step &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range_step_terrain''' &amp;lt;br&amp;gt; Default: 16 &amp;lt;br&amp;gt; Help: gsm_range_step for last gsm lod containg terrain &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_scatter_lod_dist''' &amp;lt;br&amp;gt; Default: 70 &amp;lt;br&amp;gt; Help: Size of Scattering LOD GSM in meters &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_stats''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show GSM statistics 0=off, 1=enable debug to the screens &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_view_space''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' e_shadows''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of shadows &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_cast_view_dist_ratio''' &amp;lt;br&amp;gt; Default: 0.8 &amp;lt;br&amp;gt; Help: View dist ratio for shadow maps &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_shadows_clouds''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Cloud shadows &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_debug''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=off, 2=visualize shadow maps on the screen &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_from_terrain_in_all_lods''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable shadows from terrain &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_frustums''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Debug &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_max_texture_size''' &amp;lt;br&amp;gt; Default: 1024 &amp;lt;br&amp;gt; Help: Set maximum resolution of shadow map &amp;lt;br&amp;gt; 256(faster), 512(medium), 1024(better quality) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_occ_check''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable/disable shadow-caster test against the occlusion buffer &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_occ_cutCaster''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Clips the caster extrusion to the zoro height. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_on_alpha_blended''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable shadows on aplhablended  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_slope_bias''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Shadows slope bias for shadowgen &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_water''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable/disable shadows on water &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowBlur''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Selected shadow map screenspace blurring technique. &amp;lt;br&amp;gt; Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowBluriness''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowBlur is activated. &amp;lt;br&amp;gt; Usage: r_ShadowBluriness [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowGen''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 0=disable shadow map updates, 1=enable shadow map updates &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowJittering''' &amp;lt;br&amp;gt; Default: 2.5 &amp;lt;br&amp;gt; Help: Activate shadow map jittering. &amp;lt;br&amp;gt; Usage: r_ShadowJittering [0=off, 1=on] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowPass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Process shadow pass &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_ShadowsBias''' &amp;lt;br&amp;gt; Default: 8e-005 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowsBias is activated. &amp;lt;br&amp;gt; Usage: r_ShadowsBias [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsDeferredMode''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 0=Quad light bounds &amp;lt;br&amp;gt; 1=Use light volumes &amp;lt;br&amp;gt; Usage: r_ShadowsDeferredMode [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsDepthBoundN'''&amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 1=use N'''Depth Bound extension &amp;lt;br&amp;gt; Usage: CV_r_ShadowsDepthBoundN'''[0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsForwardPass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 1=use Forward prepare depth maps pass &amp;lt;br&amp;gt; Usage: CV_r_ShadowsForwardPass [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsGridAligned''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Selects algorithm to use for shadow mask generation: &amp;lt;br&amp;gt; 0 - Disable shadows snapping &amp;lt;br&amp;gt; 1 - Enable shadows snapping &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ShadowsMaskDownScale''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Saves video memory by using lower resolution for shadow masks except first one &amp;lt;br&amp;gt; 0=per pixel shadow mask &amp;lt;br&amp;gt; 1=half resolution shadow mask &amp;lt;br&amp;gt; Usage: r_ShadowsMaskDownScale [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsMaskResolution''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=per pixel shadow mask &amp;lt;br&amp;gt; 1=horizontal half resolution shadow mask &amp;lt;br&amp;gt; 2=horizontal and vertical half resolution shadow mask &amp;lt;br&amp;gt; Usage: r_ShadowsMaskResolution [0/1/2] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsSlopeScaleBias''' &amp;lt;br&amp;gt; Default: 1.8 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowBlur is activated. &amp;lt;br&amp;gt; Usage: r_ShadowBluriness [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsStencilPrePass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 1=Use Stencil pre-pass for shadows &amp;lt;br&amp;gt; Usage: r_ShadowsStencilPrePass [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowTexFormat''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: 0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target &amp;lt;br&amp;gt; 2=use R32F texture format for depth map &amp;lt;br&amp;gt; 3=use ATI's DF24 texture format for depth map &amp;lt;br&amp;gt; 4=use NVIDIA's D24S8 texture format for depth map &amp;lt;br&amp;gt; 5=use NVIDIA's D16 texture format for depth map &amp;lt;br&amp;gt; Usage: r_ShadowTexFormat [0-5] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_VarianceShadowMapBlurAmount''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activate shadow map blur. &amp;lt;br&amp;gt; Usage: r_VarianceShadowMapBlurAmount [0=deactivate, &amp;gt;0 to specify blur amount (1=normal)] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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&lt;br /&gt;
====Shaders====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Shading''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Shading [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_max_entity_lights = 4/7/11/16/16 &amp;lt;br&amp;gt;  ... e_particles_lights = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_ram_maps = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_sky_type = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_sky_update_rate = 0.12/0.5/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_ao = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_normal_map = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_vegetation_use_terrain_color = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_DetailDistance = 0/4/8/8/8 &amp;lt;br&amp;gt;  ... r_DetailNumLayers = 0/1/1/2/2 &amp;lt;br&amp;gt;  ... r_DetailTextures = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_EnvTexUpdateInterval = 0.1/0.075/0.05/0.05/0.05 &amp;lt;br&amp;gt;  ... r_FillLights = 0/0/14/14/14 &amp;lt;br&amp;gt;  ... r_HDRRendering = 0/0/2/2/2 &amp;lt;br&amp;gt;  ... r_HairSortingQuality = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_SSAO = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_SSAO_quality = 1/1/1/2/2 &amp;lt;br&amp;gt;  ... r_SSAO_radius = 1/1/1/2/2 &amp;lt;br&amp;gt;  ... r_TexturesFilteringQuality = 2/1/0/0/0 &amp;lt;br&amp;gt;  ... r_UsePom = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... r_rain = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_refraction = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_flash_edgeaa = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_spec_Quality = 1/2/3/4/4 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; '''sys_spec_Quality''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;sys_spec_Quality [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... q_Renderer = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderFX = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderGeneral = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderGlass = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderHDR = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderIce = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderMetal = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderPostProcess = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderShadow = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderSky = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderTerrain = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderVegetation = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... r_LightsSinglePass = 1/0/0/0/0 &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_ShadersAsyncCompiling''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable asynchronous shader compiling &amp;lt;br&amp;gt; Usage: r_ShadersAsyncCompiling [0/1] &amp;lt;br&amp;gt;  0 = off, (stalling) shadering compiling &amp;lt;br&amp;gt;  1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow &amp;lt;br&amp;gt;  2 = on, shaders are compiled in parallel, missing shaders are not rendered &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MergeShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OptimiseShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_PrecacheShaderList'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_PrecacheShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' q_ShaderFX''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of FX &amp;lt;br&amp;gt; Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderGeneral''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of General &amp;lt;br&amp;gt; Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderGlass''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Glass &amp;lt;br&amp;gt; Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderHDR''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of HDR &amp;lt;br&amp;gt; Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' q_ShaderIce''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Ice &amp;lt;br&amp;gt; Usage: q_ShaderIce 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; ''' q_ShaderMetal''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Metal &amp;lt;br&amp;gt; Usage: q_ShaderMetal 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderPostProcess''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of PostProcess &amp;lt;br&amp;gt; Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderShadow''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Shadow &amp;lt;br&amp;gt; Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderSky''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Sky &amp;lt;br&amp;gt; Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderTerrain''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Terrain &amp;lt;br&amp;gt; Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderVegetation''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Vegetation &amp;lt;br&amp;gt; Usage: q_ShaderVegetation 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderWater''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Defines the shader quality of Water &amp;lt;br&amp;gt; Usage: q_ShaderWater 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''r_HDRRendering''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Enables, or Disables HDR Rendering &amp;lt;br&amp;gt; Usage: r_HDRRendering 0=off/1=on/2=on&amp;lt;br&amp;gt;''Note: Disabling HDR Rendering will generally improve performance, with the exception of maps with dense vegetation ([[TC_Harvest|Harvest]], [[TC_Tukayyid|Tukayyid]]). It's worth leaving HDR enabled for these two maps alone, since the  effect on performance is already so low, and that the two maps are almost unplayable without it.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Particles==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Particles''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables  &amp;lt;br&amp;gt; sys_spec_Particles [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_particles_lod = 0.75/1/1/1/1 &amp;lt;br&amp;gt;  ... e_particles_max_emitter_draw_screen = 4/8/16/32/32 &amp;lt;br&amp;gt;  ... e_particles_object_collisions = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_particles_quality = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... e_water_ocean_soft_particles = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_UseSoftParticles = 0/1/1/1/1 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; '''r_UseParticlesGlow''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables glow particles. &amp;lt;br&amp;gt; Usage: CV_r_useparticles_glow [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UseParticlesRefraction''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables refractive particles. &amp;lt;br&amp;gt; Usage: r_UseParticlesRefraction [0/1] &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_UseSoftParticles''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables soft particles. &amp;lt;br&amp;gt; Usage: r_UseSoftParticles [0/1] &amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;''' e_particles_lights''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Allows to have simple light source attached to every article &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_lod''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Multiplier to particle count &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_max_emitter_draw_screen''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Max screen fill per emitter -- fade out earlier &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_min_draw_pixels''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Pixel size cutoff for rendering particles -- fade out earlier &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_particles_object_collisions''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable particle/object collisions for SimpleCollision &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_preload''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable preloading of all particle effects at the begining &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_quality''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Current particles detail quality &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_particles_thread''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable particle threading &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' g_breakage_particles_limit''' &amp;lt;br&amp;gt; Default: 200 &amp;lt;br&amp;gt; Help: Imposes a limit on particles generated during 2d surfaces breaking &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Postprocessing==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_PostProcessing''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_PostProcessing [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... r_Coronas = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_DepthOfField = 0/1/1/2/2 &amp;lt;br&amp;gt;  ... r_Flares = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_GlowScreenMultiplier = 0.2/0.2/0.2/0.2/0.2 &amp;lt;br&amp;gt;  ... r_UseEdgeAA = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_colorgrading = 0/1/0/1/1 &amp;lt;br&amp;gt;  ... r_sunshafts = 0/0/0/1/1 &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_GameEffects''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_GameEffects [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... g_battleDust_enable = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... g_ragdollDistance = 10.0/20.0/30.0/40.0/40.0 &amp;lt;br&amp;gt;  ... g_ragdollMinTime = 5.0/8.0/13.0/15.0/15.0 &amp;lt;br&amp;gt;  ... g_ragdollUnseenTime = 2/2/2/2/2 &amp;lt;br&amp;gt;  ... i_lighteffects = 0/0/0/0/0 &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_refraction''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables refraction. &amp;lt;br&amp;gt; Usage: r_refraction [0/1] &amp;lt;br&amp;gt; Default is 1 (on). Set to 0 to disable. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Physics==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''These variables control the behavior of physics-bound objects such as destroyed trees, concrete, and fallen [[Battle Armor]]. All of these variables can be set to their minimum threshold for some improvements in performance, while having little noticeable effect on ingame visuals.'' &lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Physics''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Physics [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_cull_veg_activation = 20/30/50/50/50 &amp;lt;br&amp;gt;  ... e_foliage_wind_activation_dist = 0/10/20/25/25 &amp;lt;br&amp;gt;  ... e_phys_foliage = 1/2/2/2/2 &amp;lt;br&amp;gt;  ... e_phys_ocean_cell = 0/1/0.5/0.5/0.5 &amp;lt;br&amp;gt;  ... es_MaxPhysDist = 50/100/200/200/200 &amp;lt;br&amp;gt;  ... es_MaxPhysDistInvisible = 10/15/25/25/25 &amp;lt;br&amp;gt;  ... g_breakage_particles_limit = 80/130/200/250/250 &amp;lt;br&amp;gt;  ... g_joint_breaking = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... g_tree_cut_reuse_dist = 0.7/0.35/0/0/0 &amp;lt;br&amp;gt;  ... p_max_MC_iters = 4000/5000/6000/6000/6000 &amp;lt;br&amp;gt;  ... p_max_object_splashes = 3/3/3/3/3 &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''ca_UsePhysics''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: the physics is not applied (effectively, no IK) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' es_OnDemandPhysics''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; Usage: es_OnDemandPhysics [0/1] &amp;lt;br&amp;gt; Default is 1 (on).&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollDistance''' &amp;lt;br&amp;gt; Default: 40 &amp;lt;br&amp;gt; Help: distance in meters that the player has to be away from the ragdoll before it can disappear &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' g_ragdollMinTime''' &amp;lt;br&amp;gt; Default: 15 &amp;lt;br&amp;gt; Help: minimum time in seconds that a ragdoll will be visible &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollPollTime''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: time in seconds where 'unseen' polling is done &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollUnseenTime''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: time in seconds that the player has to look away from the ragdoll before it disappears &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' gpu_particle_physics ''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable GPU physics if available (0=off / 1=enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Textures==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''These are the graphics that illustrate 'Mechs, level terrain, and the various buildings, vehicles and vegetation within the game. If you can see it, it's textured. Compared to other variables, these have a relatively small impact on ingame performance, with some players finding no noticable effect at all.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Texture''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Texture [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... r_DynTexAtlasCloudsMaxSize = 24/24/32/32/32 &amp;lt;br&amp;gt;  ... r_DynTexAtlasSpritesMaxSize = 16/16/24/32/32 &amp;lt;br&amp;gt;  ... r_DynTexMaxSize = 50/60/80/80/80 &amp;lt;br&amp;gt;  ... r_EnvCMResolution = 0/1/2/2/2 &amp;lt;br&amp;gt;  ... r_EnvTexResolution = 1/2/3/3/3 &amp;lt;br&amp;gt;  ... r_ImposterRatio = 2/1.5/1/1/1 &amp;lt;br&amp;gt;  ... r_TexAtlasSize = 512/1024/1024/2048/2048 &amp;lt;br&amp;gt;  ... r_TexSkyResolution = 1/0/0/0/0 &amp;lt;br&amp;gt;  ... r_TexturesStreaming = 0/0/2/2/2 &amp;lt;br&amp;gt;  ... r_VegetationSpritesTexRes = 64/64/64/64/64 &amp;lt;br&amp;gt;  ... sys_LowSpecPak = 1/1/0/0/0 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''sys_LowSpecPak''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: use low resolution textures from special pak file or emulate if no such pak exists &amp;lt;br&amp;gt; 0=don't use lowspec.pak (full texture quality) &amp;lt;br&amp;gt; 1=use lowspec.pak (faster loading of textures, reduced texture quality) &amp;lt;br&amp;gt; Usage: sys_LowSpecPak 0/1 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailDistance''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Distance used for per-pixel detail layers blending. &amp;lt;br&amp;gt; Usage: r_DetailDistance (1-20) &amp;lt;br&amp;gt; Default is 6. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailNumLayers''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Sets the number of detail layers per surface. &amp;lt;br&amp;gt; Usage: r_DetailNumLayers 2 &amp;lt;br&amp;gt; Default is 2. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailTextures''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles detail texture overlays. &amp;lt;br&amp;gt; Usage: r_DetailTextures [0/1] &amp;lt;br&amp;gt; Default is 1 (detail textures on). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_TexBumpResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Reduces texture resolution. &amp;lt;br&amp;gt; Usage: r_TexBumpResolution [0/1/2/3/4] &amp;lt;br&amp;gt; When 0  texture resolution is unaffected, 1 halves, 2 quarters etc. (max 4) &amp;lt;br&amp;gt;''This variable controls the clarity of the edges on Mech and other models, gradually rounding / softening models at higher settings as polygons are reduced.'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexNoAniso''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Anisothropic filter  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexNormalMapType''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Reduces texture resolution. &amp;lt;br&amp;gt; Usage: r_TexResolution [0/1/2/3/4] &amp;lt;br&amp;gt; When 0 (default) model texture resolution is unaffected, 1 halves, 2 quarters etc. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TextureCompressor''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Defines which texture compressor is used (fallback is DirectX) &amp;lt;br&amp;gt; Usage: r_TextureCompressor [0/1] &amp;lt;br&amp;gt; 0 uses nvDXT, 1 uses Squish if possible &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesFilteringQuality''' &amp;lt;br&amp;gt; Default: 9 &amp;lt;br&amp;gt; Help: Configures texture filtering adjusting. &amp;lt;br&amp;gt; Usage: r_TexturesFilteringQuality [#] &amp;lt;br&amp;gt; where # represents: &amp;lt;br&amp;gt; 	0: Highest quality &amp;lt;br&amp;gt; 	1: Medium quality &amp;lt;br&amp;gt; 	2: Low quality &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_TexturesStreaming ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables direct streaming of textures from disk during game. &amp;lt;br&amp;gt; Usage: r_TexturesStreaming [0/1] &amp;lt;br&amp;gt; Default is 0 (off). All textures save in native format with mips in a &amp;lt;br&amp;gt; cache file. Textures are then loaded into texture memory from the cache. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingMaxAsync''' &amp;lt;br&amp;gt; Default: 0.25 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingNoUpload''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingOnlyVideo''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingSync''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamPoolSize''' &amp;lt;br&amp;gt; Default: 128 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Decals==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''Decals are the bullet holes, laser burns, scuffs. concrete stains and roads ingame. A lot of realism is lost in disabling them outright, however many see a dramatic boost in performance in their absence. With the many options to specify their behavior, a comfortable middleground is easy to achieve.'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''ca_UseDecals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt;Help: if set to 0, effectively disables creation of decals on characters &amp;lt;br&amp;gt; 2 - alternative method of calculating/building the decals &amp;lt;br&amp;gt; ''Ingame Roads are considered decals, and become invisible if disabled.'' &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of decals (game decals and hand-placed) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_allow_game_decals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Allows creation of decals by game (like weapon bullets marks) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_clip''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Clip decal geometry by decal bbox &lt;br /&gt;
&amp;lt;br&amp;gt; ''' e_decals_hit_cache''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Use smart hit cacheing for bullet hits (may cause no decals in some cases) &amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_decals_life_time_scale''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Allows to increase or reduce decals life time for different specs &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_decals_merge''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Combine pieces of decals into one render call &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; ''' e_decals_neighbor_max_life_time''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: If not zero - new decals will force old decals to fade in X seconds &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_decals_overlapping''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: If zero - new decals will not be spawned if the distance to nearest decals less than X &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_precreate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Pre-create decals at load time &amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_decals_range''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Less precision for decals outside this range &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_wrap_around_min_size''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; ''' e_foliage_wind_activation_dist''' &amp;lt;br&amp;gt; Default: 25 &amp;lt;br&amp;gt; Help: If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' e_lod_max''' &amp;lt;br&amp;gt; Default: 6 &amp;lt;br&amp;gt; Help: Max LOD for objects &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lod_min''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Min LOD for objects &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_lod_min_tris''' &amp;lt;br&amp;gt; Default: 300 &amp;lt;br&amp;gt; Help: LODs with less triangles will not be used &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lod_ratio''' &amp;lt;br&amp;gt; Default: 6 &amp;lt;br&amp;gt; Help: LOD distance ratio for objects &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lods''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Load and use LOD models for static geometry &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_lowspec_mode''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables lowspec mode &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_materials''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates material support for non animated objects  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_max_view_dst_spec_lerp''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 1 - use max view distance set by designer for very high spec &amp;lt;br&amp;gt; 0 - for very low spec &amp;lt;br&amp;gt; Values between 0 and 1 - will lerp between high and low spec max view distances &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_precache_level''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Pre-render objects right after level loading&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lighting==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_VolumetricEffects''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_VolumetricEffects [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_Clouds = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_Beams = 4/3/3/3/3 &amp;lt;br&amp;gt;  ... r_BeamsDistFactor = 1/0.5/0.5/0.05/0.05 &amp;lt;br&amp;gt;  ... r_BeamsMaxSlices = 16/32/64/200/200 &amp;lt;br&amp;gt;  ... r_CloudsUpdateAlways = 0/0/0/0/0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Beams''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles light beams. &amp;lt;br&amp;gt; Usage: r_Beams [0/1/2/3] &amp;lt;br&amp;gt; Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to &amp;lt;br&amp;gt; use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use &amp;lt;br&amp;gt; optimized and with glow support beams. &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_BeamsDistFactor''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Distance between slices. &amp;lt;br&amp;gt; Usage: r_BeamsDistFactor [fValue] &amp;lt;br&amp;gt; Default is 0.01 (0.01 meters between slices). &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_BeamsMaxSlices''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Number of volumetric slices allowed per light beam. &amp;lt;br&amp;gt; Usage: r_BeamsMaxSlices [1-300] &amp;lt;br&amp;gt; Default is 200 (high-spec). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_FillLights''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activate simple differed light sources usage &amp;lt;br&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_FillLightsMode''' &amp;lt;br&amp;gt; Default: 14 &amp;lt;br&amp;gt; Help: Fill lights mode &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Flares''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles sunlight lens flare effect. &amp;lt;br&amp;gt; Usage: r_Flares [0/1] &amp;lt;br&amp;gt; Default is 1 (on). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_sunshafts''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables sun shafts. &amp;lt;br&amp;gt; Usage: r_sunshafts [0/1] &amp;lt;br&amp;gt; Default is 1 (on). Set to 0 to disable &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_max_entity_lights''' &amp;lt;br&amp;gt; Default: 16 &amp;lt;br&amp;gt; Help: Set maximum number of lights affecting object&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Environment==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Terrain===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_TerrainAO''' &amp;lt;br&amp;gt; Default: 7 &amp;lt;br&amp;gt; Help: 7=Activate terrain AO deferred passes &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_TerrainAO_FadeDist''' &amp;lt;br&amp;gt; Default: 8 &amp;lt;br&amp;gt; Help: Controls sky light fading in tree canopy in Z direction &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of detail materials on terrain ground &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials_view_dist_xy''' &amp;lt;br&amp;gt; Default: 50 &amp;lt;br&amp;gt; Help: Max view distance of terrain XY materials &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials_view_dist_z''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Max view distance of terrain Z materials &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_on_demand_maxsize''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Specifies the maximum size of vegetation objects that are physicalized on-demand &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_on_demand_physics''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Turns on on-demand vegetation physicalization &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_phys_foliage''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_proc_vegetation''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show procedurally distributed vegetation  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_render''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable engine rendering &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_stream_areas''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Stream content of terrain and indoor sectors &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_vegetation_use_terrain_color''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Allow blend with terrain color for vegetations &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_view_dist_ratio_detail''' &amp;lt;br&amp;gt; Default: 30 &amp;lt;br&amp;gt; Help: View distance ratio for detail objects  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' es_VisCheckForUpdate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; Usage: es_VisCheckForUpdate [0/1] &amp;lt;br&amp;gt; Default is 1 (on).  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sky===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_CloudsUpdateAlways''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles updating of clouds each frame. &amp;lt;br&amp;gt; Usage: r_CloudsUpdateAlways [0/1]  Default is 0 (off) &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_TexSkyResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_sky_type''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Type of sky used: 0 (static), 1 (dynamic). &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_sky_update_rate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Percentage of a full dynamic sky update calculated per frame (0..100].&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Water===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Water''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Water [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_water_ocean_fft = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... e_water_tesselation_amount = 1/6/7/10/10 &amp;lt;br&amp;gt;  ... e_water_tesselation_swath_width = 5/10/10/10/10 &amp;lt;br&amp;gt;  ... q_ShaderWater = 0/1/2/2/2 &amp;lt;br&amp;gt;  ... r_WaterCaustics = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterReflections = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterReflectionsMinVisiblePixelsUpdate = 0.05/0.05/0.05/0.05/0.05 &amp;lt;br&amp;gt;  ... r_WaterReflectionsQuality = 0/1/2/4/4 &amp;lt;br&amp;gt;  ... r_WaterRefractions = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterUpdateDistance = 0.2/1/1/0.2/0.2 &amp;lt;br&amp;gt;  ... r_WaterUpdateFactor = 0.5/0.1/0.05/0.05/0.05 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_hw_occlusion_culling_water''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates usage of HW occlusion test for ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_bottom''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing bottom of ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_fft''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates fft based ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_soft_particles''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables ocean soft particles &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_tesselation_amount''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set tesselation amount &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_tesselation_swath_width''' &amp;lt;br&amp;gt; Default: 10 &amp;lt;br&amp;gt; Help: Set the swath width for the boustrophedonic mesh stripping &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_water_volumes''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of water volumes &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_waves''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of water waves &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_water_waves_tesselation_amount''' &amp;lt;br&amp;gt; Default: 5 &amp;lt;br&amp;gt; Help: Sets water waves tesselation amount &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterCaustics''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles under water caustics. &amp;lt;br&amp;gt; Usage: r_WaterCaustics [0/1] &amp;lt;br&amp;gt; Default is 1 (enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterGodRays''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables under water god rays. &amp;lt;br&amp;gt; Usage: r_WaterGodRays [0/1] &amp;lt;br&amp;gt; Default is 1 (enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflections''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles water reflections. &amp;lt;br&amp;gt; Usage: r_WaterReflections [0/1] &amp;lt;br&amp;gt; Default is 1 (water reflects). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMGPU''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles water reflections.multi-gpu support &amp;lt;br&amp;gt; Usage: r_WaterReflectionsMGPU [0/1/2] &amp;lt;br&amp;gt; Default is 0 (single render update), 1 (multiple render updates) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMinVisiblePixelsUpdate''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Activates water reflections if visible pixels above a certain threshold. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMinVisUpdateDistanceMul''' &amp;lt;br&amp;gt; Default: 10 &amp;lt;br&amp;gt; Help: Activates update distance multiplier when water mostly occluded. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_WaterReflectionsMinVisUpdateFactorMul''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Activates update factor multiplier when water mostly occluded. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_WaterReflectionsQuality''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Activates water reflections quality setting. &amp;lt;br&amp;gt; Usage: r_WaterReflectionsQuality [0/1/2/3] &amp;lt;br&amp;gt; Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything) &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_WaterReflectionsUseMinOffset''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates water reflections use min distance offset. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_WaterRefractions''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles water refractions. &amp;lt;br&amp;gt; Usage: r_WaterRefractions [0/1] &amp;lt;br&amp;gt; Default is 1 (water refracts). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterUpdateDistance''' &amp;lt;br&amp;gt; Default: 0.2 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterUpdateFactor''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Distance factor for water reflected texture updating. &amp;lt;br&amp;gt; Usage: r_WaterUpdateFactor 0.01 &amp;lt;br&amp;gt; Default is 0.01. 0 means update every frame &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanLodDist''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanMaxSplashes''' &amp;lt;br&amp;gt; Default: 8 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanRendType''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanSectorSize''' &amp;lt;br&amp;gt; Default: 128 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanSplashScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanTexUpdate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_phys_ocean_cell''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Cell size for ocean approximation in physics, 0 assumes flat plane &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc=== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Controls==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''The following settings have no effect on the games processing, as much as its performance in terms of user input. There are no variables that will significantly improve or reduce FPS here.''&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''exec'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help: executes a batch file of console commands &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' Bind'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' toggleIntCvar''' &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help: toggleIntCvar cvarName [value1 value2] - toggles an int cvar between 1 and 0 or, if set, value1 and value2 to ease keybindings. E.g.: &amp;lt;br&amp;gt;   &amp;quot;bind f4 toggleIntCvar cl_hud&amp;quot; &amp;lt;br&amp;gt;   &amp;quot;bind f5 toggleIntCvar profile 6 0&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' aln_debug_filter''' &amp;lt;br&amp;gt; Default:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_controllersensitivity''' &amp;lt;br&amp;gt; Default: 45 &amp;lt;br&amp;gt; Help: Set controller sensitivity! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_crouchToggle''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: To make the crouch key work as a toggle &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_free_reticle_independent''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: if 1 the reticle is freed from the torso &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_invertController''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Controller Look Up-Down invert &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' cl_invertMouse''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: mouse invert? &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivity''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Set mouse sensitivity! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivityAerospace''' &amp;lt;br&amp;gt; Default: 45 &amp;lt;br&amp;gt; Help: Set joystick sensitivity for aerospace! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivityZeroG''' &amp;lt;br&amp;gt; Default: 70 &amp;lt;br&amp;gt; Help: Set mouse sensitivity in ZeroG! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_turretsensitivity''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Mouse sensitivity multiplier for turret aiming &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Coeff_X''' &amp;lt;br&amp;gt; Default: 12.25 &amp;lt;br&amp;gt; Help: Analog controller X rotation scale &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Coeff_Z''' &amp;lt;br&amp;gt; Default: 25 &amp;lt;br&amp;gt; Help: Analog controller Z rotation scale &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Curve_X''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Analog controller X rotation curve &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Curve_Z''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Analog controller Z rotation curve &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' i_mouse_accel''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse acceleration, 0.0 means no acceleration. &amp;lt;br&amp;gt; Usage: i_mouse_accel [float number] (usually a small number, 0.1 is a good one) &amp;lt;br&amp;gt; Default is 0.0 (off) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_accel_max''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Set mouse max mouse delta when using acceleration. &amp;lt;br&amp;gt; Usage: i_mouse_accel_max [float number] &amp;lt;br&amp;gt; Default is 100.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_buffered''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles mouse input buffering. &amp;lt;br&amp;gt; Usage: i_mouse_buffered [0/1] &amp;lt;br&amp;gt; Default is 0 (off). Set to 1 to process buffered mouse input. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_inertia''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse inertia. It is disabled (0.0) by default. &amp;lt;br&amp;gt; Usage: i_mouse_inertia [float number] &amp;lt;br&amp;gt; Default is 0.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_smooth''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input. &amp;lt;br&amp;gt; Usage: i_mouse_smooth [float number] (1.0 = very very smooth, 30 = almost istant) &amp;lt;br&amp;gt; Default is 0.0 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Customization==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''name''' &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_hud''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Show/Hide the HUD &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Fullscreen''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode. &amp;lt;br&amp;gt; Usage: r_Fullscreen [0=window/1=fullscreen] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_chDamageIndicator''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Switch crosshair-damage indicator... (1 on, 0 off) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_colorLine''' &amp;lt;br&amp;gt; Default: 4481854 &amp;lt;br&amp;gt; Help: HUD line color. &amp;lt;br&amp;gt;  &lt;br /&gt;
|''' hud_colorOver''' &amp;lt;br&amp;gt; Default: 14125840 &amp;lt;br&amp;gt; Help: HUD hovered color. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_colorText''' &amp;lt;br&amp;gt; Default: 12386209 &amp;lt;br&amp;gt; Help: HUD text color. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_showAllOnScreenObjectives''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show all on screen objectives, not only the active one. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Brightness''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Sets the display brightness. &amp;lt;br&amp;gt; Usage: r_Brightness 0.5 &amp;lt;br&amp;gt; Default is 0.5. &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_Contrast''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Sets the display contrast. &amp;lt;br&amp;gt; Usage: r_Contrast 0.5 &amp;lt;br&amp;gt; Default is 0.5. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_DisplayInfo ''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles debugging information display. &amp;lt;br&amp;gt; Usage: r_DisplayInfo [0=off/1=show/2=enhanced] &amp;lt;br&amp;gt; Along with other info: 1 shows FPS, 2 shows FrameTime  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_Gamma''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop) &amp;lt;br&amp;gt; Usage: r_Gamma 1.0 &amp;lt;br&amp;gt; 1 off (default), try values like 1.6 or 2.2 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MultiGPU''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: 0 = disabled, 1 = extra overhead to allow SLI(NVidia) or Crossfire(ATI), 2 = automatic detection (currently SLI only, means off for ATI). Should be activated before rendering on systems mounting multiple compatible GPU's.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sounds==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Sound''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Sound [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... s_CacheSize = 50/60/70/80/80 &amp;lt;br&amp;gt;  ... s_FormatSampleRate = 44100/48000/48000/48000/48000 &amp;lt;br&amp;gt;  ... s_MPEGDecoders = 16/24/32/32/32 &amp;lt;br&amp;gt;  ... s_Obstruction = 2/2/1/1/1 &amp;lt;br&amp;gt;  ... s_ObstructionAccuracy = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... s_ObstructionUpdate = 1.0/0.5/0.2/0.1/0.1 &amp;lt;br&amp;gt;  ... s_ReverbType = 0/2/2/2/2 &amp;lt;br&amp;gt;  ... s_SoundMoodsDSP = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... s_VariationLimiter = 0.3/0.6/1.0/1.0/1.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_DialogVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Sets the volume of all dialog sounds. &amp;lt;br&amp;gt; Usage: s_DialogVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_Doppler''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles Doppler effect on and off. &amp;lt;br&amp;gt; Usage: s_Doppler [0/1] &amp;lt;br&amp;gt; Default is 1 (on). &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' s_DopplerScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Sets the strength of the Doppler effect. &amp;lt;br&amp;gt; Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameDialogVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the dialog volume for game use. &amp;lt;br&amp;gt; Usage: s_GameDialogVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameMusicVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the music volume for game use. &amp;lt;br&amp;gt; Usage: s_GameMusicVolume 0.2 &amp;lt;br&amp;gt; Default is 1.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameSFXVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the sfx volume for game use. &amp;lt;br&amp;gt; Usage: s_GameSFXVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' s_MusicEnable''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: enable/disable music &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' s_MusicVolume''' &amp;lt;br&amp;gt; Default: 0.6 &amp;lt;br&amp;gt; Help: Sets the music volume from 0 to 1 in the games option. &amp;lt;br&amp;gt; Usage: s_MusicVolume 0.2 &amp;lt;br&amp;gt; Default is 0.5 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_SpeakerConfig ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Sets up the preferred speaker configuration. &amp;lt;br&amp;gt; Usage: s_SpeakerConfig # &amp;lt;br&amp;gt; where # is a number between 0 and 7 representing &amp;lt;br&amp;gt;  0: Control Panel Settings &amp;lt;br&amp;gt; 	1: Mono &amp;lt;br&amp;gt; 	2: Stereo &amp;lt;br&amp;gt; 	3: Headphone &amp;lt;br&amp;gt; 	4: 4Point1 &amp;lt;br&amp;gt; 	5: 5Point1 &amp;lt;br&amp;gt; 	6: Prologic &amp;lt;br&amp;gt; 	7: 7Point1 &amp;lt;br&amp;gt; Default is 0 (Control Panel Setting). &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using ''Exec'' and ''Bind'' Console Variables==&lt;br /&gt;
In combination, the '''''exec''''' and '''''bind''''' functions can be used for a number of interesting CVar goals. From conditionally changing your graphics, binding a suicide button or swapping between control schemes for Mech, Aircraft or Vehicles- it's all done from here.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===The ''bind'' Console Variable===&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The ''exec'' Console Variable===&lt;br /&gt;
The '''''exec''''' console variable allows you to run a .cfg file of console variables from within the game itself. &lt;br /&gt;
# Write a batch of console variables you wish to execute&lt;br /&gt;
# Save it as a .cfg file (of any name, but we're assuming ''example.cfg'' for this next step)&lt;br /&gt;
# Place it in the correct folder&lt;br /&gt;
# Run it by typing ''exec example.cfg'' in the console&lt;br /&gt;
&lt;br /&gt;
==Using the User.cfg File to Ensure Setting Consistency==&lt;br /&gt;
For players that want to circumvent the bug that resets their settings between sessions- the following variables control the ingame sound and display settings.&lt;br /&gt;
: s_DialogVolume = ...&lt;br /&gt;
: s_GameDialogVolume = ...&lt;br /&gt;
: s_GameMusicVolume = ...&lt;br /&gt;
: s_gameSFXVolume = ...&lt;br /&gt;
: r_contrast = ...&lt;br /&gt;
: r_brightness = ...&lt;br /&gt;
: r_gamma = ...&lt;br /&gt;
''Remember, typing the variable alone without a value will prompt the system to tell you its current state. After setting the brightness, sound, and other associated settings using the sliders to your preference- you can read their values from the console, and set them permanently in the user.cfg.''&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Console_Variables&amp;diff=10425</id>
		<title>Console Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Console_Variables&amp;diff=10425"/>
				<updated>2020-06-26T19:00:39Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Testing Console Variables */  Moved 'Frame Time' clarification to here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PREFACE==&lt;br /&gt;
Burn this in your brain. FPS something everyone talks about but rarely understands, it's just a general measurement of Frames Per Second. But games work in &amp;quot;Frame Time&amp;quot;, measured in milliseconds, as to What and How things are rendered. 1000 milliseconds = one second of time. There could be 20Ms frames which would equal 50 frames per second or several various size frames, get the idea.&lt;br /&gt;
&lt;br /&gt;
By setting the console command: r_DisplayInfo to 2 instead of 1, it is possible to see the frame time instead of the FPS.&lt;br /&gt;
&lt;br /&gt;
Here are some useful conversions:&lt;br /&gt;
&lt;br /&gt;
16 ms = 60 FPS&lt;br /&gt;
&lt;br /&gt;
33 ms = 30 FPS (target for CryENGINE)&lt;br /&gt;
&lt;br /&gt;
40 ms = 25 FPS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Higher FPS&amp;quot; is not always better, how many times have you got pissed off in the game because things went wrong at that crucial moment. Smoother transition between frames is your goal known as &amp;quot;Frame Time&amp;quot;. You want to eliminate Stutter to achieve a more consistent FPS. Hell you might even have a G-Sync or FreeSync monitor, to help reduce tearing but they won't reduce stutter and most of the time the monitor isn't even running at it's Hertz ratings, i.e.. 60Hz, 100Hz, 120Hz, 144Hz, etc. The more frames that are rendered consistently the more fluid the game will feel. The key word being consistently. Note if you want to learn more then check out RTSS Rivatuner  Statistics Server by MSI https://www.guru3d.com/files-details/rtss-rivatuner-statistics-server-download.html older systems or MSI Afterburner for newer machines https://www.guru3d.com/files-details/msi-afterburner-beta-download.html&lt;br /&gt;
Both monitor and allow you to adjust your rig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One final note - Make a few Console Adjustments at a time, then test them out in the game. Keep what works. Then a few more and few more until the game runs as well as you like. Remember you are fine tuning the game to match your components so it is going to take several matches to find what works.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Each '''Console Variable''' controls one specific feature of the games graphics, performance or controls. For instance, '''r_TexResolution''' controls the texture resolution of assets ingame, and can be set anywhere from 0 ''(r_TexResolution = 0)'' for higher; or 4 ''(r_TexResolution = 4)'' for lower resolution at your own discretion. A few console variables aren't tied directly to a features, but direct groups of other variables- these ''Group Console Variables'' are what you're changing when you change your settings via the ingame Settings menu. &lt;br /&gt;
&lt;br /&gt;
Essentially, Control Variables (cvar) are the hidden, 'Advanced Settings' page to Mechwarrior Living Legends. The ingame settings page serves as an easy to use, but rough method of setting these variables- but fails to explore the full spectrum of possibilities with its simple design. Fine tuning your settings using a ''user.cfg'' file opens the door to all of the games console variables and individual control on their adjustment- giving you the ability to run your game with settings customized to matching your tastes for performance and appearance. &lt;br /&gt;
&lt;br /&gt;
Both the extreme high ends of maximum performance, and maximum graphical output are only available using User.cfg files, and many players seeking a middle ground utilize one to find their own personal sweet-spot between the two, homing in on their preferred FPS by reducing visual amenities of their choice.&lt;br /&gt;
&lt;br /&gt;
Beyond fine adjustment to graphics, there are many other features hidden in the Console Variables, with immense flexibility granted by combining the ''bind'' and ''exec'' functions- players can change other control variables, change batches of variables, or run scripts with the press of a button ingame.&lt;br /&gt;
&lt;br /&gt;
==The User.cfg File==&lt;br /&gt;
[[File:usercfghome.png|600px|right|]]&lt;br /&gt;
While the filename ''user.cfg'' may seem intimidating- rest assured there's no programming knowledge needed here. Fundamentally, adding a user.cfg file is as easy as placing a text file with a specific name in a specific folder. You can either write your own, download a prebuilt one from this page, or use one that another player has shared with you. &lt;br /&gt;
&lt;br /&gt;
To add your user.cfg file:&lt;br /&gt;
# Right click on your desktop, and select 'New Text File'&lt;br /&gt;
# Write, or copy-&amp;amp;-paste the variables and their preferred settings as you wish into the document&lt;br /&gt;
# Save the file, and then manually rename it to '''user.cfg''' ''(make sure to replace the original extension, a user.cfg.'''txt''' file will not work)''&lt;br /&gt;
# Place the file into the MWLL / Client directory. By default its file tree is Documents / My_Games / Crysis_Wars / MWLL / Client&lt;br /&gt;
If you downloaded a user.cfg file from here or a friend, you just need to place it in the MWLL / Client folder&lt;br /&gt;
&lt;br /&gt;
Functionally, the user.cfg file is a set of instructions that the game runs whenever it opens. Whatever settings you specify in this file will be set on each launch, and is a reliable method to save your preferred settings- especially for users tired of the bug where the ingame settings menu occasionally resets their preferences between launches.&lt;br /&gt;
&lt;br /&gt;
===Prewritten User.cfg Files===&lt;br /&gt;
&lt;br /&gt;
The following files are hosted on Discord. Remember to edit the Height and Width console variables to match your preferred screen resolution. See the following section ''Customizing the user.cfg'' for more details.&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/338747437122453505/711008782041481246/user.cfg Recommended good visuals and performance Preset]&lt;br /&gt;
** Set for high visuals by default, easily adjustable for better performance and stability.&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/242496941332758529/564618953943547914/user.cfg Low Visuals/High Performance Preset]&lt;br /&gt;
**Recommended for users struggling to maintain usable FPS ingame. From this, you can edit features back in at your discretion to meet your preferences. &lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/359786221247004682/user.cfg ''(Outdated)'' Low Visuals/High Performance Preset]&lt;br /&gt;
**(There are two bugs that affect some users within this file, which can be amended by deleting the line ''e_particles_quality = 9'', or ingame projectiles will become invisible- and the line ''d3d9_forcesoftware = 1'', or the ingame Console and [[CBills#Transferring_C-Bills|Cbill Transfer Menu]] will be unusable due to invisible text.)&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/360451983393423361/user.cfg (OLD) High Visuals Preset]&lt;br /&gt;
&lt;br /&gt;
===Writing Your Own User.cfg File===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Testing Console Variables====&lt;br /&gt;
Each Console Variable can be tested ingame from the Console. You can use this to test how individual variables affect your games appearance, or performance- in real time.&lt;br /&gt;
# Open the Console by pressing the '''~''' or '''`''' key ingame. This both opens, and closes the console- where you can check the status of, and change Console Variables.&lt;br /&gt;
# To view a readout of your FPS, type ''r_displayinfo = 1'' and press enter. This enables the variable that will give a real-time readout of your FPS in the upper right hand corner. This can be removed by going into the console again, and typing ''r_displayinfo = 0''&lt;br /&gt;
# You can see the current status of any Console Variable by entering its name without a value (typing in just ''r_TexResolution'' will return a statement with its current value)&lt;br /&gt;
# You can set the value of any unlocked Console Variable by entering its name with a value (you can set ''r_TexResolution'' to 2 by entering ''r_TexResolution = 2'' )&lt;br /&gt;
Using the Console Variables, and their descriptions below- you can test different variables affects on your games performance and appearance together, and then record them into a user.cfg file for your game to remember them. 'Console Variables entered in the console are ''NOT'' saved between sessions, and are reset to whatever is written in your user.cfg, or the games default values- every launch. &lt;br /&gt;
&lt;br /&gt;
''FPS is only an indirect measurement of Frame Time, a more direct unit of your game's performance. You can instead see and measure your Frame Time with r_displayinfo = 2, which will be a more accurate depiction of your machines load - Lower Frame Time is better; with 16ms corresponding to 60 FPS, and 33ms to 30. Optimizing for Frame Time instead of FPS may yield a more stable, smooth experience''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Customizing Your User.cfg File====&lt;br /&gt;
If you're writing your own User.cfg from scratch, there are some important settings to include in every user.cfg file.&lt;br /&gt;
;con_restricted = 0 &lt;br /&gt;
: This is required for the user.cfg file to be considered by your game. Without this, the rest of the file will be ignored. Activating this will make your game start with the console open. It can be closed with the '''~''' key.&lt;br /&gt;
;sys_DeactivateConsole = 1&lt;br /&gt;
: This, in turn, will start your game with the console closed. It can still be opened with the '''~''' key.&lt;br /&gt;
;r_Height = ...&lt;br /&gt;
;r_Width = ...&lt;br /&gt;
: This specifies the Height and Width your game will run in, and should be set to your tastes. Its easiest to experiment with these from the ingame menu, and then record it here for consistency on launches. Higher resolution will look better, but lower resolution will perform better.&lt;br /&gt;
;r_fullscreen = ...&lt;br /&gt;
: ''[0 for windowed mode, 1 for fullscreen]''&lt;br /&gt;
: Some players experience better performance in windowed mode. Here is where you would set it to always run in windowed mode, if that were the case.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variables==&lt;br /&gt;
The ''Mechwarrior: Living Legends'' mod is built in ''Cryengine''- which was renowned in its time for its incredible graphics. Each release in the ''Crysis'' series has been used by hobbiest computer builders as a benchmark for performance. In addition, Cryengine developers built a very durable Console Variable system- which allows for control over your graphics and performance at a fidelity that puts most modern games to shame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''LOD''' - Level Of Detail - cryengine takes a lot of consideration just how detailed an object is drawn in the game engine - moreover - the artist alone can make 3 (or more) gradually simpler objects for the engine to pick from - massively important on vegetation or in cities.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''View Distance''' - the artist (map maker) and the engine compete just when the switchover of various LODs will happen - some is left to the ''tweaker'' of the config files we discuss here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ray Cast''' - the engine uses a straight line between view-port camera (&amp;quot;player's eye&amp;quot;) and the object to determine if it is ''visible'' or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Occluder''' - the map maker can place a plane (called occlusion plane) that cuts (''culls'') any visual ''raycasts'' and thus speeds up the view-port drawing time significantly - one special occluder is the ''maximum view distance'' one - it &amp;quot;travels&amp;quot; with us.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''quality levels''' - there are few: 0 - automatic, 1 - low, 2 - medium, 3 - high, 4 - maximum; Note - below 3 only LOD 1 and onward (LOD 2, LOD 3...) are rendered - to ever see LOD 0 designs one has to set quality to ''high'' ie 3 or better.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are a comical number of Console Variables integrated with ''Cryengine''. The following list is a subset of them, cutting variables that are holdovers from unrelated titles (settings pertaining to ingame AI behavior, hair rendering, facial animation, etc) and the variables that have been locked by the ''Mechwarrior: Living Legends'' development in order to ensure no one abuses the Console Variables into having an unfair advantage (clouds, rain, fog, some vegetation variables cannot be disabled).&lt;br /&gt;
&lt;br /&gt;
===Graphics=== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_ObjectDetail'''&amp;lt;br&amp;gt;Default: 4&amp;lt;br&amp;gt;help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;&lt;br /&gt;
sys_spec_ObjectDetail [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... ca_AttachmentCullingRation = 100/120/160/200/200 &amp;lt;br&amp;gt;  ... ca_DrawFaceAttachments = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... ca_useDecals = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_cbuffer_resolution = 128/128/256/256/256 &amp;lt;br&amp;gt;  ... e_decals_allow_game_decals = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_decals_life_time_scale = 0.5/1/2/2/2 &amp;lt;br&amp;gt;  ... e_detail_materials_view_dist_xy = 64/2048/2048/2048/2048 &amp;lt;br&amp;gt;  ... e_detail_materials_view_dist_z = 64/128/128/128/128 &amp;lt;br&amp;gt;  ... e_dissolve = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_lod_min = 2/1/0/0/0 &amp;lt;br&amp;gt;  ... e_lod_ratio = 3/4/6/6/6 &amp;lt;br&amp;gt;  ... e_lods = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... e_max_view_dst_spec_lerp = 0/0.5/1/1/1 &amp;lt;br&amp;gt;  ... e_obj_quality = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... e_proc_vegetation = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_occlusion_culling_max_dist = 100/130/200/200/200 &amp;lt;br&amp;gt;  ... e_vegetation_bending = 1/2/2/2/2 &amp;lt;br&amp;gt;  ... e_vegetation_min_size = 1.0/0.5/0/0/0 &amp;lt;br&amp;gt;  ... e_vegetation_sprites_distance_custom_ratio_min = 0.5/0.75/1/1/1 &amp;lt;br&amp;gt;  ... e_vegetation_sprites_distance_ratio = 1/1/1/1.5/1.5 &amp;lt;br&amp;gt;  ... e_view_dist_ratio = 40/60/60/60/60 &amp;lt;br&amp;gt;  ... e_view_dist_ratio_detail = 15/19/24/30/30 &amp;lt;br&amp;gt;  ... e_view_dist_ratio_vegetation = 15/21/31/45/45 &amp;lt;br&amp;gt;  ... es_DebrisLifetimeScale = 0.3/0.6/0.8/1/1 &amp;lt;br&amp;gt;  ... i_rejecteffects = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_flash_curve_tess_error = 8/4/2/2/2 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;'''sys_spec_Full''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;sys_spec_Full [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... sys_spec_GameEffects = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_MotionBlur = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_ObjectDetail = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Particles = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Physics = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_PostProcessing = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Shading = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Shadows = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Sound = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Texture = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_VolumetricEffects = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Water = 1/2/3/4/4 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_VSync ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles vertical sync, a setting used to prevent Screen Tearing, disabling can improve performance. &amp;lt;br&amp;gt; Usage: r_VSync [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' sys_spec''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh) &amp;lt;br&amp;gt;&lt;br /&gt;
|  ''' cl_motionBlur''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: motion blur type (0=off, 1=accumulation-based, 2=velocity-based) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Objects alphatest_noise_fading out on distance &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve_transition_threshold''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Controls disabling of smooth transition if camera moves too fast &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve_transition_time''' &amp;lt;br&amp;gt; Default: 0.3 &amp;lt;br&amp;gt; Help: Lod switch duration &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ColorBits''' &amp;lt;br&amp;gt; Default: 32 &amp;lt;br&amp;gt; Help: Sets the color resolution, in bits per pixel. Default is 32. &amp;lt;br&amp;gt; Usage: r_ColorBits [32/24/16/8] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGrading''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGrading [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingDof''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading dof control. &amp;lt;br&amp;gt; Usage: r_ColorGradingDof [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingFilters''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingFilters [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingLevels''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingLevels [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingSelectiveColor''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingSelectiveColor [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_CoronaColorScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' r_CoronaFade''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Time fading factor of the light coronas. &amp;lt;br&amp;gt; Usage: r_CoronaFade 0.5Default is 0.5. &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_Coronas''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles light coronas around light sources. &amp;lt;br&amp;gt; Usage: r_Coronas [0/1]Default is 1 (on). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_CoronaSizeScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MotionBlur''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Enables per object and screen motion blur. &amp;lt;br&amp;gt; Usage: r_MotionBlur [0/1/2/3/4/101/102/103/104] &amp;lt;br&amp;gt; Default is 1 (screen motion blur on). 1 enables screen motion blur. 2 enables screen and object motion blur. &amp;lt;br&amp;gt;3 all motion blur and freezing. 4. only per object; modes above 100 also enable motion blur in multiplayer &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable ambient occlusion &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_blur''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: SSAO mask blur &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_darkening''' &amp;lt;br&amp;gt; Default: 0.075 &amp;lt;br&amp;gt; Help: Controls how much SSAO darkens flat open surfaces &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_downscale_ztarget''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Use downscaled version of z-target &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_quality''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: SSAO shader quality &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UseEdgeAA''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Toggles edge blurring/antialiasing &amp;lt;br&amp;gt; Usage: r_UseEdgeAA [0/1/2] &amp;lt;br&amp;gt; Default is 1 (edge blurring) &amp;lt;br&amp;gt; 1 = activate edge blurring mode &amp;lt;br&amp;gt; 2 = activate edge antialiasing mode (previous version) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UsePOM''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables Parallax Occlusion Mapping. &amp;lt;br&amp;gt; Usage: r_UsePOM [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_Renderer''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the quality of Renderer &amp;lt;br&amp;gt; Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shadows==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Shadows''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Shadows [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_gsm_cache = 1/1/1/0/0 &amp;lt;br&amp;gt;  ... e_gsm_lods_num = 3/4/5/5/5 &amp;lt;br&amp;gt;  ... e_gsm_range = 4/3/3/3/3 &amp;lt;br&amp;gt;  ... e_shadows = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_shadows_cast_view_dist_ratio = 0.25/0.45/0.53/0.8/0.8 &amp;lt;br&amp;gt;  ... e_shadows_from_terrain_in_all_lods = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_shadows_max_texture_size = 256/512/1024/1024/1024 &amp;lt;br&amp;gt;  ... e_shadows_on_alpha_blended = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_ShadowBlur = 0/0/3/3/3 &amp;lt;br&amp;gt;  ... r_ShadowJittering = 0/1/1/2.5/2.5 &amp;lt;br&amp;gt;  ... r_ShadowsMaskResolution = 0/0/0/0/0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_volobj_shadow_strength''' &amp;lt;br&amp;gt; Default: 0.4 &amp;lt;br&amp;gt; Help: Self shadow intensity of volume objects [0..1]. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_cache''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_cache_lod_offset''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Makes first X GSM lods not cached &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_combined''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Variable to tweak the performace of directional shadow maps &amp;lt;br&amp;gt; 0=individual textures are used for each GSM level, 1=texture are combined into one texture &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_depth_bounds_debug''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Debug GSM bounds regions calculation &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_lods_num''' &amp;lt;br&amp;gt; Default: 5 &amp;lt;br&amp;gt; Help: Number of GSM lods (0..5) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Size of LOD 0 GSM area (in meters) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range_step''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Range of next GSM lod is previous range multiplied by step &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range_step_terrain''' &amp;lt;br&amp;gt; Default: 16 &amp;lt;br&amp;gt; Help: gsm_range_step for last gsm lod containg terrain &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_scatter_lod_dist''' &amp;lt;br&amp;gt; Default: 70 &amp;lt;br&amp;gt; Help: Size of Scattering LOD GSM in meters &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_stats''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show GSM statistics 0=off, 1=enable debug to the screens &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_view_space''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' e_shadows''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of shadows &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_cast_view_dist_ratio''' &amp;lt;br&amp;gt; Default: 0.8 &amp;lt;br&amp;gt; Help: View dist ratio for shadow maps &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_shadows_clouds''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Cloud shadows &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_debug''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=off, 2=visualize shadow maps on the screen &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_from_terrain_in_all_lods''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable shadows from terrain &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_frustums''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Debug &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_max_texture_size''' &amp;lt;br&amp;gt; Default: 1024 &amp;lt;br&amp;gt; Help: Set maximum resolution of shadow map &amp;lt;br&amp;gt; 256(faster), 512(medium), 1024(better quality) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_occ_check''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable/disable shadow-caster test against the occlusion buffer &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_occ_cutCaster''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Clips the caster extrusion to the zoro height. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_on_alpha_blended''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable shadows on aplhablended  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_slope_bias''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Shadows slope bias for shadowgen &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_water''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable/disable shadows on water &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowBlur''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Selected shadow map screenspace blurring technique. &amp;lt;br&amp;gt; Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowBluriness''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowBlur is activated. &amp;lt;br&amp;gt; Usage: r_ShadowBluriness [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowGen''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 0=disable shadow map updates, 1=enable shadow map updates &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowJittering''' &amp;lt;br&amp;gt; Default: 2.5 &amp;lt;br&amp;gt; Help: Activate shadow map jittering. &amp;lt;br&amp;gt; Usage: r_ShadowJittering [0=off, 1=on] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowPass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Process shadow pass &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_ShadowsBias''' &amp;lt;br&amp;gt; Default: 8e-005 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowsBias is activated. &amp;lt;br&amp;gt; Usage: r_ShadowsBias [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsDeferredMode''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 0=Quad light bounds &amp;lt;br&amp;gt; 1=Use light volumes &amp;lt;br&amp;gt; Usage: r_ShadowsDeferredMode [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsDepthBoundN'''&amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 1=use N'''Depth Bound extension &amp;lt;br&amp;gt; Usage: CV_r_ShadowsDepthBoundN'''[0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsForwardPass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 1=use Forward prepare depth maps pass &amp;lt;br&amp;gt; Usage: CV_r_ShadowsForwardPass [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsGridAligned''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Selects algorithm to use for shadow mask generation: &amp;lt;br&amp;gt; 0 - Disable shadows snapping &amp;lt;br&amp;gt; 1 - Enable shadows snapping &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ShadowsMaskDownScale''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Saves video memory by using lower resolution for shadow masks except first one &amp;lt;br&amp;gt; 0=per pixel shadow mask &amp;lt;br&amp;gt; 1=half resolution shadow mask &amp;lt;br&amp;gt; Usage: r_ShadowsMaskDownScale [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsMaskResolution''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=per pixel shadow mask &amp;lt;br&amp;gt; 1=horizontal half resolution shadow mask &amp;lt;br&amp;gt; 2=horizontal and vertical half resolution shadow mask &amp;lt;br&amp;gt; Usage: r_ShadowsMaskResolution [0/1/2] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsSlopeScaleBias''' &amp;lt;br&amp;gt; Default: 1.8 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowBlur is activated. &amp;lt;br&amp;gt; Usage: r_ShadowBluriness [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsStencilPrePass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 1=Use Stencil pre-pass for shadows &amp;lt;br&amp;gt; Usage: r_ShadowsStencilPrePass [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowTexFormat''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: 0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target &amp;lt;br&amp;gt; 2=use R32F texture format for depth map &amp;lt;br&amp;gt; 3=use ATI's DF24 texture format for depth map &amp;lt;br&amp;gt; 4=use NVIDIA's D24S8 texture format for depth map &amp;lt;br&amp;gt; 5=use NVIDIA's D16 texture format for depth map &amp;lt;br&amp;gt; Usage: r_ShadowTexFormat [0-5] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_VarianceShadowMapBlurAmount''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activate shadow map blur. &amp;lt;br&amp;gt; Usage: r_VarianceShadowMapBlurAmount [0=deactivate, &amp;gt;0 to specify blur amount (1=normal)] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shaders====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Shading''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Shading [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_max_entity_lights = 4/7/11/16/16 &amp;lt;br&amp;gt;  ... e_particles_lights = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_ram_maps = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_sky_type = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_sky_update_rate = 0.12/0.5/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_ao = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_normal_map = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_vegetation_use_terrain_color = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_DetailDistance = 0/4/8/8/8 &amp;lt;br&amp;gt;  ... r_DetailNumLayers = 0/1/1/2/2 &amp;lt;br&amp;gt;  ... r_DetailTextures = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_EnvTexUpdateInterval = 0.1/0.075/0.05/0.05/0.05 &amp;lt;br&amp;gt;  ... r_FillLights = 0/0/14/14/14 &amp;lt;br&amp;gt;  ... r_HDRRendering = 0/0/2/2/2 &amp;lt;br&amp;gt;  ... r_HairSortingQuality = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_SSAO = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_SSAO_quality = 1/1/1/2/2 &amp;lt;br&amp;gt;  ... r_SSAO_radius = 1/1/1/2/2 &amp;lt;br&amp;gt;  ... r_TexturesFilteringQuality = 2/1/0/0/0 &amp;lt;br&amp;gt;  ... r_UsePom = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... r_rain = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_refraction = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_flash_edgeaa = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_spec_Quality = 1/2/3/4/4 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; '''sys_spec_Quality''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;sys_spec_Quality [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... q_Renderer = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderFX = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderGeneral = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderGlass = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderHDR = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderIce = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderMetal = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderPostProcess = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderShadow = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderSky = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderTerrain = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderVegetation = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... r_LightsSinglePass = 1/0/0/0/0 &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_ShadersAsyncCompiling''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable asynchronous shader compiling &amp;lt;br&amp;gt; Usage: r_ShadersAsyncCompiling [0/1] &amp;lt;br&amp;gt;  0 = off, (stalling) shadering compiling &amp;lt;br&amp;gt;  1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow &amp;lt;br&amp;gt;  2 = on, shaders are compiled in parallel, missing shaders are not rendered &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MergeShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OptimiseShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_PrecacheShaderList'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_PrecacheShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' q_ShaderFX''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of FX &amp;lt;br&amp;gt; Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderGeneral''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of General &amp;lt;br&amp;gt; Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderGlass''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Glass &amp;lt;br&amp;gt; Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderHDR''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of HDR &amp;lt;br&amp;gt; Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' q_ShaderIce''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Ice &amp;lt;br&amp;gt; Usage: q_ShaderIce 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; ''' q_ShaderMetal''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Metal &amp;lt;br&amp;gt; Usage: q_ShaderMetal 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderPostProcess''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of PostProcess &amp;lt;br&amp;gt; Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderShadow''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Shadow &amp;lt;br&amp;gt; Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderSky''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Sky &amp;lt;br&amp;gt; Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderTerrain''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Terrain &amp;lt;br&amp;gt; Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderVegetation''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Vegetation &amp;lt;br&amp;gt; Usage: q_ShaderVegetation 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderWater''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Defines the shader quality of Water &amp;lt;br&amp;gt; Usage: q_ShaderWater 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''r_HDRRendering''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Enables, or Disables HDR Rendering &amp;lt;br&amp;gt; Usage: r_HDRRendering 0=off/1=on/2=on&amp;lt;br&amp;gt;''Note: Disabling HDR Rendering will generally improve performance, with the exception of maps with dense vegetation ([[TC_Harvest|Harvest]], [[TC_Tukayyid|Tukayyid]]). It's worth leaving HDR enabled for these two maps alone, since the  effect on performance is already so low, and that the two maps are almost unplayable without it.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Particles==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Particles''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables  &amp;lt;br&amp;gt; sys_spec_Particles [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_particles_lod = 0.75/1/1/1/1 &amp;lt;br&amp;gt;  ... e_particles_max_emitter_draw_screen = 4/8/16/32/32 &amp;lt;br&amp;gt;  ... e_particles_object_collisions = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_particles_quality = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... e_water_ocean_soft_particles = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_UseSoftParticles = 0/1/1/1/1 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; '''r_UseParticlesGlow''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables glow particles. &amp;lt;br&amp;gt; Usage: CV_r_useparticles_glow [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UseParticlesRefraction''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables refractive particles. &amp;lt;br&amp;gt; Usage: r_UseParticlesRefraction [0/1] &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_UseSoftParticles''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables soft particles. &amp;lt;br&amp;gt; Usage: r_UseSoftParticles [0/1] &amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;''' e_particles_lights''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Allows to have simple light source attached to every article &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_lod''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Multiplier to particle count &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_max_emitter_draw_screen''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Max screen fill per emitter -- fade out earlier &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_min_draw_pixels''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Pixel size cutoff for rendering particles -- fade out earlier &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_particles_object_collisions''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable particle/object collisions for SimpleCollision &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_preload''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable preloading of all particle effects at the begining &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_quality''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Current particles detail quality &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_particles_thread''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable particle threading &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' g_breakage_particles_limit''' &amp;lt;br&amp;gt; Default: 200 &amp;lt;br&amp;gt; Help: Imposes a limit on particles generated during 2d surfaces breaking &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Postprocessing==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_PostProcessing''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_PostProcessing [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... r_Coronas = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_DepthOfField = 0/1/1/2/2 &amp;lt;br&amp;gt;  ... r_Flares = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_GlowScreenMultiplier = 0.2/0.2/0.2/0.2/0.2 &amp;lt;br&amp;gt;  ... r_UseEdgeAA = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_colorgrading = 0/1/0/1/1 &amp;lt;br&amp;gt;  ... r_sunshafts = 0/0/0/1/1 &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_GameEffects''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_GameEffects [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... g_battleDust_enable = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... g_ragdollDistance = 10.0/20.0/30.0/40.0/40.0 &amp;lt;br&amp;gt;  ... g_ragdollMinTime = 5.0/8.0/13.0/15.0/15.0 &amp;lt;br&amp;gt;  ... g_ragdollUnseenTime = 2/2/2/2/2 &amp;lt;br&amp;gt;  ... i_lighteffects = 0/0/0/0/0 &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_refraction''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables refraction. &amp;lt;br&amp;gt; Usage: r_refraction [0/1] &amp;lt;br&amp;gt; Default is 1 (on). Set to 0 to disable. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Physics==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''These variables control the behavior of physics-bound objects such as destroyed trees, concrete, and fallen [[Battle Armor]]. All of these variables can be set to their minimum threshold for some improvements in performance, while having little noticeable effect on ingame visuals.'' &lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Physics''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Physics [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_cull_veg_activation = 20/30/50/50/50 &amp;lt;br&amp;gt;  ... e_foliage_wind_activation_dist = 0/10/20/25/25 &amp;lt;br&amp;gt;  ... e_phys_foliage = 1/2/2/2/2 &amp;lt;br&amp;gt;  ... e_phys_ocean_cell = 0/1/0.5/0.5/0.5 &amp;lt;br&amp;gt;  ... es_MaxPhysDist = 50/100/200/200/200 &amp;lt;br&amp;gt;  ... es_MaxPhysDistInvisible = 10/15/25/25/25 &amp;lt;br&amp;gt;  ... g_breakage_particles_limit = 80/130/200/250/250 &amp;lt;br&amp;gt;  ... g_joint_breaking = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... g_tree_cut_reuse_dist = 0.7/0.35/0/0/0 &amp;lt;br&amp;gt;  ... p_max_MC_iters = 4000/5000/6000/6000/6000 &amp;lt;br&amp;gt;  ... p_max_object_splashes = 3/3/3/3/3 &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''ca_UsePhysics''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: the physics is not applied (effectively, no IK) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' es_OnDemandPhysics''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; Usage: es_OnDemandPhysics [0/1] &amp;lt;br&amp;gt; Default is 1 (on).&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollDistance''' &amp;lt;br&amp;gt; Default: 40 &amp;lt;br&amp;gt; Help: distance in meters that the player has to be away from the ragdoll before it can disappear &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' g_ragdollMinTime''' &amp;lt;br&amp;gt; Default: 15 &amp;lt;br&amp;gt; Help: minimum time in seconds that a ragdoll will be visible &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollPollTime''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: time in seconds where 'unseen' polling is done &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollUnseenTime''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: time in seconds that the player has to look away from the ragdoll before it disappears &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' gpu_particle_physics ''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable GPU physics if available (0=off / 1=enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Textures==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''These are the graphics that illustrate 'Mechs, level terrain, and the various buildings, vehicles and vegetation within the game. If you can see it, it's textured. Compared to other variables, these have a relatively small impact on ingame performance, with some players finding no noticable effect at all.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Texture''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Texture [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... r_DynTexAtlasCloudsMaxSize = 24/24/32/32/32 &amp;lt;br&amp;gt;  ... r_DynTexAtlasSpritesMaxSize = 16/16/24/32/32 &amp;lt;br&amp;gt;  ... r_DynTexMaxSize = 50/60/80/80/80 &amp;lt;br&amp;gt;  ... r_EnvCMResolution = 0/1/2/2/2 &amp;lt;br&amp;gt;  ... r_EnvTexResolution = 1/2/3/3/3 &amp;lt;br&amp;gt;  ... r_ImposterRatio = 2/1.5/1/1/1 &amp;lt;br&amp;gt;  ... r_TexAtlasSize = 512/1024/1024/2048/2048 &amp;lt;br&amp;gt;  ... r_TexSkyResolution = 1/0/0/0/0 &amp;lt;br&amp;gt;  ... r_TexturesStreaming = 0/0/2/2/2 &amp;lt;br&amp;gt;  ... r_VegetationSpritesTexRes = 64/64/64/64/64 &amp;lt;br&amp;gt;  ... sys_LowSpecPak = 1/1/0/0/0 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''sys_LowSpecPak''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: use low resolution textures from special pak file or emulate if no such pak exists &amp;lt;br&amp;gt; 0=don't use lowspec.pak (full texture quality) &amp;lt;br&amp;gt; 1=use lowspec.pak (faster loading of textures, reduced texture quality) &amp;lt;br&amp;gt; Usage: sys_LowSpecPak 0/1 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailDistance''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Distance used for per-pixel detail layers blending. &amp;lt;br&amp;gt; Usage: r_DetailDistance (1-20) &amp;lt;br&amp;gt; Default is 6. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailNumLayers''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Sets the number of detail layers per surface. &amp;lt;br&amp;gt; Usage: r_DetailNumLayers 2 &amp;lt;br&amp;gt; Default is 2. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailTextures''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles detail texture overlays. &amp;lt;br&amp;gt; Usage: r_DetailTextures [0/1] &amp;lt;br&amp;gt; Default is 1 (detail textures on). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_TexBumpResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Reduces texture resolution. &amp;lt;br&amp;gt; Usage: r_TexBumpResolution [0/1/2/3/4] &amp;lt;br&amp;gt; When 0  texture resolution is unaffected, 1 halves, 2 quarters etc. (max 4) &amp;lt;br&amp;gt;''This variable controls the clarity of the edges on Mech and other models, gradually rounding / softening models at higher settings as polygons are reduced.'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexNoAniso''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Anisothropic filter  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexNormalMapType''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Reduces texture resolution. &amp;lt;br&amp;gt; Usage: r_TexResolution [0/1/2/3/4] &amp;lt;br&amp;gt; When 0 (default) model texture resolution is unaffected, 1 halves, 2 quarters etc. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TextureCompressor''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Defines which texture compressor is used (fallback is DirectX) &amp;lt;br&amp;gt; Usage: r_TextureCompressor [0/1] &amp;lt;br&amp;gt; 0 uses nvDXT, 1 uses Squish if possible &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesFilteringQuality''' &amp;lt;br&amp;gt; Default: 9 &amp;lt;br&amp;gt; Help: Configures texture filtering adjusting. &amp;lt;br&amp;gt; Usage: r_TexturesFilteringQuality [#] &amp;lt;br&amp;gt; where # represents: &amp;lt;br&amp;gt; 	0: Highest quality &amp;lt;br&amp;gt; 	1: Medium quality &amp;lt;br&amp;gt; 	2: Low quality &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_TexturesStreaming ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables direct streaming of textures from disk during game. &amp;lt;br&amp;gt; Usage: r_TexturesStreaming [0/1] &amp;lt;br&amp;gt; Default is 0 (off). All textures save in native format with mips in a &amp;lt;br&amp;gt; cache file. Textures are then loaded into texture memory from the cache. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingMaxAsync''' &amp;lt;br&amp;gt; Default: 0.25 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingNoUpload''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingOnlyVideo''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingSync''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamPoolSize''' &amp;lt;br&amp;gt; Default: 128 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Decals==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''Decals are the bullet holes, laser burns, scuffs. concrete stains and roads ingame. A lot of realism is lost in disabling them outright, however many see a dramatic boost in performance in their absence. With the many options to specify their behavior, a comfortable middleground is easy to achieve.'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''ca_UseDecals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt;Help: if set to 0, effectively disables creation of decals on characters &amp;lt;br&amp;gt; 2 - alternative method of calculating/building the decals &amp;lt;br&amp;gt; ''Ingame Roads are considered decals, and become invisible if disabled.'' &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of decals (game decals and hand-placed) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_allow_game_decals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Allows creation of decals by game (like weapon bullets marks) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_clip''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Clip decal geometry by decal bbox &lt;br /&gt;
&amp;lt;br&amp;gt; ''' e_decals_hit_cache''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Use smart hit cacheing for bullet hits (may cause no decals in some cases) &amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_decals_life_time_scale''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Allows to increase or reduce decals life time for different specs &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_decals_merge''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Combine pieces of decals into one render call &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; ''' e_decals_neighbor_max_life_time''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: If not zero - new decals will force old decals to fade in X seconds &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_decals_overlapping''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: If zero - new decals will not be spawned if the distance to nearest decals less than X &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_precreate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Pre-create decals at load time &amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_decals_range''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Less precision for decals outside this range &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_wrap_around_min_size''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; ''' e_foliage_wind_activation_dist''' &amp;lt;br&amp;gt; Default: 25 &amp;lt;br&amp;gt; Help: If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' e_lod_max''' &amp;lt;br&amp;gt; Default: 6 &amp;lt;br&amp;gt; Help: Max LOD for objects &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lod_min''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Min LOD for objects &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_lod_min_tris''' &amp;lt;br&amp;gt; Default: 300 &amp;lt;br&amp;gt; Help: LODs with less triangles will not be used &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lod_ratio''' &amp;lt;br&amp;gt; Default: 6 &amp;lt;br&amp;gt; Help: LOD distance ratio for objects &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lods''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Load and use LOD models for static geometry &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_lowspec_mode''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables lowspec mode &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_materials''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates material support for non animated objects  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_max_view_dst_spec_lerp''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 1 - use max view distance set by designer for very high spec &amp;lt;br&amp;gt; 0 - for very low spec &amp;lt;br&amp;gt; Values between 0 and 1 - will lerp between high and low spec max view distances &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_precache_level''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Pre-render objects right after level loading&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lighting==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_VolumetricEffects''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_VolumetricEffects [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_Clouds = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_Beams = 4/3/3/3/3 &amp;lt;br&amp;gt;  ... r_BeamsDistFactor = 1/0.5/0.5/0.05/0.05 &amp;lt;br&amp;gt;  ... r_BeamsMaxSlices = 16/32/64/200/200 &amp;lt;br&amp;gt;  ... r_CloudsUpdateAlways = 0/0/0/0/0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Beams''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles light beams. &amp;lt;br&amp;gt; Usage: r_Beams [0/1/2/3] &amp;lt;br&amp;gt; Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to &amp;lt;br&amp;gt; use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use &amp;lt;br&amp;gt; optimized and with glow support beams. &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_BeamsDistFactor''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Distance between slices. &amp;lt;br&amp;gt; Usage: r_BeamsDistFactor [fValue] &amp;lt;br&amp;gt; Default is 0.01 (0.01 meters between slices). &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_BeamsMaxSlices''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Number of volumetric slices allowed per light beam. &amp;lt;br&amp;gt; Usage: r_BeamsMaxSlices [1-300] &amp;lt;br&amp;gt; Default is 200 (high-spec). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_FillLights''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activate simple differed light sources usage &amp;lt;br&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_FillLightsMode''' &amp;lt;br&amp;gt; Default: 14 &amp;lt;br&amp;gt; Help: Fill lights mode &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Flares''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles sunlight lens flare effect. &amp;lt;br&amp;gt; Usage: r_Flares [0/1] &amp;lt;br&amp;gt; Default is 1 (on). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_sunshafts''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables sun shafts. &amp;lt;br&amp;gt; Usage: r_sunshafts [0/1] &amp;lt;br&amp;gt; Default is 1 (on). Set to 0 to disable &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_max_entity_lights''' &amp;lt;br&amp;gt; Default: 16 &amp;lt;br&amp;gt; Help: Set maximum number of lights affecting object&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Environment==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Terrain===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_TerrainAO''' &amp;lt;br&amp;gt; Default: 7 &amp;lt;br&amp;gt; Help: 7=Activate terrain AO deferred passes &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_TerrainAO_FadeDist''' &amp;lt;br&amp;gt; Default: 8 &amp;lt;br&amp;gt; Help: Controls sky light fading in tree canopy in Z direction &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of detail materials on terrain ground &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials_view_dist_xy''' &amp;lt;br&amp;gt; Default: 50 &amp;lt;br&amp;gt; Help: Max view distance of terrain XY materials &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials_view_dist_z''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Max view distance of terrain Z materials &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_on_demand_maxsize''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Specifies the maximum size of vegetation objects that are physicalized on-demand &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_on_demand_physics''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Turns on on-demand vegetation physicalization &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_phys_foliage''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_proc_vegetation''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show procedurally distributed vegetation  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_render''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable engine rendering &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_stream_areas''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Stream content of terrain and indoor sectors &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_vegetation_use_terrain_color''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Allow blend with terrain color for vegetations &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_view_dist_ratio_detail''' &amp;lt;br&amp;gt; Default: 30 &amp;lt;br&amp;gt; Help: View distance ratio for detail objects  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' es_VisCheckForUpdate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; Usage: es_VisCheckForUpdate [0/1] &amp;lt;br&amp;gt; Default is 1 (on).  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sky===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_CloudsUpdateAlways''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles updating of clouds each frame. &amp;lt;br&amp;gt; Usage: r_CloudsUpdateAlways [0/1]  Default is 0 (off) &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_TexSkyResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_sky_type''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Type of sky used: 0 (static), 1 (dynamic). &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_sky_update_rate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Percentage of a full dynamic sky update calculated per frame (0..100].&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Water===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Water''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Water [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_water_ocean_fft = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... e_water_tesselation_amount = 1/6/7/10/10 &amp;lt;br&amp;gt;  ... e_water_tesselation_swath_width = 5/10/10/10/10 &amp;lt;br&amp;gt;  ... q_ShaderWater = 0/1/2/2/2 &amp;lt;br&amp;gt;  ... r_WaterCaustics = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterReflections = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterReflectionsMinVisiblePixelsUpdate = 0.05/0.05/0.05/0.05/0.05 &amp;lt;br&amp;gt;  ... r_WaterReflectionsQuality = 0/1/2/4/4 &amp;lt;br&amp;gt;  ... r_WaterRefractions = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterUpdateDistance = 0.2/1/1/0.2/0.2 &amp;lt;br&amp;gt;  ... r_WaterUpdateFactor = 0.5/0.1/0.05/0.05/0.05 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_hw_occlusion_culling_water''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates usage of HW occlusion test for ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_bottom''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing bottom of ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_fft''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates fft based ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_soft_particles''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables ocean soft particles &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_tesselation_amount''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set tesselation amount &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_tesselation_swath_width''' &amp;lt;br&amp;gt; Default: 10 &amp;lt;br&amp;gt; Help: Set the swath width for the boustrophedonic mesh stripping &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_water_volumes''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of water volumes &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_waves''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of water waves &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_water_waves_tesselation_amount''' &amp;lt;br&amp;gt; Default: 5 &amp;lt;br&amp;gt; Help: Sets water waves tesselation amount &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterCaustics''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles under water caustics. &amp;lt;br&amp;gt; Usage: r_WaterCaustics [0/1] &amp;lt;br&amp;gt; Default is 1 (enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterGodRays''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables under water god rays. &amp;lt;br&amp;gt; Usage: r_WaterGodRays [0/1] &amp;lt;br&amp;gt; Default is 1 (enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflections''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles water reflections. &amp;lt;br&amp;gt; Usage: r_WaterReflections [0/1] &amp;lt;br&amp;gt; Default is 1 (water reflects). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMGPU''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles water reflections.multi-gpu support &amp;lt;br&amp;gt; Usage: r_WaterReflectionsMGPU [0/1/2] &amp;lt;br&amp;gt; Default is 0 (single render update), 1 (multiple render updates) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMinVisiblePixelsUpdate''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Activates water reflections if visible pixels above a certain threshold. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMinVisUpdateDistanceMul''' &amp;lt;br&amp;gt; Default: 10 &amp;lt;br&amp;gt; Help: Activates update distance multiplier when water mostly occluded. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_WaterReflectionsMinVisUpdateFactorMul''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Activates update factor multiplier when water mostly occluded. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_WaterReflectionsQuality''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Activates water reflections quality setting. &amp;lt;br&amp;gt; Usage: r_WaterReflectionsQuality [0/1/2/3] &amp;lt;br&amp;gt; Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything) &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_WaterReflectionsUseMinOffset''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates water reflections use min distance offset. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_WaterRefractions''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles water refractions. &amp;lt;br&amp;gt; Usage: r_WaterRefractions [0/1] &amp;lt;br&amp;gt; Default is 1 (water refracts). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterUpdateDistance''' &amp;lt;br&amp;gt; Default: 0.2 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterUpdateFactor''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Distance factor for water reflected texture updating. &amp;lt;br&amp;gt; Usage: r_WaterUpdateFactor 0.01 &amp;lt;br&amp;gt; Default is 0.01. 0 means update every frame &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanLodDist''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanMaxSplashes''' &amp;lt;br&amp;gt; Default: 8 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanRendType''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanSectorSize''' &amp;lt;br&amp;gt; Default: 128 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanSplashScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanTexUpdate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_phys_ocean_cell''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Cell size for ocean approximation in physics, 0 assumes flat plane &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc=== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Controls==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''The following settings have no effect on the games processing, as much as its performance in terms of user input. There are no variables that will significantly improve or reduce FPS here.''&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''exec'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help: executes a batch file of console commands &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' Bind'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' toggleIntCvar''' &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help: toggleIntCvar cvarName [value1 value2] - toggles an int cvar between 1 and 0 or, if set, value1 and value2 to ease keybindings. E.g.: &amp;lt;br&amp;gt;   &amp;quot;bind f4 toggleIntCvar cl_hud&amp;quot; &amp;lt;br&amp;gt;   &amp;quot;bind f5 toggleIntCvar profile 6 0&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' aln_debug_filter''' &amp;lt;br&amp;gt; Default:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_controllersensitivity''' &amp;lt;br&amp;gt; Default: 45 &amp;lt;br&amp;gt; Help: Set controller sensitivity! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_crouchToggle''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: To make the crouch key work as a toggle &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_free_reticle_independent''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: if 1 the reticle is freed from the torso &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_invertController''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Controller Look Up-Down invert &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' cl_invertMouse''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: mouse invert? &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivity''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Set mouse sensitivity! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivityAerospace''' &amp;lt;br&amp;gt; Default: 45 &amp;lt;br&amp;gt; Help: Set joystick sensitivity for aerospace! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivityZeroG''' &amp;lt;br&amp;gt; Default: 70 &amp;lt;br&amp;gt; Help: Set mouse sensitivity in ZeroG! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_turretsensitivity''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Mouse sensitivity multiplier for turret aiming &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Coeff_X''' &amp;lt;br&amp;gt; Default: 12.25 &amp;lt;br&amp;gt; Help: Analog controller X rotation scale &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Coeff_Z''' &amp;lt;br&amp;gt; Default: 25 &amp;lt;br&amp;gt; Help: Analog controller Z rotation scale &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Curve_X''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Analog controller X rotation curve &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Curve_Z''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Analog controller Z rotation curve &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' i_mouse_accel''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse acceleration, 0.0 means no acceleration. &amp;lt;br&amp;gt; Usage: i_mouse_accel [float number] (usually a small number, 0.1 is a good one) &amp;lt;br&amp;gt; Default is 0.0 (off) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_accel_max''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Set mouse max mouse delta when using acceleration. &amp;lt;br&amp;gt; Usage: i_mouse_accel_max [float number] &amp;lt;br&amp;gt; Default is 100.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_buffered''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles mouse input buffering. &amp;lt;br&amp;gt; Usage: i_mouse_buffered [0/1] &amp;lt;br&amp;gt; Default is 0 (off). Set to 1 to process buffered mouse input. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_inertia''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse inertia. It is disabled (0.0) by default. &amp;lt;br&amp;gt; Usage: i_mouse_inertia [float number] &amp;lt;br&amp;gt; Default is 0.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_smooth''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input. &amp;lt;br&amp;gt; Usage: i_mouse_smooth [float number] (1.0 = very very smooth, 30 = almost istant) &amp;lt;br&amp;gt; Default is 0.0 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Customization==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''name''' &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_hud''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Show/Hide the HUD &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Fullscreen''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode. &amp;lt;br&amp;gt; Usage: r_Fullscreen [0=window/1=fullscreen] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_chDamageIndicator''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Switch crosshair-damage indicator... (1 on, 0 off) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_colorLine''' &amp;lt;br&amp;gt; Default: 4481854 &amp;lt;br&amp;gt; Help: HUD line color. &amp;lt;br&amp;gt;  &lt;br /&gt;
|''' hud_colorOver''' &amp;lt;br&amp;gt; Default: 14125840 &amp;lt;br&amp;gt; Help: HUD hovered color. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_colorText''' &amp;lt;br&amp;gt; Default: 12386209 &amp;lt;br&amp;gt; Help: HUD text color. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_showAllOnScreenObjectives''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show all on screen objectives, not only the active one. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Brightness''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Sets the display brightness. &amp;lt;br&amp;gt; Usage: r_Brightness 0.5 &amp;lt;br&amp;gt; Default is 0.5. &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_Contrast''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Sets the display contrast. &amp;lt;br&amp;gt; Usage: r_Contrast 0.5 &amp;lt;br&amp;gt; Default is 0.5. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_DisplayInfo ''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles debugging information display. &amp;lt;br&amp;gt; Usage: r_DisplayInfo [0=off/1=show/2=enhanced] &amp;lt;br&amp;gt; Along with other info: 1 shows FPS, 2 shows FrameTime  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_Gamma''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop) &amp;lt;br&amp;gt; Usage: r_Gamma 1.0 &amp;lt;br&amp;gt; 1 off (default), try values like 1.6 or 2.2 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MultiGPU''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: 0 = disabled, 1 = extra overhead to allow SLI(NVidia) or Crossfire(ATI), 2 = automatic detection (currently SLI only, means off for ATI). Should be activated before rendering on systems mounting multiple compatible GPU's.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sounds==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Sound''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Sound [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... s_CacheSize = 50/60/70/80/80 &amp;lt;br&amp;gt;  ... s_FormatSampleRate = 44100/48000/48000/48000/48000 &amp;lt;br&amp;gt;  ... s_MPEGDecoders = 16/24/32/32/32 &amp;lt;br&amp;gt;  ... s_Obstruction = 2/2/1/1/1 &amp;lt;br&amp;gt;  ... s_ObstructionAccuracy = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... s_ObstructionUpdate = 1.0/0.5/0.2/0.1/0.1 &amp;lt;br&amp;gt;  ... s_ReverbType = 0/2/2/2/2 &amp;lt;br&amp;gt;  ... s_SoundMoodsDSP = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... s_VariationLimiter = 0.3/0.6/1.0/1.0/1.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_DialogVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Sets the volume of all dialog sounds. &amp;lt;br&amp;gt; Usage: s_DialogVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_Doppler''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles Doppler effect on and off. &amp;lt;br&amp;gt; Usage: s_Doppler [0/1] &amp;lt;br&amp;gt; Default is 1 (on). &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' s_DopplerScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Sets the strength of the Doppler effect. &amp;lt;br&amp;gt; Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameDialogVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the dialog volume for game use. &amp;lt;br&amp;gt; Usage: s_GameDialogVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameMusicVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the music volume for game use. &amp;lt;br&amp;gt; Usage: s_GameMusicVolume 0.2 &amp;lt;br&amp;gt; Default is 1.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameSFXVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the sfx volume for game use. &amp;lt;br&amp;gt; Usage: s_GameSFXVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' s_MusicEnable''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: enable/disable music &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' s_MusicVolume''' &amp;lt;br&amp;gt; Default: 0.6 &amp;lt;br&amp;gt; Help: Sets the music volume from 0 to 1 in the games option. &amp;lt;br&amp;gt; Usage: s_MusicVolume 0.2 &amp;lt;br&amp;gt; Default is 0.5 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_SpeakerConfig ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Sets up the preferred speaker configuration. &amp;lt;br&amp;gt; Usage: s_SpeakerConfig # &amp;lt;br&amp;gt; where # is a number between 0 and 7 representing &amp;lt;br&amp;gt;  0: Control Panel Settings &amp;lt;br&amp;gt; 	1: Mono &amp;lt;br&amp;gt; 	2: Stereo &amp;lt;br&amp;gt; 	3: Headphone &amp;lt;br&amp;gt; 	4: 4Point1 &amp;lt;br&amp;gt; 	5: 5Point1 &amp;lt;br&amp;gt; 	6: Prologic &amp;lt;br&amp;gt; 	7: 7Point1 &amp;lt;br&amp;gt; Default is 0 (Control Panel Setting). &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using ''Exec'' and ''Bind'' Console Variables==&lt;br /&gt;
In combination, the '''''exec''''' and '''''bind''''' functions can be used for a number of interesting CVar goals. From conditionally changing your graphics, binding a suicide button or swapping between control schemes for Mech, Aircraft or Vehicles- it's all done from here.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===The ''bind'' Console Variable===&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The ''exec'' Console Variable===&lt;br /&gt;
The '''''exec''''' console variable allows you to run a .cfg file of console variables from within the game itself. &lt;br /&gt;
# Write a batch of console variables you wish to execute&lt;br /&gt;
# Save it as a .cfg file (of any name, but we're assuming ''example.cfg'' for this next step)&lt;br /&gt;
# Place it in the correct folder&lt;br /&gt;
# Run it by typing ''exec example.cfg'' in the console&lt;br /&gt;
&lt;br /&gt;
==Using the User.cfg File to Ensure Setting Consistency==&lt;br /&gt;
For players that want to circumvent the bug that resets their settings between sessions- the following variables control the ingame sound and display settings.&lt;br /&gt;
: s_DialogVolume = ...&lt;br /&gt;
: s_GameDialogVolume = ...&lt;br /&gt;
: s_GameMusicVolume = ...&lt;br /&gt;
: s_gameSFXVolume = ...&lt;br /&gt;
: r_contrast = ...&lt;br /&gt;
: r_brightness = ...&lt;br /&gt;
: r_gamma = ...&lt;br /&gt;
''Remember, typing the variable alone without a value will prompt the system to tell you its current state. After setting the brightness, sound, and other associated settings using the sliders to your preference- you can read their values from the console, and set them permanently in the user.cfg.''&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=MWLL_Performance_Guide&amp;diff=10424</id>
		<title>MWLL Performance Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=MWLL_Performance_Guide&amp;diff=10424"/>
				<updated>2020-06-26T18:52:52Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: Added a few more options, link back to troubleshooting page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While [[MWLL]] is built off of a relatively dated engine, intense teamfights ingame can even bog down modern computers, if unoptimized. However, with the gamut of customization options available, its no difficult task getting your game running just the way you want. &amp;lt;br&amp;gt;&lt;br /&gt;
Here we go over some of the options available to you in meeting your performance needs. There are plenty of stories circulating the community about how users managed to get surprising FPS on hardware old enough to be your grandpa. If you're willing to make compromises to visual effects, you'd be hard pressed to find a machine that won't play at 30+ frames on minimum settings. &amp;lt;br&amp;gt;&lt;br /&gt;
== The Settings Menu ==&lt;br /&gt;
It is strongly suggested that you allow CryEngine itself to establish baseline settings for you, based on your system's hardware. The AUTODETECT feature in the settings menu is a one-click solution for many players, that auto-calibrates the settings to find a mix of good performance while sacrificing as little detail as possible. This alone is sufficient for most players, however, may be inadequate in the cases of extremely dated, or extremely powerful machines.&lt;br /&gt;
&lt;br /&gt;
The AUTODETECT feature can be found under OPTIONS / SYSTEM SETTINGS / GRAPHICS. Click it once, press apply, and you're good to go!&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
It is advised that on your first launch, that you reduce the ingame sound to a minimum and bring it up to a comfortable level afterwards, MWLL is notorious for having an uncomfortably high default volume. Performance wise, there is functionally no gains to be made by playing with settings in the Sound menu. Similarly, Contrast, Gamma and Brightness in the following Graphics menu seem to have little effect. &lt;br /&gt;
=== Graphics ===&lt;br /&gt;
The quickest way to reclaim FPS is to reduce your in-game resolution and disabling any multi-GPU setups (Nvidia SLI, AMD CrossFire, or Nvidia Optimus). After finding your monitors native resolution, try to reduce your resolution to some lower setting of the same ratio. Anecdotally, some users find a performance spike by selecting a resolution that's a half multiple of their native resolution (for example; 1920 x 1080 -&amp;gt; 960 x 540). The FPS gains made by lowering your resolution will only be more pronounced if your machine lacks a discrete graphics card.&lt;br /&gt;
While some players enjoy pumping their graphics to the max, others find the reduced resolution gives the game a retro, nostalgic feel, similar to older ''Mechwarrior'' titles. &amp;lt;br&amp;gt;&lt;br /&gt;
Anti-Aliasing is a setting to make straight lines appear more crisp when at an angle ingame. Leaving Anti-Aliasing disabled will net you some FPS, while enabling it will make the game look less pixelated. The effect can be seen most clearly at an extremely reduced resolution.&lt;br /&gt;
&lt;br /&gt;
While some may be struggling to reach higher graphics, for those who can routinely pump out more than 60+ FPS at their preferred ingame settings; consider opening your graphics card settings to add a frame limit to match your screens refresh rate. This may serve to reduce stuttering, fan noise, and a more consistent experience by telling your machine not to waste time rendering frames that won't be seen.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Settings ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:502px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:3px 3px 8px 3px; float:right; margin-left:10px; margin-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ingamesettings.png|center|border|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Obviously, the first place to start will be the ingame settings menu. This option requires a little bit of trial and error, but should be sufficient for most users. &amp;lt;br&amp;gt;&lt;br /&gt;
Some settings hold more 'weight' against your computers performance. While each system will vary depending on Graphics card and CPU, reducing the following settings will increase your FPS, in general. &amp;lt;br&amp;gt;&lt;br /&gt;
* ''POSTPROCESSING QUALITY''&lt;br /&gt;
* ''VOLUMETRIC EFFECTS QUALITY''&lt;br /&gt;
* ''PARTICLES QUALITY''&lt;br /&gt;
* ''SHADERS QUALITY''&lt;br /&gt;
* ''WATER QUALITY''&lt;br /&gt;
If you've already reduced each setting to ''Low'' you're still struggling to get the FPS you want during intense teamfights, or if you're interested in a more fine tuned approach to meeting your performance goals, while choosing which visual features to sacrifice, you'll need to utilize the ''user.cfg.''&lt;br /&gt;
&lt;br /&gt;
== User.cfg ==&lt;br /&gt;
[[file:Usercfghome.png|right|600px]]&lt;br /&gt;
'''User.cfg''' is a file that provides instructions to the game on how to run, such as the resolution of the game window, properties of various game graphical and performance settings. Many tweaks can be made to this file to either cut out unnecessary features for extra performance, or to unlock the best visuals possible within Cryengine 2.&lt;br /&gt;
&lt;br /&gt;
The following files are hosted on Discord. For more information on how to install, customize, or write your own User.cfg file, see the page on [[Console_Variables#The_User.cfg_File|Console Variables.]]&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/338747437122453505/711008782041481246/user.cfg Recommended good visuals and performance Preset]&lt;br /&gt;
** Set for high visuals by default, easily adjustable for better performance and stability.&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/242496941332758529/564618953943547914/user.cfg Low Visuals/High Performance Preset]&lt;br /&gt;
**Recommended for users struggling to maintain usable FPS ingame. From this, you can edit features back in at your discretion to meet your preferences. &lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/359786221247004682/user.cfg ''(Outdated)'' Low Visuals/High Performance Preset]&lt;br /&gt;
**(There are two bugs that affect some users within this file, which can be amended by deleting the line ''e_particles_quality = 9'', or ingame projectiles will become invisible- and the line ''d3d9_forcesoftware = 1'', or the ingame Console and [[CBills#Transferring_C-Bills|Cbill Transfer Menu]] will be unusable due to invisible text.)&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/360451983393423361/user.cfg (OLD) High Visuals Preset]&lt;br /&gt;
&lt;br /&gt;
== Shader Cache cleanup ==&lt;br /&gt;
&lt;br /&gt;
If you normally have adequate performance, but lose it seemingly out of the blue: use the ''Clear Shaders'' option from the MWLL Launcher. MWLL Shaders have a gamut of interesting bugs tied to them, from hidden performance sinks to rainbow clouds and pink hovercraft dust- but it's easily fixed in the click of a button.&lt;br /&gt;
&lt;br /&gt;
== Other Options ==&lt;br /&gt;
If you are still having trouble getting the performance you're looking for, consider joining the [[Discord|MWLL Discord]] and inquiring in the #tech_support channel for more assistance. &lt;br /&gt;
&lt;br /&gt;
Besides that, the following are a few more options that can increase stability and performance, but have to be approached with a trial-and-error mindset, considering each player's mix and match of these settings may not work for another player's system.&lt;br /&gt;
* Running the game in DX9, 10 mode from the launcher&lt;br /&gt;
* Running the game in fullscreen, or windowed mode&lt;br /&gt;
* Running the game in Windows Compatibility mode for Windows 8, Windows 7.1 (Can be found by right-clicking the launcher, and opening 'Properties')&lt;br /&gt;
These, and a few more steps can be found in the [[Troubleshooting|Troubleshooting Guide]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=MWLL_Performance_Guide&amp;diff=10423</id>
		<title>MWLL Performance Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=MWLL_Performance_Guide&amp;diff=10423"/>
				<updated>2020-06-26T18:35:33Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* The Settings Menu */ Moved AUTODETECT blurb from Console Variables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While [[MWLL]] is built off of a relatively dated engine, intense teamfights ingame can even bog down modern computers, if unoptimized. However, with the gamut of customization options available, its no difficult task getting your game running just the way you want. &amp;lt;br&amp;gt;&lt;br /&gt;
Here we go over some of the options available to you in meeting your performance needs. There are plenty of stories circulating the community about how users managed to get surprising FPS on hardware old enough to be your grandpa. If you're willing to make compromises to visual effects, you'd be hard pressed to find a machine that won't play at 30+ frames on minimum settings. &amp;lt;br&amp;gt;&lt;br /&gt;
== The Settings Menu ==&lt;br /&gt;
It is strongly suggested that you allow CryEngine itself to establish baseline settings for you, based on your system's hardware. The AUTODETECT feature in the settings menu is a one-click solution for many players, that auto-calibrates the settings to find a mix of good performance while sacrificing as little detail as possible. This alone is sufficient for most players, however, may be inadequate in the cases of extremely dated, or extremely powerful machines.&lt;br /&gt;
&lt;br /&gt;
The AUTODETECT feature can be found under OPTIONS / SYSTEM SETTINGS / GRAPHICS. Click it once, press apply, and you're good to go!&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
It is advised that on your first launch, that you reduce the ingame sound to a minimum and bring it up to a comfortable level afterwards, MWLL is notorious for having an uncomfortably high default volume. Performance wise, there is functionally no gains to be made by playing with settings in the Sound menu. Similarly, Contrast, Gamma and Brightness in the following Graphics menu seem to have little effect. &lt;br /&gt;
=== Graphics ===&lt;br /&gt;
The quickest way to reclaim FPS is to reduce your in-game resolution and disabling any multi-GPU setups (Nvidia SLI, AMD CrossFire, or Nvidia Optimus). After finding your monitors native resolution, try to reduce your resolution to some lower setting of the same ratio. Anecdotally, some users find a performance spike by selecting a resolution that's a half multiple of their native resolution (for example; 1920 x 1080 -&amp;gt; 960 x 540). The FPS gains made by lowering your resolution will only be more pronounced if your machine lacks a discrete graphics card.&lt;br /&gt;
While some players enjoy pumping their graphics to the max, others find the reduced resolution gives the game a retro, nostalgic feel, similar to older ''Mechwarrior'' titles. &amp;lt;br&amp;gt;&lt;br /&gt;
Anti-Aliasing is a setting to make straight lines appear more crisp when at an angle ingame. Leaving Anti-Aliasing disabled will net you some FPS, while enabling it will make the game look less pixelated. The effect can be seen most clearly at an extremely reduced resolution.&lt;br /&gt;
&lt;br /&gt;
While some may be struggling to reach higher graphics, for those who can routinely pump out more than 60+ FPS at their preferred ingame settings; consider opening your graphics card settings to add a frame limit to match your screens refresh rate. This may serve to reduce stuttering, fan noise, and a more consistent experience by telling your machine not to waste time rendering frames that won't be seen.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Settings ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:502px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:3px 3px 8px 3px; float:right; margin-left:10px; margin-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ingamesettings.png|center|border|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Obviously, the first place to start will be the ingame settings menu. This option requires a little bit of trial and error, but should be sufficient for most users. &amp;lt;br&amp;gt;&lt;br /&gt;
Some settings hold more 'weight' against your computers performance. While each system will vary depending on Graphics card and CPU, reducing the following settings will increase your FPS, in general. &amp;lt;br&amp;gt;&lt;br /&gt;
* ''POSTPROCESSING QUALITY''&lt;br /&gt;
* ''VOLUMETRIC EFFECTS QUALITY''&lt;br /&gt;
* ''PARTICLES QUALITY''&lt;br /&gt;
* ''SHADERS QUALITY''&lt;br /&gt;
* ''WATER QUALITY''&lt;br /&gt;
If you've already reduced each setting to ''Low'' you're still struggling to get the FPS you want during intense teamfights, or if you're interested in a more fine tuned approach to meeting your performance goals, while choosing which visual features to sacrifice, you'll need to utilize the ''user.cfg.''&lt;br /&gt;
&lt;br /&gt;
== User.cfg ==&lt;br /&gt;
[[file:Usercfghome.png|right|600px]]&lt;br /&gt;
'''User.cfg''' is a file that provides instructions to the game on how to run, such as the resolution of the game window, properties of various game graphical and performance settings. Many tweaks can be made to this file to either cut out unnecessary features for extra performance, or to unlock the best visuals possible within Cryengine 2.&lt;br /&gt;
&lt;br /&gt;
The following files are hosted on Discord. For more information on how to install, customize, or write your own User.cfg file, see the page on [[Console_Variables#The_User.cfg_File|Console Variables.]]&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/338747437122453505/711008782041481246/user.cfg Recommended good visuals and performance Preset]&lt;br /&gt;
** Set for high visuals by default, easily adjustable for better performance and stability.&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/242496941332758529/564618953943547914/user.cfg Low Visuals/High Performance Preset]&lt;br /&gt;
**Recommended for users struggling to maintain usable FPS ingame. From this, you can edit features back in at your discretion to meet your preferences. &lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/359786221247004682/user.cfg ''(Outdated)'' Low Visuals/High Performance Preset]&lt;br /&gt;
**(There are two bugs that affect some users within this file, which can be amended by deleting the line ''e_particles_quality = 9'', or ingame projectiles will become invisible- and the line ''d3d9_forcesoftware = 1'', or the ingame Console and [[CBills#Transferring_C-Bills|Cbill Transfer Menu]] will be unusable due to invisible text.)&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/360451983393423361/user.cfg (OLD) High Visuals Preset]&lt;br /&gt;
&lt;br /&gt;
== Shader Cache cleanup ==&lt;br /&gt;
&lt;br /&gt;
If you normally have adequate performance, but lose it seemingly out of the blue: use the ''Clear Shaders'' option from the MWLL Launcher. MWLL Shaders have a gamut of interesting bugs tied to them, from hidden performance sinks to rainbow clouds and pink hovercraft dust- but it's easily fixed in the click of a button.&lt;br /&gt;
&lt;br /&gt;
If you are still having trouble getting the performance you're looking for, consider joining the [[Discord|MWLL Discord]] and inquiring in the #tech_support channel for more assistance.&lt;br /&gt;
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{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Console_Variables&amp;diff=10422</id>
		<title>Console Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Console_Variables&amp;diff=10422"/>
				<updated>2020-06-26T18:35:29Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* PREFACE */ Removed AUTODETECT blurb to Performance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PREFACE==&lt;br /&gt;
Burn this in your brain. FPS something everyone talks about but rarely understands, it's just a general measurement of Frames Per Second. But games work in &amp;quot;Frame Time&amp;quot;, measured in milliseconds, as to What and How things are rendered. 1000 milliseconds = one second of time. There could be 20Ms frames which would equal 50 frames per second or several various size frames, get the idea.&lt;br /&gt;
&lt;br /&gt;
By setting the console command: r_DisplayInfo to 2 instead of 1, it is possible to see the frame time instead of the FPS.&lt;br /&gt;
&lt;br /&gt;
Here are some useful conversions:&lt;br /&gt;
&lt;br /&gt;
16 ms = 60 FPS&lt;br /&gt;
&lt;br /&gt;
33 ms = 30 FPS (target for CryENGINE)&lt;br /&gt;
&lt;br /&gt;
40 ms = 25 FPS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Higher FPS&amp;quot; is not always better, how many times have you got pissed off in the game because things went wrong at that crucial moment. Smoother transition between frames is your goal known as &amp;quot;Frame Time&amp;quot;. You want to eliminate Stutter to achieve a more consistent FPS. Hell you might even have a G-Sync or FreeSync monitor, to help reduce tearing but they won't reduce stutter and most of the time the monitor isn't even running at it's Hertz ratings, i.e.. 60Hz, 100Hz, 120Hz, 144Hz, etc. The more frames that are rendered consistently the more fluid the game will feel. The key word being consistently. Note if you want to learn more then check out RTSS Rivatuner  Statistics Server by MSI https://www.guru3d.com/files-details/rtss-rivatuner-statistics-server-download.html older systems or MSI Afterburner for newer machines https://www.guru3d.com/files-details/msi-afterburner-beta-download.html&lt;br /&gt;
Both monitor and allow you to adjust your rig.&lt;br /&gt;
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One final note - Make a few Console Adjustments at a time, then test them out in the game. Keep what works. Then a few more and few more until the game runs as well as you like. Remember you are fine tuning the game to match your components so it is going to take several matches to find what works.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Each '''Console Variable''' controls one specific feature of the games graphics, performance or controls. For instance, '''r_TexResolution''' controls the texture resolution of assets ingame, and can be set anywhere from 0 ''(r_TexResolution = 0)'' for higher; or 4 ''(r_TexResolution = 4)'' for lower resolution at your own discretion. A few console variables aren't tied directly to a features, but direct groups of other variables- these ''Group Console Variables'' are what you're changing when you change your settings via the ingame Settings menu. &lt;br /&gt;
&lt;br /&gt;
Essentially, Control Variables (cvar) are the hidden, 'Advanced Settings' page to Mechwarrior Living Legends. The ingame settings page serves as an easy to use, but rough method of setting these variables- but fails to explore the full spectrum of possibilities with its simple design. Fine tuning your settings using a ''user.cfg'' file opens the door to all of the games console variables and individual control on their adjustment- giving you the ability to run your game with settings customized to matching your tastes for performance and appearance. &lt;br /&gt;
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Both the extreme high ends of maximum performance, and maximum graphical output are only available using User.cfg files, and many players seeking a middle ground utilize one to find their own personal sweet-spot between the two, homing in on their preferred FPS by reducing visual amenities of their choice.&lt;br /&gt;
&lt;br /&gt;
Beyond fine adjustment to graphics, there are many other features hidden in the Console Variables, with immense flexibility granted by combining the ''bind'' and ''exec'' functions- players can change other control variables, change batches of variables, or run scripts with the press of a button ingame.&lt;br /&gt;
&lt;br /&gt;
==The User.cfg File==&lt;br /&gt;
[[File:usercfghome.png|600px|right|]]&lt;br /&gt;
While the filename ''user.cfg'' may seem intimidating- rest assured there's no programming knowledge needed here. Fundamentally, adding a user.cfg file is as easy as placing a text file with a specific name in a specific folder. You can either write your own, download a prebuilt one from this page, or use one that another player has shared with you. &lt;br /&gt;
&lt;br /&gt;
To add your user.cfg file:&lt;br /&gt;
# Right click on your desktop, and select 'New Text File'&lt;br /&gt;
# Write, or copy-&amp;amp;-paste the variables and their preferred settings as you wish into the document&lt;br /&gt;
# Save the file, and then manually rename it to '''user.cfg''' ''(make sure to replace the original extension, a user.cfg.'''txt''' file will not work)''&lt;br /&gt;
# Place the file into the MWLL / Client directory. By default its file tree is Documents / My_Games / Crysis_Wars / MWLL / Client&lt;br /&gt;
If you downloaded a user.cfg file from here or a friend, you just need to place it in the MWLL / Client folder&lt;br /&gt;
&lt;br /&gt;
Functionally, the user.cfg file is a set of instructions that the game runs whenever it opens. Whatever settings you specify in this file will be set on each launch, and is a reliable method to save your preferred settings- especially for users tired of the bug where the ingame settings menu occasionally resets their preferences between launches.&lt;br /&gt;
&lt;br /&gt;
===Prewritten User.cfg Files===&lt;br /&gt;
&lt;br /&gt;
The following files are hosted on Discord. Remember to edit the Height and Width console variables to match your preferred screen resolution. See the following section ''Customizing the user.cfg'' for more details.&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/338747437122453505/711008782041481246/user.cfg Recommended good visuals and performance Preset]&lt;br /&gt;
** Set for high visuals by default, easily adjustable for better performance and stability.&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/242496941332758529/564618953943547914/user.cfg Low Visuals/High Performance Preset]&lt;br /&gt;
**Recommended for users struggling to maintain usable FPS ingame. From this, you can edit features back in at your discretion to meet your preferences. &lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/359786221247004682/user.cfg ''(Outdated)'' Low Visuals/High Performance Preset]&lt;br /&gt;
**(There are two bugs that affect some users within this file, which can be amended by deleting the line ''e_particles_quality = 9'', or ingame projectiles will become invisible- and the line ''d3d9_forcesoftware = 1'', or the ingame Console and [[CBills#Transferring_C-Bills|Cbill Transfer Menu]] will be unusable due to invisible text.)&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/360451983393423361/user.cfg (OLD) High Visuals Preset]&lt;br /&gt;
&lt;br /&gt;
===Writing Your Own User.cfg File===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Testing Console Variables====&lt;br /&gt;
Each Console Variable can be tested ingame from the Console. You can use this to test how individual variables affect your games appearance, or performance- in real time.&lt;br /&gt;
# Open the Console by pressing the '''~''' or '''`''' key ingame. This both opens, and closes the console- where you can check the status of, and change Console Variables.&lt;br /&gt;
# To view a readout of your FPS, type ''r_displayinfo = 1'' and press enter. This enables the variable that will give a real-time readout of your FPS in the upper right hand corner. This can be removed by going into the console again, and typing ''r_displayinfo = 0''&lt;br /&gt;
# You can see the current status of any Console Variable by entering its name without a value (typing in just ''r_TexResolution'' will return a statement with its current value)&lt;br /&gt;
# You can set the value of any unlocked Console Variable by entering its name with a value (you can set ''r_TexResolution'' to 2 by entering ''r_TexResolution = 2'' )&lt;br /&gt;
Using the Console Variables, and their descriptions below- you can test different variables affects on your games performance and appearance together, and then record them into a user.cfg file for your game to remember them. 'Console Variables entered in the console are ''NOT'' saved between sessions, and are reset to whatever is written in your user.cfg, or the games default values- every launch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Customizing Your User.cfg File====&lt;br /&gt;
If you're writing your own User.cfg from scratch, there are some important settings to include in every user.cfg file.&lt;br /&gt;
;con_restricted = 0 &lt;br /&gt;
: This is required for the user.cfg file to be considered by your game. Without this, the rest of the file will be ignored. Activating this will make your game start with the console open. It can be closed with the '''~''' key.&lt;br /&gt;
;sys_DeactivateConsole = 1&lt;br /&gt;
: This, in turn, will start your game with the console closed. It can still be opened with the '''~''' key.&lt;br /&gt;
;r_Height = ...&lt;br /&gt;
;r_Width = ...&lt;br /&gt;
: This specifies the Height and Width your game will run in, and should be set to your tastes. Its easiest to experiment with these from the ingame menu, and then record it here for consistency on launches. Higher resolution will look better, but lower resolution will perform better.&lt;br /&gt;
;r_fullscreen = ...&lt;br /&gt;
: ''[0 for windowed mode, 1 for fullscreen]''&lt;br /&gt;
: Some players experience better performance in windowed mode. Here is where you would set it to always run in windowed mode, if that were the case.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variables==&lt;br /&gt;
The ''Mechwarrior: Living Legends'' mod is built in ''Cryengine''- which was renowned in its time for its incredible graphics. Each release in the ''Crysis'' series has been used by hobbiest computer builders as a benchmark for performance. In addition, Cryengine developers built a very durable Console Variable system- which allows for control over your graphics and performance at a fidelity that puts most modern games to shame.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''LOD''' - Level Of Detail - cryengine takes a lot of consideration just how detailed an object is drawn in the game engine - moreover - the artist alone can make 3 (or more) gradually simpler objects for the engine to pick from - massively important on vegetation or in cities.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''View Distance''' - the artist (map maker) and the engine compete just when the switchover of various LODs will happen - some is left to the ''tweaker'' of the config files we discuss here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ray Cast''' - the engine uses a straight line between view-port camera (&amp;quot;player's eye&amp;quot;) and the object to determine if it is ''visible'' or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Occluder''' - the map maker can place a plane (called occlusion plane) that cuts (''culls'') any visual ''raycasts'' and thus speeds up the view-port drawing time significantly - one special occluder is the ''maximum view distance'' one - it &amp;quot;travels&amp;quot; with us.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''quality levels''' - there are few: 0 - automatic, 1 - low, 2 - medium, 3 - high, 4 - maximum; Note - below 3 only LOD 1 and onward (LOD 2, LOD 3...) are rendered - to ever see LOD 0 designs one has to set quality to ''high'' ie 3 or better.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are a comical number of Console Variables integrated with ''Cryengine''. The following list is a subset of them, cutting variables that are holdovers from unrelated titles (settings pertaining to ingame AI behavior, hair rendering, facial animation, etc) and the variables that have been locked by the ''Mechwarrior: Living Legends'' development in order to ensure no one abuses the Console Variables into having an unfair advantage (clouds, rain, fog, some vegetation variables cannot be disabled).&lt;br /&gt;
&lt;br /&gt;
===Graphics=== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_ObjectDetail'''&amp;lt;br&amp;gt;Default: 4&amp;lt;br&amp;gt;help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;&lt;br /&gt;
sys_spec_ObjectDetail [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... ca_AttachmentCullingRation = 100/120/160/200/200 &amp;lt;br&amp;gt;  ... ca_DrawFaceAttachments = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... ca_useDecals = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_cbuffer_resolution = 128/128/256/256/256 &amp;lt;br&amp;gt;  ... e_decals_allow_game_decals = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_decals_life_time_scale = 0.5/1/2/2/2 &amp;lt;br&amp;gt;  ... e_detail_materials_view_dist_xy = 64/2048/2048/2048/2048 &amp;lt;br&amp;gt;  ... e_detail_materials_view_dist_z = 64/128/128/128/128 &amp;lt;br&amp;gt;  ... e_dissolve = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_lod_min = 2/1/0/0/0 &amp;lt;br&amp;gt;  ... e_lod_ratio = 3/4/6/6/6 &amp;lt;br&amp;gt;  ... e_lods = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... e_max_view_dst_spec_lerp = 0/0.5/1/1/1 &amp;lt;br&amp;gt;  ... e_obj_quality = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... e_proc_vegetation = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_occlusion_culling_max_dist = 100/130/200/200/200 &amp;lt;br&amp;gt;  ... e_vegetation_bending = 1/2/2/2/2 &amp;lt;br&amp;gt;  ... e_vegetation_min_size = 1.0/0.5/0/0/0 &amp;lt;br&amp;gt;  ... e_vegetation_sprites_distance_custom_ratio_min = 0.5/0.75/1/1/1 &amp;lt;br&amp;gt;  ... e_vegetation_sprites_distance_ratio = 1/1/1/1.5/1.5 &amp;lt;br&amp;gt;  ... e_view_dist_ratio = 40/60/60/60/60 &amp;lt;br&amp;gt;  ... e_view_dist_ratio_detail = 15/19/24/30/30 &amp;lt;br&amp;gt;  ... e_view_dist_ratio_vegetation = 15/21/31/45/45 &amp;lt;br&amp;gt;  ... es_DebrisLifetimeScale = 0.3/0.6/0.8/1/1 &amp;lt;br&amp;gt;  ... i_rejecteffects = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_flash_curve_tess_error = 8/4/2/2/2 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;'''sys_spec_Full''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;sys_spec_Full [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... sys_spec_GameEffects = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_MotionBlur = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_ObjectDetail = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Particles = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Physics = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_PostProcessing = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Shading = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Shadows = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Sound = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Texture = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_VolumetricEffects = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Water = 1/2/3/4/4 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_VSync ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles vertical sync, a setting used to prevent Screen Tearing, disabling can improve performance. &amp;lt;br&amp;gt; Usage: r_VSync [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' sys_spec''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh) &amp;lt;br&amp;gt;&lt;br /&gt;
|  ''' cl_motionBlur''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: motion blur type (0=off, 1=accumulation-based, 2=velocity-based) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Objects alphatest_noise_fading out on distance &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve_transition_threshold''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Controls disabling of smooth transition if camera moves too fast &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve_transition_time''' &amp;lt;br&amp;gt; Default: 0.3 &amp;lt;br&amp;gt; Help: Lod switch duration &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ColorBits''' &amp;lt;br&amp;gt; Default: 32 &amp;lt;br&amp;gt; Help: Sets the color resolution, in bits per pixel. Default is 32. &amp;lt;br&amp;gt; Usage: r_ColorBits [32/24/16/8] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGrading''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGrading [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingDof''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading dof control. &amp;lt;br&amp;gt; Usage: r_ColorGradingDof [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingFilters''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingFilters [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingLevels''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingLevels [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingSelectiveColor''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingSelectiveColor [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_CoronaColorScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' r_CoronaFade''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Time fading factor of the light coronas. &amp;lt;br&amp;gt; Usage: r_CoronaFade 0.5Default is 0.5. &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_Coronas''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles light coronas around light sources. &amp;lt;br&amp;gt; Usage: r_Coronas [0/1]Default is 1 (on). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_CoronaSizeScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MotionBlur''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Enables per object and screen motion blur. &amp;lt;br&amp;gt; Usage: r_MotionBlur [0/1/2/3/4/101/102/103/104] &amp;lt;br&amp;gt; Default is 1 (screen motion blur on). 1 enables screen motion blur. 2 enables screen and object motion blur. &amp;lt;br&amp;gt;3 all motion blur and freezing. 4. only per object; modes above 100 also enable motion blur in multiplayer &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable ambient occlusion &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_blur''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: SSAO mask blur &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_darkening''' &amp;lt;br&amp;gt; Default: 0.075 &amp;lt;br&amp;gt; Help: Controls how much SSAO darkens flat open surfaces &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_downscale_ztarget''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Use downscaled version of z-target &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_quality''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: SSAO shader quality &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UseEdgeAA''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Toggles edge blurring/antialiasing &amp;lt;br&amp;gt; Usage: r_UseEdgeAA [0/1/2] &amp;lt;br&amp;gt; Default is 1 (edge blurring) &amp;lt;br&amp;gt; 1 = activate edge blurring mode &amp;lt;br&amp;gt; 2 = activate edge antialiasing mode (previous version) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UsePOM''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables Parallax Occlusion Mapping. &amp;lt;br&amp;gt; Usage: r_UsePOM [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_Renderer''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the quality of Renderer &amp;lt;br&amp;gt; Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shadows==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Shadows''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Shadows [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_gsm_cache = 1/1/1/0/0 &amp;lt;br&amp;gt;  ... e_gsm_lods_num = 3/4/5/5/5 &amp;lt;br&amp;gt;  ... e_gsm_range = 4/3/3/3/3 &amp;lt;br&amp;gt;  ... e_shadows = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_shadows_cast_view_dist_ratio = 0.25/0.45/0.53/0.8/0.8 &amp;lt;br&amp;gt;  ... e_shadows_from_terrain_in_all_lods = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_shadows_max_texture_size = 256/512/1024/1024/1024 &amp;lt;br&amp;gt;  ... e_shadows_on_alpha_blended = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_ShadowBlur = 0/0/3/3/3 &amp;lt;br&amp;gt;  ... r_ShadowJittering = 0/1/1/2.5/2.5 &amp;lt;br&amp;gt;  ... r_ShadowsMaskResolution = 0/0/0/0/0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_volobj_shadow_strength''' &amp;lt;br&amp;gt; Default: 0.4 &amp;lt;br&amp;gt; Help: Self shadow intensity of volume objects [0..1]. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_cache''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_cache_lod_offset''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Makes first X GSM lods not cached &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_combined''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Variable to tweak the performace of directional shadow maps &amp;lt;br&amp;gt; 0=individual textures are used for each GSM level, 1=texture are combined into one texture &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_depth_bounds_debug''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Debug GSM bounds regions calculation &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_lods_num''' &amp;lt;br&amp;gt; Default: 5 &amp;lt;br&amp;gt; Help: Number of GSM lods (0..5) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Size of LOD 0 GSM area (in meters) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range_step''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Range of next GSM lod is previous range multiplied by step &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range_step_terrain''' &amp;lt;br&amp;gt; Default: 16 &amp;lt;br&amp;gt; Help: gsm_range_step for last gsm lod containg terrain &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_scatter_lod_dist''' &amp;lt;br&amp;gt; Default: 70 &amp;lt;br&amp;gt; Help: Size of Scattering LOD GSM in meters &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_stats''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show GSM statistics 0=off, 1=enable debug to the screens &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_view_space''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' e_shadows''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of shadows &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_cast_view_dist_ratio''' &amp;lt;br&amp;gt; Default: 0.8 &amp;lt;br&amp;gt; Help: View dist ratio for shadow maps &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_shadows_clouds''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Cloud shadows &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_debug''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=off, 2=visualize shadow maps on the screen &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_from_terrain_in_all_lods''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable shadows from terrain &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_frustums''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Debug &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_max_texture_size''' &amp;lt;br&amp;gt; Default: 1024 &amp;lt;br&amp;gt; Help: Set maximum resolution of shadow map &amp;lt;br&amp;gt; 256(faster), 512(medium), 1024(better quality) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_occ_check''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable/disable shadow-caster test against the occlusion buffer &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_occ_cutCaster''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Clips the caster extrusion to the zoro height. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_on_alpha_blended''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable shadows on aplhablended  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_slope_bias''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Shadows slope bias for shadowgen &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_water''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable/disable shadows on water &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowBlur''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Selected shadow map screenspace blurring technique. &amp;lt;br&amp;gt; Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowBluriness''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowBlur is activated. &amp;lt;br&amp;gt; Usage: r_ShadowBluriness [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowGen''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 0=disable shadow map updates, 1=enable shadow map updates &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowJittering''' &amp;lt;br&amp;gt; Default: 2.5 &amp;lt;br&amp;gt; Help: Activate shadow map jittering. &amp;lt;br&amp;gt; Usage: r_ShadowJittering [0=off, 1=on] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowPass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Process shadow pass &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_ShadowsBias''' &amp;lt;br&amp;gt; Default: 8e-005 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowsBias is activated. &amp;lt;br&amp;gt; Usage: r_ShadowsBias [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsDeferredMode''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 0=Quad light bounds &amp;lt;br&amp;gt; 1=Use light volumes &amp;lt;br&amp;gt; Usage: r_ShadowsDeferredMode [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsDepthBoundN'''&amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 1=use N'''Depth Bound extension &amp;lt;br&amp;gt; Usage: CV_r_ShadowsDepthBoundN'''[0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsForwardPass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 1=use Forward prepare depth maps pass &amp;lt;br&amp;gt; Usage: CV_r_ShadowsForwardPass [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsGridAligned''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Selects algorithm to use for shadow mask generation: &amp;lt;br&amp;gt; 0 - Disable shadows snapping &amp;lt;br&amp;gt; 1 - Enable shadows snapping &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ShadowsMaskDownScale''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Saves video memory by using lower resolution for shadow masks except first one &amp;lt;br&amp;gt; 0=per pixel shadow mask &amp;lt;br&amp;gt; 1=half resolution shadow mask &amp;lt;br&amp;gt; Usage: r_ShadowsMaskDownScale [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsMaskResolution''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=per pixel shadow mask &amp;lt;br&amp;gt; 1=horizontal half resolution shadow mask &amp;lt;br&amp;gt; 2=horizontal and vertical half resolution shadow mask &amp;lt;br&amp;gt; Usage: r_ShadowsMaskResolution [0/1/2] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsSlopeScaleBias''' &amp;lt;br&amp;gt; Default: 1.8 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowBlur is activated. &amp;lt;br&amp;gt; Usage: r_ShadowBluriness [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsStencilPrePass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 1=Use Stencil pre-pass for shadows &amp;lt;br&amp;gt; Usage: r_ShadowsStencilPrePass [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowTexFormat''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: 0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target &amp;lt;br&amp;gt; 2=use R32F texture format for depth map &amp;lt;br&amp;gt; 3=use ATI's DF24 texture format for depth map &amp;lt;br&amp;gt; 4=use NVIDIA's D24S8 texture format for depth map &amp;lt;br&amp;gt; 5=use NVIDIA's D16 texture format for depth map &amp;lt;br&amp;gt; Usage: r_ShadowTexFormat [0-5] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_VarianceShadowMapBlurAmount''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activate shadow map blur. &amp;lt;br&amp;gt; Usage: r_VarianceShadowMapBlurAmount [0=deactivate, &amp;gt;0 to specify blur amount (1=normal)] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shaders====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Shading''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Shading [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_max_entity_lights = 4/7/11/16/16 &amp;lt;br&amp;gt;  ... e_particles_lights = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_ram_maps = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_sky_type = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_sky_update_rate = 0.12/0.5/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_ao = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_normal_map = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_vegetation_use_terrain_color = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_DetailDistance = 0/4/8/8/8 &amp;lt;br&amp;gt;  ... r_DetailNumLayers = 0/1/1/2/2 &amp;lt;br&amp;gt;  ... r_DetailTextures = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_EnvTexUpdateInterval = 0.1/0.075/0.05/0.05/0.05 &amp;lt;br&amp;gt;  ... r_FillLights = 0/0/14/14/14 &amp;lt;br&amp;gt;  ... r_HDRRendering = 0/0/2/2/2 &amp;lt;br&amp;gt;  ... r_HairSortingQuality = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_SSAO = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_SSAO_quality = 1/1/1/2/2 &amp;lt;br&amp;gt;  ... r_SSAO_radius = 1/1/1/2/2 &amp;lt;br&amp;gt;  ... r_TexturesFilteringQuality = 2/1/0/0/0 &amp;lt;br&amp;gt;  ... r_UsePom = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... r_rain = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_refraction = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_flash_edgeaa = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_spec_Quality = 1/2/3/4/4 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; '''sys_spec_Quality''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;sys_spec_Quality [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... q_Renderer = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderFX = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderGeneral = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderGlass = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderHDR = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderIce = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderMetal = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderPostProcess = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderShadow = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderSky = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderTerrain = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderVegetation = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... r_LightsSinglePass = 1/0/0/0/0 &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_ShadersAsyncCompiling''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable asynchronous shader compiling &amp;lt;br&amp;gt; Usage: r_ShadersAsyncCompiling [0/1] &amp;lt;br&amp;gt;  0 = off, (stalling) shadering compiling &amp;lt;br&amp;gt;  1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow &amp;lt;br&amp;gt;  2 = on, shaders are compiled in parallel, missing shaders are not rendered &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MergeShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OptimiseShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_PrecacheShaderList'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_PrecacheShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' q_ShaderFX''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of FX &amp;lt;br&amp;gt; Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderGeneral''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of General &amp;lt;br&amp;gt; Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderGlass''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Glass &amp;lt;br&amp;gt; Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderHDR''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of HDR &amp;lt;br&amp;gt; Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' q_ShaderIce''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Ice &amp;lt;br&amp;gt; Usage: q_ShaderIce 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; ''' q_ShaderMetal''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Metal &amp;lt;br&amp;gt; Usage: q_ShaderMetal 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderPostProcess''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of PostProcess &amp;lt;br&amp;gt; Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderShadow''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Shadow &amp;lt;br&amp;gt; Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderSky''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Sky &amp;lt;br&amp;gt; Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderTerrain''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Terrain &amp;lt;br&amp;gt; Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderVegetation''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Vegetation &amp;lt;br&amp;gt; Usage: q_ShaderVegetation 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderWater''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Defines the shader quality of Water &amp;lt;br&amp;gt; Usage: q_ShaderWater 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''r_HDRRendering''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Enables, or Disables HDR Rendering &amp;lt;br&amp;gt; Usage: r_HDRRendering 0=off/1=on/2=on&amp;lt;br&amp;gt;''Note: Disabling HDR Rendering will generally improve performance, with the exception of maps with dense vegetation ([[TC_Harvest|Harvest]], [[TC_Tukayyid|Tukayyid]]). It's worth leaving HDR enabled for these two maps alone, since the  effect on performance is already so low, and that the two maps are almost unplayable without it.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Particles==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Particles''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables  &amp;lt;br&amp;gt; sys_spec_Particles [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_particles_lod = 0.75/1/1/1/1 &amp;lt;br&amp;gt;  ... e_particles_max_emitter_draw_screen = 4/8/16/32/32 &amp;lt;br&amp;gt;  ... e_particles_object_collisions = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_particles_quality = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... e_water_ocean_soft_particles = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_UseSoftParticles = 0/1/1/1/1 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; '''r_UseParticlesGlow''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables glow particles. &amp;lt;br&amp;gt; Usage: CV_r_useparticles_glow [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UseParticlesRefraction''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables refractive particles. &amp;lt;br&amp;gt; Usage: r_UseParticlesRefraction [0/1] &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_UseSoftParticles''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables soft particles. &amp;lt;br&amp;gt; Usage: r_UseSoftParticles [0/1] &amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;''' e_particles_lights''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Allows to have simple light source attached to every article &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_lod''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Multiplier to particle count &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_max_emitter_draw_screen''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Max screen fill per emitter -- fade out earlier &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_min_draw_pixels''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Pixel size cutoff for rendering particles -- fade out earlier &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_particles_object_collisions''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable particle/object collisions for SimpleCollision &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_preload''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable preloading of all particle effects at the begining &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_quality''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Current particles detail quality &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_particles_thread''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable particle threading &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' g_breakage_particles_limit''' &amp;lt;br&amp;gt; Default: 200 &amp;lt;br&amp;gt; Help: Imposes a limit on particles generated during 2d surfaces breaking &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Postprocessing==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_PostProcessing''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_PostProcessing [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... r_Coronas = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_DepthOfField = 0/1/1/2/2 &amp;lt;br&amp;gt;  ... r_Flares = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_GlowScreenMultiplier = 0.2/0.2/0.2/0.2/0.2 &amp;lt;br&amp;gt;  ... r_UseEdgeAA = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_colorgrading = 0/1/0/1/1 &amp;lt;br&amp;gt;  ... r_sunshafts = 0/0/0/1/1 &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_GameEffects''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_GameEffects [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... g_battleDust_enable = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... g_ragdollDistance = 10.0/20.0/30.0/40.0/40.0 &amp;lt;br&amp;gt;  ... g_ragdollMinTime = 5.0/8.0/13.0/15.0/15.0 &amp;lt;br&amp;gt;  ... g_ragdollUnseenTime = 2/2/2/2/2 &amp;lt;br&amp;gt;  ... i_lighteffects = 0/0/0/0/0 &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_refraction''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables refraction. &amp;lt;br&amp;gt; Usage: r_refraction [0/1] &amp;lt;br&amp;gt; Default is 1 (on). Set to 0 to disable. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Physics==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''These variables control the behavior of physics-bound objects such as destroyed trees, concrete, and fallen [[Battle Armor]]. All of these variables can be set to their minimum threshold for some improvements in performance, while having little noticeable effect on ingame visuals.'' &lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Physics''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Physics [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_cull_veg_activation = 20/30/50/50/50 &amp;lt;br&amp;gt;  ... e_foliage_wind_activation_dist = 0/10/20/25/25 &amp;lt;br&amp;gt;  ... e_phys_foliage = 1/2/2/2/2 &amp;lt;br&amp;gt;  ... e_phys_ocean_cell = 0/1/0.5/0.5/0.5 &amp;lt;br&amp;gt;  ... es_MaxPhysDist = 50/100/200/200/200 &amp;lt;br&amp;gt;  ... es_MaxPhysDistInvisible = 10/15/25/25/25 &amp;lt;br&amp;gt;  ... g_breakage_particles_limit = 80/130/200/250/250 &amp;lt;br&amp;gt;  ... g_joint_breaking = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... g_tree_cut_reuse_dist = 0.7/0.35/0/0/0 &amp;lt;br&amp;gt;  ... p_max_MC_iters = 4000/5000/6000/6000/6000 &amp;lt;br&amp;gt;  ... p_max_object_splashes = 3/3/3/3/3 &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''ca_UsePhysics''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: the physics is not applied (effectively, no IK) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' es_OnDemandPhysics''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; Usage: es_OnDemandPhysics [0/1] &amp;lt;br&amp;gt; Default is 1 (on).&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollDistance''' &amp;lt;br&amp;gt; Default: 40 &amp;lt;br&amp;gt; Help: distance in meters that the player has to be away from the ragdoll before it can disappear &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' g_ragdollMinTime''' &amp;lt;br&amp;gt; Default: 15 &amp;lt;br&amp;gt; Help: minimum time in seconds that a ragdoll will be visible &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollPollTime''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: time in seconds where 'unseen' polling is done &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollUnseenTime''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: time in seconds that the player has to look away from the ragdoll before it disappears &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' gpu_particle_physics ''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable GPU physics if available (0=off / 1=enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Textures==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''These are the graphics that illustrate 'Mechs, level terrain, and the various buildings, vehicles and vegetation within the game. If you can see it, it's textured. Compared to other variables, these have a relatively small impact on ingame performance, with some players finding no noticable effect at all.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Texture''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Texture [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... r_DynTexAtlasCloudsMaxSize = 24/24/32/32/32 &amp;lt;br&amp;gt;  ... r_DynTexAtlasSpritesMaxSize = 16/16/24/32/32 &amp;lt;br&amp;gt;  ... r_DynTexMaxSize = 50/60/80/80/80 &amp;lt;br&amp;gt;  ... r_EnvCMResolution = 0/1/2/2/2 &amp;lt;br&amp;gt;  ... r_EnvTexResolution = 1/2/3/3/3 &amp;lt;br&amp;gt;  ... r_ImposterRatio = 2/1.5/1/1/1 &amp;lt;br&amp;gt;  ... r_TexAtlasSize = 512/1024/1024/2048/2048 &amp;lt;br&amp;gt;  ... r_TexSkyResolution = 1/0/0/0/0 &amp;lt;br&amp;gt;  ... r_TexturesStreaming = 0/0/2/2/2 &amp;lt;br&amp;gt;  ... r_VegetationSpritesTexRes = 64/64/64/64/64 &amp;lt;br&amp;gt;  ... sys_LowSpecPak = 1/1/0/0/0 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''sys_LowSpecPak''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: use low resolution textures from special pak file or emulate if no such pak exists &amp;lt;br&amp;gt; 0=don't use lowspec.pak (full texture quality) &amp;lt;br&amp;gt; 1=use lowspec.pak (faster loading of textures, reduced texture quality) &amp;lt;br&amp;gt; Usage: sys_LowSpecPak 0/1 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailDistance''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Distance used for per-pixel detail layers blending. &amp;lt;br&amp;gt; Usage: r_DetailDistance (1-20) &amp;lt;br&amp;gt; Default is 6. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailNumLayers''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Sets the number of detail layers per surface. &amp;lt;br&amp;gt; Usage: r_DetailNumLayers 2 &amp;lt;br&amp;gt; Default is 2. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailTextures''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles detail texture overlays. &amp;lt;br&amp;gt; Usage: r_DetailTextures [0/1] &amp;lt;br&amp;gt; Default is 1 (detail textures on). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_TexBumpResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Reduces texture resolution. &amp;lt;br&amp;gt; Usage: r_TexBumpResolution [0/1/2/3/4] &amp;lt;br&amp;gt; When 0  texture resolution is unaffected, 1 halves, 2 quarters etc. (max 4) &amp;lt;br&amp;gt;''This variable controls the clarity of the edges on Mech and other models, gradually rounding / softening models at higher settings as polygons are reduced.'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexNoAniso''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Anisothropic filter  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexNormalMapType''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Reduces texture resolution. &amp;lt;br&amp;gt; Usage: r_TexResolution [0/1/2/3/4] &amp;lt;br&amp;gt; When 0 (default) model texture resolution is unaffected, 1 halves, 2 quarters etc. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TextureCompressor''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Defines which texture compressor is used (fallback is DirectX) &amp;lt;br&amp;gt; Usage: r_TextureCompressor [0/1] &amp;lt;br&amp;gt; 0 uses nvDXT, 1 uses Squish if possible &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesFilteringQuality''' &amp;lt;br&amp;gt; Default: 9 &amp;lt;br&amp;gt; Help: Configures texture filtering adjusting. &amp;lt;br&amp;gt; Usage: r_TexturesFilteringQuality [#] &amp;lt;br&amp;gt; where # represents: &amp;lt;br&amp;gt; 	0: Highest quality &amp;lt;br&amp;gt; 	1: Medium quality &amp;lt;br&amp;gt; 	2: Low quality &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_TexturesStreaming ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables direct streaming of textures from disk during game. &amp;lt;br&amp;gt; Usage: r_TexturesStreaming [0/1] &amp;lt;br&amp;gt; Default is 0 (off). All textures save in native format with mips in a &amp;lt;br&amp;gt; cache file. Textures are then loaded into texture memory from the cache. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingMaxAsync''' &amp;lt;br&amp;gt; Default: 0.25 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingNoUpload''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingOnlyVideo''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingSync''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamPoolSize''' &amp;lt;br&amp;gt; Default: 128 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Decals==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''Decals are the bullet holes, laser burns, scuffs. concrete stains and roads ingame. A lot of realism is lost in disabling them outright, however many see a dramatic boost in performance in their absence. With the many options to specify their behavior, a comfortable middleground is easy to achieve.'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''ca_UseDecals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt;Help: if set to 0, effectively disables creation of decals on characters &amp;lt;br&amp;gt; 2 - alternative method of calculating/building the decals &amp;lt;br&amp;gt; ''Ingame Roads are considered decals, and become invisible if disabled.'' &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of decals (game decals and hand-placed) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_allow_game_decals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Allows creation of decals by game (like weapon bullets marks) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_clip''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Clip decal geometry by decal bbox &lt;br /&gt;
&amp;lt;br&amp;gt; ''' e_decals_hit_cache''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Use smart hit cacheing for bullet hits (may cause no decals in some cases) &amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_decals_life_time_scale''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Allows to increase or reduce decals life time for different specs &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_decals_merge''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Combine pieces of decals into one render call &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; ''' e_decals_neighbor_max_life_time''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: If not zero - new decals will force old decals to fade in X seconds &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_decals_overlapping''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: If zero - new decals will not be spawned if the distance to nearest decals less than X &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_precreate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Pre-create decals at load time &amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_decals_range''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Less precision for decals outside this range &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_wrap_around_min_size''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; ''' e_foliage_wind_activation_dist''' &amp;lt;br&amp;gt; Default: 25 &amp;lt;br&amp;gt; Help: If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' e_lod_max''' &amp;lt;br&amp;gt; Default: 6 &amp;lt;br&amp;gt; Help: Max LOD for objects &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lod_min''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Min LOD for objects &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_lod_min_tris''' &amp;lt;br&amp;gt; Default: 300 &amp;lt;br&amp;gt; Help: LODs with less triangles will not be used &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lod_ratio''' &amp;lt;br&amp;gt; Default: 6 &amp;lt;br&amp;gt; Help: LOD distance ratio for objects &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lods''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Load and use LOD models for static geometry &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_lowspec_mode''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables lowspec mode &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_materials''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates material support for non animated objects  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_max_view_dst_spec_lerp''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 1 - use max view distance set by designer for very high spec &amp;lt;br&amp;gt; 0 - for very low spec &amp;lt;br&amp;gt; Values between 0 and 1 - will lerp between high and low spec max view distances &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_precache_level''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Pre-render objects right after level loading&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lighting==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_VolumetricEffects''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_VolumetricEffects [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_Clouds = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_Beams = 4/3/3/3/3 &amp;lt;br&amp;gt;  ... r_BeamsDistFactor = 1/0.5/0.5/0.05/0.05 &amp;lt;br&amp;gt;  ... r_BeamsMaxSlices = 16/32/64/200/200 &amp;lt;br&amp;gt;  ... r_CloudsUpdateAlways = 0/0/0/0/0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Beams''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles light beams. &amp;lt;br&amp;gt; Usage: r_Beams [0/1/2/3] &amp;lt;br&amp;gt; Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to &amp;lt;br&amp;gt; use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use &amp;lt;br&amp;gt; optimized and with glow support beams. &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_BeamsDistFactor''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Distance between slices. &amp;lt;br&amp;gt; Usage: r_BeamsDistFactor [fValue] &amp;lt;br&amp;gt; Default is 0.01 (0.01 meters between slices). &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_BeamsMaxSlices''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Number of volumetric slices allowed per light beam. &amp;lt;br&amp;gt; Usage: r_BeamsMaxSlices [1-300] &amp;lt;br&amp;gt; Default is 200 (high-spec). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_FillLights''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activate simple differed light sources usage &amp;lt;br&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_FillLightsMode''' &amp;lt;br&amp;gt; Default: 14 &amp;lt;br&amp;gt; Help: Fill lights mode &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Flares''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles sunlight lens flare effect. &amp;lt;br&amp;gt; Usage: r_Flares [0/1] &amp;lt;br&amp;gt; Default is 1 (on). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_sunshafts''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables sun shafts. &amp;lt;br&amp;gt; Usage: r_sunshafts [0/1] &amp;lt;br&amp;gt; Default is 1 (on). Set to 0 to disable &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_max_entity_lights''' &amp;lt;br&amp;gt; Default: 16 &amp;lt;br&amp;gt; Help: Set maximum number of lights affecting object&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Environment==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Terrain===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_TerrainAO''' &amp;lt;br&amp;gt; Default: 7 &amp;lt;br&amp;gt; Help: 7=Activate terrain AO deferred passes &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_TerrainAO_FadeDist''' &amp;lt;br&amp;gt; Default: 8 &amp;lt;br&amp;gt; Help: Controls sky light fading in tree canopy in Z direction &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of detail materials on terrain ground &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials_view_dist_xy''' &amp;lt;br&amp;gt; Default: 50 &amp;lt;br&amp;gt; Help: Max view distance of terrain XY materials &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials_view_dist_z''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Max view distance of terrain Z materials &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_on_demand_maxsize''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Specifies the maximum size of vegetation objects that are physicalized on-demand &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_on_demand_physics''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Turns on on-demand vegetation physicalization &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_phys_foliage''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_proc_vegetation''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show procedurally distributed vegetation  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_render''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable engine rendering &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_stream_areas''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Stream content of terrain and indoor sectors &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_vegetation_use_terrain_color''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Allow blend with terrain color for vegetations &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_view_dist_ratio_detail''' &amp;lt;br&amp;gt; Default: 30 &amp;lt;br&amp;gt; Help: View distance ratio for detail objects  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' es_VisCheckForUpdate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; Usage: es_VisCheckForUpdate [0/1] &amp;lt;br&amp;gt; Default is 1 (on).  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sky===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_CloudsUpdateAlways''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles updating of clouds each frame. &amp;lt;br&amp;gt; Usage: r_CloudsUpdateAlways [0/1]  Default is 0 (off) &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_TexSkyResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_sky_type''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Type of sky used: 0 (static), 1 (dynamic). &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_sky_update_rate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Percentage of a full dynamic sky update calculated per frame (0..100].&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Water===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Water''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Water [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_water_ocean_fft = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... e_water_tesselation_amount = 1/6/7/10/10 &amp;lt;br&amp;gt;  ... e_water_tesselation_swath_width = 5/10/10/10/10 &amp;lt;br&amp;gt;  ... q_ShaderWater = 0/1/2/2/2 &amp;lt;br&amp;gt;  ... r_WaterCaustics = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterReflections = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterReflectionsMinVisiblePixelsUpdate = 0.05/0.05/0.05/0.05/0.05 &amp;lt;br&amp;gt;  ... r_WaterReflectionsQuality = 0/1/2/4/4 &amp;lt;br&amp;gt;  ... r_WaterRefractions = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterUpdateDistance = 0.2/1/1/0.2/0.2 &amp;lt;br&amp;gt;  ... r_WaterUpdateFactor = 0.5/0.1/0.05/0.05/0.05 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_hw_occlusion_culling_water''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates usage of HW occlusion test for ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_bottom''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing bottom of ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_fft''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates fft based ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_soft_particles''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables ocean soft particles &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_tesselation_amount''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set tesselation amount &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_tesselation_swath_width''' &amp;lt;br&amp;gt; Default: 10 &amp;lt;br&amp;gt; Help: Set the swath width for the boustrophedonic mesh stripping &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_water_volumes''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of water volumes &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_waves''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of water waves &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_water_waves_tesselation_amount''' &amp;lt;br&amp;gt; Default: 5 &amp;lt;br&amp;gt; Help: Sets water waves tesselation amount &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterCaustics''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles under water caustics. &amp;lt;br&amp;gt; Usage: r_WaterCaustics [0/1] &amp;lt;br&amp;gt; Default is 1 (enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterGodRays''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables under water god rays. &amp;lt;br&amp;gt; Usage: r_WaterGodRays [0/1] &amp;lt;br&amp;gt; Default is 1 (enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflections''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles water reflections. &amp;lt;br&amp;gt; Usage: r_WaterReflections [0/1] &amp;lt;br&amp;gt; Default is 1 (water reflects). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMGPU''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles water reflections.multi-gpu support &amp;lt;br&amp;gt; Usage: r_WaterReflectionsMGPU [0/1/2] &amp;lt;br&amp;gt; Default is 0 (single render update), 1 (multiple render updates) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMinVisiblePixelsUpdate''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Activates water reflections if visible pixels above a certain threshold. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMinVisUpdateDistanceMul''' &amp;lt;br&amp;gt; Default: 10 &amp;lt;br&amp;gt; Help: Activates update distance multiplier when water mostly occluded. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_WaterReflectionsMinVisUpdateFactorMul''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Activates update factor multiplier when water mostly occluded. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_WaterReflectionsQuality''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Activates water reflections quality setting. &amp;lt;br&amp;gt; Usage: r_WaterReflectionsQuality [0/1/2/3] &amp;lt;br&amp;gt; Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything) &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_WaterReflectionsUseMinOffset''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates water reflections use min distance offset. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_WaterRefractions''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles water refractions. &amp;lt;br&amp;gt; Usage: r_WaterRefractions [0/1] &amp;lt;br&amp;gt; Default is 1 (water refracts). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterUpdateDistance''' &amp;lt;br&amp;gt; Default: 0.2 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterUpdateFactor''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Distance factor for water reflected texture updating. &amp;lt;br&amp;gt; Usage: r_WaterUpdateFactor 0.01 &amp;lt;br&amp;gt; Default is 0.01. 0 means update every frame &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanLodDist''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanMaxSplashes''' &amp;lt;br&amp;gt; Default: 8 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanRendType''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanSectorSize''' &amp;lt;br&amp;gt; Default: 128 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanSplashScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanTexUpdate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_phys_ocean_cell''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Cell size for ocean approximation in physics, 0 assumes flat plane &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc=== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Controls==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''The following settings have no effect on the games processing, as much as its performance in terms of user input. There are no variables that will significantly improve or reduce FPS here.''&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''exec'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help: executes a batch file of console commands &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' Bind'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' toggleIntCvar''' &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help: toggleIntCvar cvarName [value1 value2] - toggles an int cvar between 1 and 0 or, if set, value1 and value2 to ease keybindings. E.g.: &amp;lt;br&amp;gt;   &amp;quot;bind f4 toggleIntCvar cl_hud&amp;quot; &amp;lt;br&amp;gt;   &amp;quot;bind f5 toggleIntCvar profile 6 0&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' aln_debug_filter''' &amp;lt;br&amp;gt; Default:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_controllersensitivity''' &amp;lt;br&amp;gt; Default: 45 &amp;lt;br&amp;gt; Help: Set controller sensitivity! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_crouchToggle''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: To make the crouch key work as a toggle &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_free_reticle_independent''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: if 1 the reticle is freed from the torso &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_invertController''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Controller Look Up-Down invert &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' cl_invertMouse''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: mouse invert? &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivity''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Set mouse sensitivity! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivityAerospace''' &amp;lt;br&amp;gt; Default: 45 &amp;lt;br&amp;gt; Help: Set joystick sensitivity for aerospace! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivityZeroG''' &amp;lt;br&amp;gt; Default: 70 &amp;lt;br&amp;gt; Help: Set mouse sensitivity in ZeroG! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_turretsensitivity''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Mouse sensitivity multiplier for turret aiming &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Coeff_X''' &amp;lt;br&amp;gt; Default: 12.25 &amp;lt;br&amp;gt; Help: Analog controller X rotation scale &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Coeff_Z''' &amp;lt;br&amp;gt; Default: 25 &amp;lt;br&amp;gt; Help: Analog controller Z rotation scale &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Curve_X''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Analog controller X rotation curve &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Curve_Z''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Analog controller Z rotation curve &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' i_mouse_accel''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse acceleration, 0.0 means no acceleration. &amp;lt;br&amp;gt; Usage: i_mouse_accel [float number] (usually a small number, 0.1 is a good one) &amp;lt;br&amp;gt; Default is 0.0 (off) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_accel_max''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Set mouse max mouse delta when using acceleration. &amp;lt;br&amp;gt; Usage: i_mouse_accel_max [float number] &amp;lt;br&amp;gt; Default is 100.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_buffered''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles mouse input buffering. &amp;lt;br&amp;gt; Usage: i_mouse_buffered [0/1] &amp;lt;br&amp;gt; Default is 0 (off). Set to 1 to process buffered mouse input. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_inertia''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse inertia. It is disabled (0.0) by default. &amp;lt;br&amp;gt; Usage: i_mouse_inertia [float number] &amp;lt;br&amp;gt; Default is 0.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_smooth''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input. &amp;lt;br&amp;gt; Usage: i_mouse_smooth [float number] (1.0 = very very smooth, 30 = almost istant) &amp;lt;br&amp;gt; Default is 0.0 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Customization==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''name''' &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_hud''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Show/Hide the HUD &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Fullscreen''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode. &amp;lt;br&amp;gt; Usage: r_Fullscreen [0=window/1=fullscreen] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_chDamageIndicator''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Switch crosshair-damage indicator... (1 on, 0 off) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_colorLine''' &amp;lt;br&amp;gt; Default: 4481854 &amp;lt;br&amp;gt; Help: HUD line color. &amp;lt;br&amp;gt;  &lt;br /&gt;
|''' hud_colorOver''' &amp;lt;br&amp;gt; Default: 14125840 &amp;lt;br&amp;gt; Help: HUD hovered color. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_colorText''' &amp;lt;br&amp;gt; Default: 12386209 &amp;lt;br&amp;gt; Help: HUD text color. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_showAllOnScreenObjectives''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show all on screen objectives, not only the active one. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Brightness''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Sets the display brightness. &amp;lt;br&amp;gt; Usage: r_Brightness 0.5 &amp;lt;br&amp;gt; Default is 0.5. &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_Contrast''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Sets the display contrast. &amp;lt;br&amp;gt; Usage: r_Contrast 0.5 &amp;lt;br&amp;gt; Default is 0.5. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_DisplayInfo ''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles debugging information display. &amp;lt;br&amp;gt; Usage: r_DisplayInfo [0=off/1=show/2=enhanced] &amp;lt;br&amp;gt; Along with other info: 1 shows FPS, 2 shows FrameTime  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_Gamma''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop) &amp;lt;br&amp;gt; Usage: r_Gamma 1.0 &amp;lt;br&amp;gt; 1 off (default), try values like 1.6 or 2.2 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MultiGPU''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: 0 = disabled, 1 = extra overhead to allow SLI(NVidia) or Crossfire(ATI), 2 = automatic detection (currently SLI only, means off for ATI). Should be activated before rendering on systems mounting multiple compatible GPU's.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sounds==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Sound''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Sound [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... s_CacheSize = 50/60/70/80/80 &amp;lt;br&amp;gt;  ... s_FormatSampleRate = 44100/48000/48000/48000/48000 &amp;lt;br&amp;gt;  ... s_MPEGDecoders = 16/24/32/32/32 &amp;lt;br&amp;gt;  ... s_Obstruction = 2/2/1/1/1 &amp;lt;br&amp;gt;  ... s_ObstructionAccuracy = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... s_ObstructionUpdate = 1.0/0.5/0.2/0.1/0.1 &amp;lt;br&amp;gt;  ... s_ReverbType = 0/2/2/2/2 &amp;lt;br&amp;gt;  ... s_SoundMoodsDSP = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... s_VariationLimiter = 0.3/0.6/1.0/1.0/1.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_DialogVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Sets the volume of all dialog sounds. &amp;lt;br&amp;gt; Usage: s_DialogVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_Doppler''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles Doppler effect on and off. &amp;lt;br&amp;gt; Usage: s_Doppler [0/1] &amp;lt;br&amp;gt; Default is 1 (on). &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' s_DopplerScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Sets the strength of the Doppler effect. &amp;lt;br&amp;gt; Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameDialogVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the dialog volume for game use. &amp;lt;br&amp;gt; Usage: s_GameDialogVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameMusicVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the music volume for game use. &amp;lt;br&amp;gt; Usage: s_GameMusicVolume 0.2 &amp;lt;br&amp;gt; Default is 1.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameSFXVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the sfx volume for game use. &amp;lt;br&amp;gt; Usage: s_GameSFXVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' s_MusicEnable''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: enable/disable music &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' s_MusicVolume''' &amp;lt;br&amp;gt; Default: 0.6 &amp;lt;br&amp;gt; Help: Sets the music volume from 0 to 1 in the games option. &amp;lt;br&amp;gt; Usage: s_MusicVolume 0.2 &amp;lt;br&amp;gt; Default is 0.5 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_SpeakerConfig ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Sets up the preferred speaker configuration. &amp;lt;br&amp;gt; Usage: s_SpeakerConfig # &amp;lt;br&amp;gt; where # is a number between 0 and 7 representing &amp;lt;br&amp;gt;  0: Control Panel Settings &amp;lt;br&amp;gt; 	1: Mono &amp;lt;br&amp;gt; 	2: Stereo &amp;lt;br&amp;gt; 	3: Headphone &amp;lt;br&amp;gt; 	4: 4Point1 &amp;lt;br&amp;gt; 	5: 5Point1 &amp;lt;br&amp;gt; 	6: Prologic &amp;lt;br&amp;gt; 	7: 7Point1 &amp;lt;br&amp;gt; Default is 0 (Control Panel Setting). &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using ''Exec'' and ''Bind'' Console Variables==&lt;br /&gt;
In combination, the '''''exec''''' and '''''bind''''' functions can be used for a number of interesting CVar goals. From conditionally changing your graphics, binding a suicide button or swapping between control schemes for Mech, Aircraft or Vehicles- it's all done from here.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===The ''bind'' Console Variable===&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The ''exec'' Console Variable===&lt;br /&gt;
The '''''exec''''' console variable allows you to run a .cfg file of console variables from within the game itself. &lt;br /&gt;
# Write a batch of console variables you wish to execute&lt;br /&gt;
# Save it as a .cfg file (of any name, but we're assuming ''example.cfg'' for this next step)&lt;br /&gt;
# Place it in the correct folder&lt;br /&gt;
# Run it by typing ''exec example.cfg'' in the console&lt;br /&gt;
&lt;br /&gt;
==Using the User.cfg File to Ensure Setting Consistency==&lt;br /&gt;
For players that want to circumvent the bug that resets their settings between sessions- the following variables control the ingame sound and display settings.&lt;br /&gt;
: s_DialogVolume = ...&lt;br /&gt;
: s_GameDialogVolume = ...&lt;br /&gt;
: s_GameMusicVolume = ...&lt;br /&gt;
: s_gameSFXVolume = ...&lt;br /&gt;
: r_contrast = ...&lt;br /&gt;
: r_brightness = ...&lt;br /&gt;
: r_gamma = ...&lt;br /&gt;
''Remember, typing the variable alone without a value will prompt the system to tell you its current state. After setting the brightness, sound, and other associated settings using the sliders to your preference- you can read their values from the console, and set them permanently in the user.cfg.''&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Kodiak&amp;diff=10404</id>
		<title>Kodiak</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Kodiak&amp;diff=10404"/>
				<updated>2020-06-21T02:35:49Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Prime */  spelling / grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Mech|&lt;br /&gt;
| Image = File:Kodiak_new.png&lt;br /&gt;
| ImageGif = File:Kodiak_spin.gif&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 16&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 100&lt;br /&gt;
| Speed = 65&lt;br /&gt;
| Rotation = 260&lt;br /&gt;
| PitchStand = -35° to +50°&lt;br /&gt;
| PitchCrouch = -35° to +60°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 128 700&lt;br /&gt;
| ArmorT Prime = 85 734&lt;br /&gt;
| Engine Prime = 400 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[cERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM|cDSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 131 200&lt;br /&gt;
| ArmorT A = 85 734&lt;br /&gt;
| Engine A = 400 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[cMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM|cDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 113 500&lt;br /&gt;
| ArmorT B = 85 734&lt;br /&gt;
| Engine B = 400 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[cUAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[cLPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 131 700&lt;br /&gt;
| ArmorT C = 85 734&lt;br /&gt;
| Engine C = 400 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[cERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 126 700&lt;br /&gt;
| ArmorT D = 85 734&lt;br /&gt;
| Engine D = 400 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ATM|ATM6 (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 130 500&lt;br /&gt;
| ArmorT E = 85 734&lt;br /&gt;
| Engine E = 400 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[cUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[cERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TAG]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cNARC]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[C3]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 133 900&lt;br /&gt;
| ArmorT F = 85 734&lt;br /&gt;
| Engine F = 400 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG40]]&lt;br /&gt;
&amp;lt;li&amp;gt;8x [[cERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cLRM20]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 129 100&lt;br /&gt;
| ArmorT G = 85 734&lt;br /&gt;
| Engine G = 400 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cUAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[cERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM|cDSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SRM|cSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;17.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 9769&lt;br /&gt;
| Armor CT = 12204&lt;br /&gt;
| Armor B = 7322&lt;br /&gt;
| Armor LRA = 7017&lt;br /&gt;
| Armor INT = 5602&lt;br /&gt;
| Armor LRL = 9336&lt;br /&gt;
&lt;br /&gt;
| Version121 = 0.12.1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kodiak''' is jump-capable [[Clan]] [[Assault Mech]]. A fast moving assault ’Mech, the Kodiak was originally designed by Clan Ghost Bear as a second-line equivalent to the Gladiator OmniMech. While the Kodiak does not go to the extremes of other Totem ’Mechs such as the Thunder Stallion or Mandrill, it nevertheless represents the epitome of Ghost Bear thinking: mostly defensive but capable of surprising speed and a devastating attack when launched.&lt;br /&gt;
The primary focus of the Kodiak is its 400-rated extralight engine, which allows the one-hundred-ton monster to exceed speeds of sixty kilometers an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
Almost all variants run rather hot on their weapons alone, with [[JJ|jump jets]] added to the mix, if the pilot lacks proper [[Heat|Heat management]] skills they're in for some serious trouble. Overheating and having your weapons dissabled, or even worse, shutting down in the middle of a battle, is a recipe for a disaster.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
THE Kodiak, Prime is the mech you want to be either near when brawl breaks out, or as far away as possible, depending on your team. Because [[cUAC20]] and [[cDSRM4]] cannot be ignored in any close range firefight, as well as rather terrifying reputation of Kodiaks will make Prime high priority target. 6 [[cERML]] are not backup weapon either, as they deal almost 2/3 of damage in [[Gameplay Tactics#Alpha Strike|Alpha Strike]] scenario. Standerd [[JJ|jump Jets]] offer worse mobility than improved ones, but they are sure to become handy in plenty of situations, like dodging bombs, artilery shells or disrupting aim.&amp;lt;br&amp;gt;&lt;br /&gt;
Big disadvantage is heat, as 9 [[DHS]] are barely able to handle [[cERML|Lasers]] alone, with other weapons and [[JJ]], strict [[Heat|Heat management]] is essential. 2 [[free tons]] are not good enough for prolonged engagements, as both [[cUAC20|Autocanon]] and [[cDSRM4|Dual SRM]] are ammo hungry and will chew through its onboard supply fast. Range might be problem on extremely open maps, but 700m range of [[cERML|Clan ER Medium Lasers]] offer some leeway with medium range skirmishes, as well as making life worse for heavy and assault [[ASF]] when they are picking their target, which will very likely the Prime itself.&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Nemesis&amp;quot;''===&lt;br /&gt;
More specialised CQC variant of Kodiak, with 4 [[cMPL]]'s, [[LBX20]] and [[DSSRM6]] it encourages more of an assasin-like playstyle than UNGA SMASH of Prime. But with basic trigger discipline, 7 [[DHS|double heat sinks]] are suficient to keep the mech from overheating and [[iJJ]] give it awesome mobility that will be usefull when taking out targets. 1 [[Free tons|extra ton]] of [[LBX]] and 2 [[Free tons|extra tons]] of [[DSSRM|Streaks]] will keep you decently supplied in the field. You are more likely to [[MWLL Players Slang Guide#RTB|RTB]] for repairs than reloads.&amp;lt;br&amp;gt;&lt;br /&gt;
Good pick if you have plenty of cover to close the distance to atlast 450m and to hide behind and wait for reloads, when dealing with [[Hovercraft|Hovercrafts]], nimbler [[Tanks]] or pesky [[ASF|Bombers]], but not as great at spearheading attacks like Prime.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
B for budget, BUT actually packs quite a punch. Quartet of [[cUAC5]] have the same burst damage as UAC20, but with higher rate of fire, faster projectile speed and much longer range of 800m, backed by duo of [[cLPL]]'s B can start distributing maximum hurt at respectable range. 4 [[free tons]] will keep the [[cUAC5|autocannon]]'s well suplied and 4 [[DHS]] from overheating in most cases. Lack of Jump Jets and electronics of any kind is where the budget comes to bite back, but B is meant to stand on the front lines anyway, smashing when someone dares to enter its 800m range. &amp;lt;br&amp;gt;&lt;br /&gt;
Dont be affraid to use those arms as shields when waiting for cooldowns, but try not to lose them as a lot of potential damage is there.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
C is your bear if skirmishing is the way to go, or perhaps enemy assault [[ASF]]'s are polluting the skies. [[ERLL]], [[cGauss]] and [[ERPPC]] makes it pack quite a punch up to 900m, but care needs to be taken as each weapon system have different projectile speeds, thus [[Gameplay Tactics#Alpha Strike|alpha strike]] is usefull ONLY if enemy is charging you in a straight line. Leading weapons individually is necessary. [[ATM|ATM9 (Std)]] provide additional damage if your target gets closer. It's up to pilot if they decide to use extra damage or to keep distance.&amp;lt;br&amp;gt;&lt;br /&gt;
7 [[DHS|Double heatsinks]] are barely enough to keep you from overheating, as clan energy weapons run rather hot. 1 [[free tons|free ton]] is reserved for gauss reloads, as that will be fired more often than [[ATM]].  Standart [[JJ]] provide an additional mobility bonus, for example when dodging bombs and artilery, to get to better sniping spots, or just to spice things up in a brawl.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;CandyMan&amp;quot;''===&lt;br /&gt;
Kodiak with shortest effective range, but boy is it worth it. Thanks to its brutal array of 8 [[cHSL]] and single [[cHLL]] you can extract salt with laser precision. [[cLBX10]] and [[ATM|6 HE ATM]]'s are nice additions to the collection of murderous weapon systems. Rather strict heat discipline is necessary, especially when firing [[cHLL]] for the second time during the engagement, as well as using its [[iJJ|Improved Jump Jets]] in the middle of a brawl. But the payoff is huge, as you get to watch your enemies armor melting away and their tears evaporate in the heat of [[Heavy Lasers|heavy laser]] fire and explosions of [[ATM|high explosive missiles]].&amp;lt;br&amp;gt;&lt;br /&gt;
The disadvantage is, ofcourse, short range, so if you can't close the distance on your victims you are better off with something different.&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Harbinger&amp;quot;''===&lt;br /&gt;
Note that while there are variants capable of way more fire power and mobility, this unit's worth consists of mainly high end electronic warfare package. If you go in relying on its firepower alone you are certainly in for a bad surprise.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of equipment this unit has it all - [[C3]], [[GECM]], [[BHP]], [[TAG]], [[NARC|Clan NARC]], Enhanced Optics. Aside of that, all weapons present are of long range variety, the [[UAC2]] array of three, the [[cLRM20]] and the [[cERLL]] duo - even the NARC launcher reaches further than the inner sphere standard counter part.&amp;lt;br&amp;gt;&lt;br /&gt;
However, having no [[AMS|aniti missile system]] and/or [[AECM]] nearby means this unit is both more visible on enemy radar due to its C3 radar chain equipment and more likely to attract attention of the mean prying eyes sitting in the second line, with Extreme Long Ranged Missiles and Arrows. Utmost care is to be taken not to be caught off guard and in the open field.&amp;lt;br&amp;gt;&lt;br /&gt;
The money printing capability of the [[C3]] radar chain will be strongly augmented by the occasional [[LRM20]] or [[UAC2]] array opening shot or finishing blow. Care is to be excreted not to overtax its nimble 3 [[DHS]] by too zealous use of the weapons in the heist of a battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Tyrant&amp;quot;''===&lt;br /&gt;
Jack of all trades, master of 75% of it, Tyrant can do it all. With 8 [[cERSL]] you can brawl as it gives you 1600 alpha damage with very short reload speed, for anyone who dares to get too close. [[cLRM20]] with their minimal range of 20m and max lock on range of 1000m, plenty of oportunities for screen shake and extra damage.[[HAG40]] deals damage equal to 2 LBX20 shots, with range of 1200m. This array of weapons will allow you to terrorize 90% of all assets, all the time being a serious threat and not just some minor inconvenience. But thats not all, [[iJJ| improved Jump Jets]] and [[GECM| Guardian ECM]] means you can expand your reign of terror hidden and from unexpected places. Choice of what to fill your 3 [[free tons]] with depends on situation. If there is plenty of cover for your victims to hide behind it's a viable choice to take 3 tons of [[HAG]] ammo. If there are oportunities to use both [[LRM]] and [[HAG]] i's worth taking 2 [[HAG]] and 1 [[LRM]], as this option gives you 18 reloads for [[HAG]] and 18 reloads for [[LRM]].&amp;lt;br&amp;gt;&lt;br /&gt;
6 [[DHS]] are barely enough to keep you from overheating from all your weapons alone, heat management is necessary in CQC. Another drawback being that dedicated asssets will have higher damage output. OG brawlers have higher DPS in close range. Mid-range skirmishers, if they stay out of [[cERSL]] 450m range, will outdamage you easily. But, overall, a solid choice for any situation, be it pushing points, ambushes or long range support, Tyrant have the tools for it.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
This Kodiak's strengh lies in screenshake, as it is capable rocking your opponent's world. That means all 24 [[SRM]], [[cUAC10]] and [[cERPPC]] should be fired one after the other, on 3 different weapon groups. Mere 2 [[free tons]] are enough to last you 3 engagement at most, usually 2 as [[DSRM6]] is extremely ammo hungry, and [[cUAC10]] fast rate of fire will make you run out of ammo fast. 5 [[DHS]] are not enough to keep up with onslaught of constant fire and [[iJJ]] use, so use of [[Coolant]] is necessary.&amp;lt;br&amp;gt;&lt;br /&gt;
Despite its Kodiak reputation, this variant relies on screenshake to stay in fights. You will handle most assets, but might struggle with assault brawlers or if you are unable to reliably hit the same components&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Kodiak.jpg|thumb|300px|Old Kodiak model]]&lt;br /&gt;
Kodiak was a '''canceled''' unit for a long time.&lt;br /&gt;
&lt;br /&gt;
A released render features a torso-mounted SRM launcher, 8 [[ERML|ER Medium Lasers]],a [[LL|Large Laser]] and the [[UAC20]].&lt;br /&gt;
&lt;br /&gt;
It did not make it in time to be released before the final beta 0.7.0. The reconstucted Kodiak was released by new development team in version 0.12.0&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Canon==&lt;br /&gt;
Unique for Clan Ghost Bear, the Kodiak was a fast second-line Assault Mech created mostly for medium range combat. Torso-mounted weapons, the [[SSRM6]] and the [[UAC20]] provide close-range fire, although they lack ammunition for longer fights. Above the hands one can find four [[ERMBL|ER Medium Beam Lasers]] mounted like claws which with addition of the [[LBL|Large Laser]] below the engine can provide long-lasting firepower over long-range. By the time of Clans invasion Kodiaks weren't common 'Mechs, often serving as command units for assault groups.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3001 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Brawler&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Kodiak BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=10403</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Vulture&amp;diff=10403"/>
				<updated>2020-06-21T01:00:50Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mech|&lt;br /&gt;
| Image = File:Vulture.png&lt;br /&gt;
| ImageGif = File:Vulture_spin.gif&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 11&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Speed = 86.4&lt;br /&gt;
| Rotation = 360&lt;br /&gt;
| PitchStand = -34° to +40°&lt;br /&gt;
| PitchCrouch = -34° to +50°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 88 100&lt;br /&gt;
| ArmorT Prime = 51 315&lt;br /&gt;
| Engine Prime = 300 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 85 100&lt;br /&gt;
| ArmorT A = 55 148&lt;br /&gt;
| Engine A = 300 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 86 600&lt;br /&gt;
| ArmorT B = 51 315&lt;br /&gt;
| Engine B = 300 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#High Explosive|ATM9 (HE)]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[B-Pod]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 82 600&lt;br /&gt;
| ArmorT C = 49 400&lt;br /&gt;
| Engine C = 300 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLRM15]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 86 900&lt;br /&gt;
| ArmorT D = 55 148&lt;br /&gt;
| Engine D = 300 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|ATM9 (Std)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 89 400&lt;br /&gt;
| ArmorT E = 58 982&lt;br /&gt;
| Engine E = 300 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM|CDSSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 95 900&lt;br /&gt;
| ArmorT F = 51 315&lt;br /&gt;
| Engine F = 300 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[SRM|CDSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 81 150&lt;br /&gt;
| ArmorT G = 47 480&lt;br /&gt;
| Engine G = 300 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CUAC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[TAG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 2760&lt;br /&gt;
| Armor LRT = 5349&lt;br /&gt;
| Armor CT = 8176&lt;br /&gt;
| Armor B = 4585&lt;br /&gt;
| Armor LRA = 3744&lt;br /&gt;
| Armor INT = 3301&lt;br /&gt;
| Armor LRL = 5502&lt;br /&gt;
&lt;br /&gt;
| Version120 = 0.12.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fluff current for 0.10.3 (Update this comment when fluff is up-to-date) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Vulture''' (Clan designation '''Mad Dog''') is a [[Clan]] [[Heavy Mech]] used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful [[Weapons|Weaponry]] to pick off stragglers and cripple stronger opponents. Its moderately heavy [[Armor|armor]] offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat. &lt;br /&gt;
&lt;br /&gt;
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, [[Equipment]] or Armor. However, some Vulture variants are equipped with [[GECM]], allowing them to stalk their prey while enjoying a measure of [[Radar]] invisibility.&lt;br /&gt;
&lt;br /&gt;
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of [[Lasers]] backed up at long-range by Torso-mounted Missile launchers. 2 [[cLPL]]s and 2 [[cMPL]]s gives the Prime Variant potent close- to mid-range firepower, and the twin [[cLRM15]]'s give it a respectable long-range punch.  When used with [[EOptics]], the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 [[Double Heat Sink]]s provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the [[Madcat#Prime|Madcat Prime]] which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
Informally known as the '''''&amp;quot;Gauss Dog&amp;quot;''''', the Vulture A variant is an excellent long-range fire support configuration.  Armed with twin [[cGauss]] Rifles and with its [[EOptics]] suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range.  Ideal for crippling slower [[Assault Mechs]], picking off enemy [[MWLL Asset Bible#LRM Boats|missile boats]]; and in a seasoned pilots hands- making quick work of enemy [[Aerospace]] and  light Mechs. Four free tons for ammo give it considerable potency in drawn-out encounters, however its only backup weapons are two [[cSRM2]]s, which is inadequate for killing anything except Battle Armor making the mistake of standing still.  That being said, staggered chain fire with these can be fairly disruptive against foes who's weapons require good aim. While ill suited for prolonged short range fights, many enemies will always attack a vulture's side torsos, even when in the case of this variant it won't deprive the pilot of any real firepower. Pilots of this variant should watch for the rare foe that realizes that the real threat lies in the arms. A welcome advantage to pilots that do find themselves in a brawl is extra ton of armor.&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Buzzard&amp;quot;''===&lt;br /&gt;
This unit has enormous burst fire power. Mounting one [[CERPPC|Extended Range Particle Projection Cannon]] provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin  [[CHML|Clan Heavy Lasers]] will open up, but produce quite a bit of waste heat which must be carefully managed. Two [[ATM|ATM9 HE]]s come to life at 300m, applying continuous cockpit shake to the target due to the staggered launching pattern. This makes it almost impossible to return fire accurately during a volley. Even with 7 [[DHS|Double Heat Sinks]], one needs to keep an eye on the heat. Alpha striking is not recommended, and once this asset is within 300 m of its target, it should refrain from firing the [[CERPPC]] unless it is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do [[HML]]s. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Trebuchet&amp;quot;''===&lt;br /&gt;
Formery known as the '''''&amp;quot;Yeoman&amp;quot;''''', the '''Trebuchet'''  mounts two [[cLRM20]]'s and one [[cLRM15]]'s, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 [[CERML]] for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties.  Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of [[cLRM]] reloads helps with sustained battlefield presence.  Another saving grace is that it can't [[Gameplay Tactics#Poptarting|poptart]], however that can be largely negated if this variant is used in conjunction with [[NARC]]/[[TAG]] units.  The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
Good for both longer range fire support and mid-range line battles, the D variant packs a straightforward configuration of 2 [[cERLL]]s, one in each arm, and 2 torso mounted standard range [[ATM9]]s.  [[EOptics]] enhance the accuracy of the lasers, while a [[GECM]] suite provides radar cover, which allows the unit to stay active for missile locking.  An extra ton of armor and two tons of ammo for the ATM's helps extend this asset's presence on the battlefield. Exercise caution when running hot, or risk damaging the 5 [[DHS]]s when firing both lasers as a group; alternate fire is recommended. On paper, this asset cannot out shoot the standard ATM9 Ryoken. However, as a Vulture, it is graced with a 360 degree torso, which allows it to retreat while locking and firing. This allows the asset to maintain the narrow std. ATM arming window of 125-750 m, and only assets that can move faster than 86 kph can hope to close that distance.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A almost brawling dream, the E variant has many things you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 [[CMPL]]s, 2 [[CERSL]]s, and 2 [[CDSSRM6]]s.  Four tons of reloads on the SRMs allows for liberal missile fire, 3 [[DHS]] strugles to manage heat though. Impressive 2 extra tons of armor helps with surviving in a heat of a battle. This variant is capable of standing against many other brawler 'Mechs in its weight and price class as a result of the thicker armor, while it will effortlessly bulldoze smaller assets with constant SSRM barrages.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
A variant capable of seriously ravaging nearly any asset in its weight bracket or lower, the Vulture F fields decent weaponry for long range engagements and absolutely devastating weaponry for close range ones. Long range firepower comes in the form of a single [[CLBX5]] and a single [[CERPPC]] - both allocated to one arm. This weapon variety allows for mixed roles of sniping, light anti-air, [[Battle Armor]] hunting, and fire-support. The F variant's main punch, however, is in its three ammo-hungry [[CDSRM6|Dual SRM 6's]], which can easily blow through armor and savage most light and medium mechs in a single pass. A single additional DHS often proves to be hardly adequate in managing heat from aggressive weapons use, so chain-firing the DSRM6s is recommended to lessen the heat load. Three free tons of ammo (usually all used for the DSRM6s) provide some battlefield endurance. It is tempting to think of an SRM boat as variant reliant on splash damage, but the unguided rockets of an [[CDSRM6]] barrage track accurately to the point of aim, and allow the pilot to drill a hole an an enemy's armor. The increased armor of this variant is useful for a born and bred brawler, and the unlimited torso twist of this asset allows it to spread damage all over its body, while it focuses its own damage on a single component.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
Variant G&lt;br /&gt;
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual [[cLRM20]] launchers 1000m Lock Range / 1470m Max Range, supported with 3 [[cUAC2]]'s with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the [[EOptics]] suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or [[BAP]] boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a [[TAG]] laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Known to its Clan designers as the Mad Dog, it was given the moniker of Vulture amongst the Inner Sphere because of its hunched-looking shoulders and protruding torso. Originally developed by the Smoke Jaguars in 2963, the Vulture is intended as a support Mech capable of delivering a missile-heavy payload to the target. Some configurations sport heavy direct-fire weaponry such as the Vulture-C, which mounts a pair of Clan Gauss Rifles, one in each arm.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2963 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Missile Boat&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Mad_Dog_%28Vulture%29 BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Console_Variables&amp;diff=10402</id>
		<title>Console Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Console_Variables&amp;diff=10402"/>
				<updated>2020-06-21T00:46:58Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Graphics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PREFACE==&lt;br /&gt;
Before you dive into the Console Variables to fine tune you particular PC / Laptop, it is strongly suggested that you allow the game to Test your system and establish baseline settings for your rig. CryEngine is very adapt at providing Maximum Graphic Details at the Smoothest Game Play. They virtually set the standards that all other game engines follow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the game has loaded click on:&lt;br /&gt;
OPTIONS / SYSTEM SETTINGS /GRAPHICS /&lt;br /&gt;
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Lower right of screen look for AUTODETECT click on OPTIMAL SETTINGS&lt;br /&gt;
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When finished click APPLY  -  that's it, your done.&lt;br /&gt;
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Burn this in your brain. FPS something everyone talks about but rarely understands, it's just a general measurement of Frames Per Second. But games work in &amp;quot;Frame Time&amp;quot;, measured in milliseconds, as to What and How things are rendered. 1000 milliseconds = one second of time. There could be 20Ms frames which would equal 50 frames per second or several various size frames, get the idea.&lt;br /&gt;
&lt;br /&gt;
By setting the console command: r_DisplayInfo to 2 instead of 1, it is possible to see the frame time instead of the FPS.&lt;br /&gt;
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Here are some useful conversions:&lt;br /&gt;
&lt;br /&gt;
16 ms = 60 FPS&lt;br /&gt;
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33 ms = 30 FPS (target for CryENGINE)&lt;br /&gt;
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40 ms = 25 FPS&lt;br /&gt;
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&amp;quot;Higher FPS&amp;quot; is not always better, how many times have you got pissed off in the game because things went wrong at that crucial moment. Smoother transition between frames is your goal known as &amp;quot;Frame Time&amp;quot;. You want to eliminate Stutter to achieve a more consistent FPS. Hell you might even have a G-Sync or FreeSync monitor, to help reduce tearing but they won't reduce stutter and most of the time the monitor isn't even running at it's Hertz ratings, i.e.. 60Hz, 100Hz, 120Hz, 144Hz, etc. The more frames that are rendered consistently the more fluid the game will feel. The key word being consistently. Note if you want to learn more then check out RTSS Rivatuner  Statistics Server by MSI https://www.guru3d.com/files-details/rtss-rivatuner-statistics-server-download.html older systems or MSI Afterburner for newer machines https://www.guru3d.com/files-details/msi-afterburner-beta-download.html&lt;br /&gt;
Both monitor and allow you to adjust your rig.&lt;br /&gt;
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One final note - Make a few Console Adjustments at a time, then test them out in the game. Keep what works. Then a few more and few more until the game runs as well as you like. Remember you are fine tuning the game to match your components so it is going to take several matches to find what works.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Each '''Console Variable''' controls one specific feature of the games graphics, performance or controls. For instance, '''r_TexResolution''' controls the texture resolution of assets ingame, and can be set anywhere from 0 ''(r_TexResolution = 0)'' for higher; or 4 ''(r_TexResolution = 4)'' for lower resolution at your own discretion. A few console variables aren't tied directly to a features, but direct groups of other variables- these ''Group Console Variables'' are what you're changing when you change your settings via the ingame Settings menu. &lt;br /&gt;
&lt;br /&gt;
Essentially, Control Variables (cvar) are the hidden, 'Advanced Settings' page to Mechwarrior Living Legends. The ingame settings page serves as an easy to use, but rough method of setting these variables- but fails to explore the full spectrum of possibilities with its simple design. Fine tuning your settings using a ''user.cfg'' file opens the door to all of the games console variables and individual control on their adjustment- giving you the ability to run your game with settings customized to matching your tastes for performance and appearance. &lt;br /&gt;
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Both the extreme high ends of maximum performance, and maximum graphical output are only available using User.cfg files, and many players seeking a middle ground utilize one to find their own personal sweet-spot between the two, homing in on their preferred FPS by reducing visual amenities of their choice.&lt;br /&gt;
&lt;br /&gt;
Beyond fine adjustment to graphics, there are many other features hidden in the Console Variables, with immense flexibility granted by combining the ''bind'' and ''exec'' functions- players can change other control variables, change batches of variables, or run scripts with the press of a button ingame.&lt;br /&gt;
&lt;br /&gt;
==The User.cfg File==&lt;br /&gt;
[[File:usercfghome.png|600px|right|]]&lt;br /&gt;
While the filename ''user.cfg'' may seem intimidating- rest assured there's no programming knowledge needed here. Fundamentally, adding a user.cfg file is as easy as placing a text file with a specific name in a specific folder. You can either write your own, download a prebuilt one from this page, or use one that another player has shared with you. &lt;br /&gt;
&lt;br /&gt;
To add your user.cfg file:&lt;br /&gt;
# Right click on your desktop, and select 'New Text File'&lt;br /&gt;
# Write, or copy-&amp;amp;-paste the variables and their preferred settings as you wish into the document&lt;br /&gt;
# Save the file, and then manually rename it to '''user.cfg''' ''(make sure to replace the original extension, a user.cfg.'''txt''' file will not work)''&lt;br /&gt;
# Place the file into the MWLL / Client directory. By default its file tree is Documents / My_Games / Crysis_Wars / MWLL / Client&lt;br /&gt;
If you downloaded a user.cfg file from here or a friend, you just need to place it in the MWLL / Client folder&lt;br /&gt;
&lt;br /&gt;
Functionally, the user.cfg file is a set of instructions that the game runs whenever it opens. Whatever settings you specify in this file will be set on each launch, and is a reliable method to save your preferred settings- especially for users tired of the bug where the ingame settings menu occasionally resets their preferences between launches.&lt;br /&gt;
&lt;br /&gt;
===Prewritten User.cfg Files===&lt;br /&gt;
&lt;br /&gt;
The following files are hosted on Discord. Remember to edit the Height and Width console variables to match your preferred screen resolution. See the following section ''Customizing the user.cfg'' for more details.&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/338747437122453505/711008782041481246/user.cfg Recommended good visuals and performance Preset]&lt;br /&gt;
** Set for high visuals by default, easily adjustable for better performance and stability.&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/242496941332758529/564618953943547914/user.cfg Low Visuals/High Performance Preset]&lt;br /&gt;
**Recommended for users struggling to maintain usable FPS ingame. From this, you can edit features back in at your discretion to meet your preferences. &lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/359786221247004682/user.cfg ''(Outdated)'' Low Visuals/High Performance Preset]&lt;br /&gt;
**(There are two bugs that affect some users within this file, which can be amended by deleting the line ''e_particles_quality = 9'', or ingame projectiles will become invisible- and the line ''d3d9_forcesoftware = 1'', or the ingame Console and [[CBills#Transferring_C-Bills|Cbill Transfer Menu]] will be unusable due to invisible text.)&lt;br /&gt;
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*[https://cdn.discordapp.com/attachments/136792257998094336/360451983393423361/user.cfg (OLD) High Visuals Preset]&lt;br /&gt;
&lt;br /&gt;
===Writing Your Own User.cfg File===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Testing Console Variables====&lt;br /&gt;
Each Console Variable can be tested ingame from the Console. You can use this to test how individual variables affect your games appearance, or performance- in real time.&lt;br /&gt;
# Open the Console by pressing the '''~''' or '''`''' key ingame. This both opens, and closes the console- where you can check the status of, and change Console Variables.&lt;br /&gt;
# To view a readout of your FPS, type ''r_displayinfo = 1'' and press enter. This enables the variable that will give a real-time readout of your FPS in the upper right hand corner. This can be removed by going into the console again, and typing ''r_displayinfo = 0''&lt;br /&gt;
# You can see the current status of any Console Variable by entering its name without a value (typing in just ''r_TexResolution'' will return a statement with its current value)&lt;br /&gt;
# You can set the value of any unlocked Console Variable by entering its name with a value (you can set ''r_TexResolution'' to 2 by entering ''r_TexResolution = 2'' )&lt;br /&gt;
Using the Console Variables, and their descriptions below- you can test different variables affects on your games performance and appearance together, and then record them into a user.cfg file for your game to remember them. 'Console Variables entered in the console are ''NOT'' saved between sessions, and are reset to whatever is written in your user.cfg, or the games default values- every launch. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Customizing Your User.cfg File====&lt;br /&gt;
If you're writing your own User.cfg from scratch, there are some important settings to include in every user.cfg file.&lt;br /&gt;
;con_restricted = 0 &lt;br /&gt;
: This is required for the user.cfg file to be considered by your game. Without this, the rest of the file will be ignored. Activating this will make your game start with the console open. It can be closed with the '''~''' key.&lt;br /&gt;
;sys_DeactivateConsole = 1&lt;br /&gt;
: This, in turn, will start your game with the console closed. It can still be opened with the '''~''' key.&lt;br /&gt;
;r_Height = ...&lt;br /&gt;
;r_Width = ...&lt;br /&gt;
: This specifies the Height and Width your game will run in, and should be set to your tastes. Its easiest to experiment with these from the ingame menu, and then record it here for consistency on launches. Higher resolution will look better, but lower resolution will perform better.&lt;br /&gt;
;r_fullscreen = ...&lt;br /&gt;
: ''[0 for windowed mode, 1 for fullscreen]''&lt;br /&gt;
: Some players experience better performance in windowed mode. Here is where you would set it to always run in windowed mode, if that were the case.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variables==&lt;br /&gt;
The ''Mechwarrior: Living Legends'' mod is built in ''Cryengine''- which was renowned in its time for its incredible graphics. Each release in the ''Crysis'' series has been used by hobbiest computer builders as a benchmark for performance. In addition, Cryengine developers built a very durable Console Variable system- which allows for control over your graphics and performance at a fidelity that puts most modern games to shame.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''LOD''' - Level Of Detail - cryengine takes a lot of consideration just how detailed an object is drawn in the game engine - moreover - the artist alone can make 3 (or more) gradually simpler objects for the engine to pick from - massively important on vegetation or in cities.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''View Distance''' - the artist (map maker) and the engine compete just when the switchover of various LODs will happen - some is left to the ''tweaker'' of the config files we discuss here.&amp;lt;br&amp;gt;&lt;br /&gt;
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'''Ray Cast''' - the engine uses a straight line between view-port camera (&amp;quot;player's eye&amp;quot;) and the object to determine if it is ''visible'' or whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Occluder''' - the map maker can place a plane (called occlusion plane) that cuts (''culls'') any visual ''raycasts'' and thus speeds up the view-port drawing time significantly - one special occluder is the ''maximum view distance'' one - it &amp;quot;travels&amp;quot; with us.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''quality levels''' - there are few: 0 - automatic, 1 - low, 2 - medium, 3 - high, 4 - maximum; Note - below 3 only LOD 1 and onward (LOD 2, LOD 3...) are rendered - to ever see LOD 0 designs one has to set quality to ''high'' ie 3 or better.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are a comical number of Console Variables integrated with ''Cryengine''. The following list is a subset of them, cutting variables that are holdovers from unrelated titles (settings pertaining to ingame AI behavior, hair rendering, facial animation, etc) and the variables that have been locked by the ''Mechwarrior: Living Legends'' development in order to ensure no one abuses the Console Variables into having an unfair advantage (clouds, rain, fog, some vegetation variables cannot be disabled).&lt;br /&gt;
&lt;br /&gt;
===Graphics=== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_ObjectDetail'''&amp;lt;br&amp;gt;Default: 4&amp;lt;br&amp;gt;help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;&lt;br /&gt;
sys_spec_ObjectDetail [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... ca_AttachmentCullingRation = 100/120/160/200/200 &amp;lt;br&amp;gt;  ... ca_DrawFaceAttachments = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... ca_useDecals = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_cbuffer_resolution = 128/128/256/256/256 &amp;lt;br&amp;gt;  ... e_decals_allow_game_decals = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_decals_life_time_scale = 0.5/1/2/2/2 &amp;lt;br&amp;gt;  ... e_detail_materials_view_dist_xy = 64/2048/2048/2048/2048 &amp;lt;br&amp;gt;  ... e_detail_materials_view_dist_z = 64/128/128/128/128 &amp;lt;br&amp;gt;  ... e_dissolve = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_lod_min = 2/1/0/0/0 &amp;lt;br&amp;gt;  ... e_lod_ratio = 3/4/6/6/6 &amp;lt;br&amp;gt;  ... e_lods = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... e_max_view_dst_spec_lerp = 0/0.5/1/1/1 &amp;lt;br&amp;gt;  ... e_obj_quality = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... e_proc_vegetation = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_occlusion_culling_max_dist = 100/130/200/200/200 &amp;lt;br&amp;gt;  ... e_vegetation_bending = 1/2/2/2/2 &amp;lt;br&amp;gt;  ... e_vegetation_min_size = 1.0/0.5/0/0/0 &amp;lt;br&amp;gt;  ... e_vegetation_sprites_distance_custom_ratio_min = 0.5/0.75/1/1/1 &amp;lt;br&amp;gt;  ... e_vegetation_sprites_distance_ratio = 1/1/1/1.5/1.5 &amp;lt;br&amp;gt;  ... e_view_dist_ratio = 40/60/60/60/60 &amp;lt;br&amp;gt;  ... e_view_dist_ratio_detail = 15/19/24/30/30 &amp;lt;br&amp;gt;  ... e_view_dist_ratio_vegetation = 15/21/31/45/45 &amp;lt;br&amp;gt;  ... es_DebrisLifetimeScale = 0.3/0.6/0.8/1/1 &amp;lt;br&amp;gt;  ... i_rejecteffects = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_flash_curve_tess_error = 8/4/2/2/2 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;'''sys_spec_Full''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;sys_spec_Full [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... sys_spec_GameEffects = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_MotionBlur = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_ObjectDetail = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Particles = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Physics = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_PostProcessing = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Shading = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Shadows = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Sound = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Texture = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_VolumetricEffects = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... sys_spec_Water = 1/2/3/4/4 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_VSync ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles vertical sync, a setting used to prevent Screen Tearing, disabling can improve performance. &amp;lt;br&amp;gt; Usage: r_VSync [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' sys_spec''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=veryhigh) &amp;lt;br&amp;gt;&lt;br /&gt;
|  ''' cl_motionBlur''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: motion blur type (0=off, 1=accumulation-based, 2=velocity-based) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Objects alphatest_noise_fading out on distance &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve_transition_threshold''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Controls disabling of smooth transition if camera moves too fast &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_dissolve_transition_time''' &amp;lt;br&amp;gt; Default: 0.3 &amp;lt;br&amp;gt; Help: Lod switch duration &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ColorBits''' &amp;lt;br&amp;gt; Default: 32 &amp;lt;br&amp;gt; Help: Sets the color resolution, in bits per pixel. Default is 32. &amp;lt;br&amp;gt; Usage: r_ColorBits [32/24/16/8] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGrading''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGrading [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingDof''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading dof control. &amp;lt;br&amp;gt; Usage: r_ColorGradingDof [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingFilters''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingFilters [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingLevels''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingLevels [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ColorGradingSelectiveColor''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables color grading. &amp;lt;br&amp;gt; Usage: r_ColorGradingSelectiveColor [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_CoronaColorScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' r_CoronaFade''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Time fading factor of the light coronas. &amp;lt;br&amp;gt; Usage: r_CoronaFade 0.5Default is 0.5. &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_Coronas''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles light coronas around light sources. &amp;lt;br&amp;gt; Usage: r_Coronas [0/1]Default is 1 (on). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_CoronaSizeScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MotionBlur''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Enables per object and screen motion blur. &amp;lt;br&amp;gt; Usage: r_MotionBlur [0/1/2/3/4/101/102/103/104] &amp;lt;br&amp;gt; Default is 1 (screen motion blur on). 1 enables screen motion blur. 2 enables screen and object motion blur. &amp;lt;br&amp;gt;3 all motion blur and freezing. 4. only per object; modes above 100 also enable motion blur in multiplayer &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable ambient occlusion &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_blur''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: SSAO mask blur &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_darkening''' &amp;lt;br&amp;gt; Default: 0.075 &amp;lt;br&amp;gt; Help: Controls how much SSAO darkens flat open surfaces &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_downscale_ztarget''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Use downscaled version of z-target &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_SSAO_quality''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: SSAO shader quality &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UseEdgeAA''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Toggles edge blurring/antialiasing &amp;lt;br&amp;gt; Usage: r_UseEdgeAA [0/1/2] &amp;lt;br&amp;gt; Default is 1 (edge blurring) &amp;lt;br&amp;gt; 1 = activate edge blurring mode &amp;lt;br&amp;gt; 2 = activate edge antialiasing mode (previous version) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UsePOM''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables Parallax Occlusion Mapping. &amp;lt;br&amp;gt; Usage: r_UsePOM [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_Renderer''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the quality of Renderer &amp;lt;br&amp;gt; Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shadows==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Shadows''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Shadows [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_gsm_cache = 1/1/1/0/0 &amp;lt;br&amp;gt;  ... e_gsm_lods_num = 3/4/5/5/5 &amp;lt;br&amp;gt;  ... e_gsm_range = 4/3/3/3/3 &amp;lt;br&amp;gt;  ... e_shadows = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_shadows_cast_view_dist_ratio = 0.25/0.45/0.53/0.8/0.8 &amp;lt;br&amp;gt;  ... e_shadows_from_terrain_in_all_lods = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_shadows_max_texture_size = 256/512/1024/1024/1024 &amp;lt;br&amp;gt;  ... e_shadows_on_alpha_blended = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_ShadowBlur = 0/0/3/3/3 &amp;lt;br&amp;gt;  ... r_ShadowJittering = 0/1/1/2.5/2.5 &amp;lt;br&amp;gt;  ... r_ShadowsMaskResolution = 0/0/0/0/0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_volobj_shadow_strength''' &amp;lt;br&amp;gt; Default: 0.4 &amp;lt;br&amp;gt; Help: Self shadow intensity of volume objects [0..1]. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_cache''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_cache_lod_offset''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Makes first X GSM lods not cached &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_combined''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Variable to tweak the performace of directional shadow maps &amp;lt;br&amp;gt; 0=individual textures are used for each GSM level, 1=texture are combined into one texture &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_depth_bounds_debug''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Debug GSM bounds regions calculation &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_lods_num''' &amp;lt;br&amp;gt; Default: 5 &amp;lt;br&amp;gt; Help: Number of GSM lods (0..5) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Size of LOD 0 GSM area (in meters) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range_step''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Range of next GSM lod is previous range multiplied by step &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_range_step_terrain''' &amp;lt;br&amp;gt; Default: 16 &amp;lt;br&amp;gt; Help: gsm_range_step for last gsm lod containg terrain &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_scatter_lod_dist''' &amp;lt;br&amp;gt; Default: 70 &amp;lt;br&amp;gt; Help: Size of Scattering LOD GSM in meters &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_stats''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show GSM statistics 0=off, 1=enable debug to the screens &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_gsm_view_space''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' e_shadows''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of shadows &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_cast_view_dist_ratio''' &amp;lt;br&amp;gt; Default: 0.8 &amp;lt;br&amp;gt; Help: View dist ratio for shadow maps &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_shadows_clouds''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Cloud shadows &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_debug''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=off, 2=visualize shadow maps on the screen &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_from_terrain_in_all_lods''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable shadows from terrain &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_frustums''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Debug &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_max_texture_size''' &amp;lt;br&amp;gt; Default: 1024 &amp;lt;br&amp;gt; Help: Set maximum resolution of shadow map &amp;lt;br&amp;gt; 256(faster), 512(medium), 1024(better quality) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_occ_check''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable/disable shadow-caster test against the occlusion buffer &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_occ_cutCaster''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Clips the caster extrusion to the zoro height. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_on_alpha_blended''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable shadows on aplhablended  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_slope_bias''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Shadows slope bias for shadowgen &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_shadows_water''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enable/disable shadows on water &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowBlur''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Selected shadow map screenspace blurring technique. &amp;lt;br&amp;gt; Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowBluriness''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowBlur is activated. &amp;lt;br&amp;gt; Usage: r_ShadowBluriness [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowGen''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 0=disable shadow map updates, 1=enable shadow map updates &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowJittering''' &amp;lt;br&amp;gt; Default: 2.5 &amp;lt;br&amp;gt; Help: Activate shadow map jittering. &amp;lt;br&amp;gt; Usage: r_ShadowJittering [0=off, 1=on] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowPass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Process shadow pass &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_ShadowsBias''' &amp;lt;br&amp;gt; Default: 8e-005 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowsBias is activated. &amp;lt;br&amp;gt; Usage: r_ShadowsBias [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsDeferredMode''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 0=Quad light bounds &amp;lt;br&amp;gt; 1=Use light volumes &amp;lt;br&amp;gt; Usage: r_ShadowsDeferredMode [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsDepthBoundN'''&amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 1=use N'''Depth Bound extension &amp;lt;br&amp;gt; Usage: CV_r_ShadowsDepthBoundN'''[0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsForwardPass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 1=use Forward prepare depth maps pass &amp;lt;br&amp;gt; Usage: CV_r_ShadowsForwardPass [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsGridAligned''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Selects algorithm to use for shadow mask generation: &amp;lt;br&amp;gt; 0 - Disable shadows snapping &amp;lt;br&amp;gt; 1 - Enable shadows snapping &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_ShadowsMaskDownScale''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Saves video memory by using lower resolution for shadow masks except first one &amp;lt;br&amp;gt; 0=per pixel shadow mask &amp;lt;br&amp;gt; 1=half resolution shadow mask &amp;lt;br&amp;gt; Usage: r_ShadowsMaskDownScale [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsMaskResolution''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 0=per pixel shadow mask &amp;lt;br&amp;gt; 1=horizontal half resolution shadow mask &amp;lt;br&amp;gt; 2=horizontal and vertical half resolution shadow mask &amp;lt;br&amp;gt; Usage: r_ShadowsMaskResolution [0/1/2] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsSlopeScaleBias''' &amp;lt;br&amp;gt; Default: 1.8 &amp;lt;br&amp;gt; Help: Select shadow map bluriness if r_ShadowBlur is activated. &amp;lt;br&amp;gt; Usage: r_ShadowBluriness [0.1 - 16] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowsStencilPrePass''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: 1=Use Stencil pre-pass for shadows &amp;lt;br&amp;gt; Usage: r_ShadowsStencilPrePass [0/1] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_ShadowTexFormat''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: 0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target &amp;lt;br&amp;gt; 2=use R32F texture format for depth map &amp;lt;br&amp;gt; 3=use ATI's DF24 texture format for depth map &amp;lt;br&amp;gt; 4=use NVIDIA's D24S8 texture format for depth map &amp;lt;br&amp;gt; 5=use NVIDIA's D16 texture format for depth map &amp;lt;br&amp;gt; Usage: r_ShadowTexFormat [0-5] &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_VarianceShadowMapBlurAmount''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activate shadow map blur. &amp;lt;br&amp;gt; Usage: r_VarianceShadowMapBlurAmount [0=deactivate, &amp;gt;0 to specify blur amount (1=normal)] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shaders====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Shading''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Shading [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_max_entity_lights = 4/7/11/16/16 &amp;lt;br&amp;gt;  ... e_particles_lights = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_ram_maps = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_sky_type = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_sky_update_rate = 0.12/0.5/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_ao = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_terrain_normal_map = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... e_vegetation_use_terrain_color = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_DetailDistance = 0/4/8/8/8 &amp;lt;br&amp;gt;  ... r_DetailNumLayers = 0/1/1/2/2 &amp;lt;br&amp;gt;  ... r_DetailTextures = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_EnvTexUpdateInterval = 0.1/0.075/0.05/0.05/0.05 &amp;lt;br&amp;gt;  ... r_FillLights = 0/0/14/14/14 &amp;lt;br&amp;gt;  ... r_HDRRendering = 0/0/2/2/2 &amp;lt;br&amp;gt;  ... r_HairSortingQuality = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_SSAO = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_SSAO_quality = 1/1/1/2/2 &amp;lt;br&amp;gt;  ... r_SSAO_radius = 1/1/1/2/2 &amp;lt;br&amp;gt;  ... r_TexturesFilteringQuality = 2/1/0/0/0 &amp;lt;br&amp;gt;  ... r_UsePom = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... r_rain = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_refraction = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_flash_edgeaa = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... sys_spec_Quality = 1/2/3/4/4 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; '''sys_spec_Quality''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;sys_spec_Quality [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... q_Renderer = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderFX = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderGeneral = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderGlass = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderHDR = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderIce = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderMetal = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderPostProcess = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderShadow = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderSky = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderTerrain = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... q_ShaderVegetation = 0/1/2/3/3 &amp;lt;br&amp;gt;  ... r_LightsSinglePass = 1/0/0/0/0 &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_ShadersAsyncCompiling''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable asynchronous shader compiling &amp;lt;br&amp;gt; Usage: r_ShadersAsyncCompiling [0/1] &amp;lt;br&amp;gt;  0 = off, (stalling) shadering compiling &amp;lt;br&amp;gt;  1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow &amp;lt;br&amp;gt;  2 = on, shaders are compiled in parallel, missing shaders are not rendered &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MergeShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OptimiseShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_PrecacheShaderList'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_PrecacheShaders'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' q_ShaderFX''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of FX &amp;lt;br&amp;gt; Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderGeneral''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of General &amp;lt;br&amp;gt; Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderGlass''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Glass &amp;lt;br&amp;gt; Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderHDR''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of HDR &amp;lt;br&amp;gt; Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' q_ShaderIce''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Ice &amp;lt;br&amp;gt; Usage: q_ShaderIce 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; ''' q_ShaderMetal''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Metal &amp;lt;br&amp;gt; Usage: q_ShaderMetal 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderPostProcess''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of PostProcess &amp;lt;br&amp;gt; Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderShadow''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Shadow &amp;lt;br&amp;gt; Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderSky''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Sky &amp;lt;br&amp;gt; Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderTerrain''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Terrain &amp;lt;br&amp;gt; Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderVegetation''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Defines the shader quality of Vegetation &amp;lt;br&amp;gt; Usage: q_ShaderVegetation 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' q_ShaderWater''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Defines the shader quality of Water &amp;lt;br&amp;gt; Usage: q_ShaderWater 0=low/1=med/2=high/3=very high (default) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''r_HDRRendering''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Enables, or Disables HDR Rendering &amp;lt;br&amp;gt; Usage: r_HDRRendering 0=off/1=on/2=on&amp;lt;br&amp;gt;''Note: Disabling HDR Rendering will generally improve performance, with the exception of maps with dense vegetation ([[TC_Harvest|Harvest]], [[TC_Tukayyid|Tukayyid]]). It's worth leaving HDR enabled for these two maps alone, since the  effect on performance is already so low, and that the two maps are almost unplayable without it.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Particles==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Particles''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables  &amp;lt;br&amp;gt; sys_spec_Particles [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_particles_lod = 0.75/1/1/1/1 &amp;lt;br&amp;gt;  ... e_particles_max_emitter_draw_screen = 4/8/16/32/32 &amp;lt;br&amp;gt;  ... e_particles_object_collisions = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... e_particles_quality = 1/2/3/4/4 &amp;lt;br&amp;gt;  ... e_water_ocean_soft_particles = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_UseSoftParticles = 0/1/1/1/1 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; '''r_UseParticlesGlow''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables glow particles. &amp;lt;br&amp;gt; Usage: CV_r_useparticles_glow [0/1] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_UseParticlesRefraction''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enables refractive particles. &amp;lt;br&amp;gt; Usage: r_UseParticlesRefraction [0/1] &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_UseSoftParticles''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables soft particles. &amp;lt;br&amp;gt; Usage: r_UseSoftParticles [0/1] &amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;''' e_particles_lights''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Allows to have simple light source attached to every article &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_lod''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Multiplier to particle count &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_max_emitter_draw_screen''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Max screen fill per emitter -- fade out earlier &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_min_draw_pixels''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Pixel size cutoff for rendering particles -- fade out earlier &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_particles_object_collisions''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable particle/object collisions for SimpleCollision &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_preload''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable preloading of all particle effects at the begining &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_particles_quality''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Current particles detail quality &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_particles_thread''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable particle threading &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' g_breakage_particles_limit''' &amp;lt;br&amp;gt; Default: 200 &amp;lt;br&amp;gt; Help: Imposes a limit on particles generated during 2d surfaces breaking &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Postprocessing==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_PostProcessing''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_PostProcessing [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... r_Coronas = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_DepthOfField = 0/1/1/2/2 &amp;lt;br&amp;gt;  ... r_Flares = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_GlowScreenMultiplier = 0.2/0.2/0.2/0.2/0.2 &amp;lt;br&amp;gt;  ... r_UseEdgeAA = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_colorgrading = 0/1/0/1/1 &amp;lt;br&amp;gt;  ... r_sunshafts = 0/0/0/1/1 &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_GameEffects''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_GameEffects [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... g_battleDust_enable = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... g_ragdollDistance = 10.0/20.0/30.0/40.0/40.0 &amp;lt;br&amp;gt;  ... g_ragdollMinTime = 5.0/8.0/13.0/15.0/15.0 &amp;lt;br&amp;gt;  ... g_ragdollUnseenTime = 2/2/2/2/2 &amp;lt;br&amp;gt;  ... i_lighteffects = 0/0/0/0/0 &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_refraction''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables refraction. &amp;lt;br&amp;gt; Usage: r_refraction [0/1] &amp;lt;br&amp;gt; Default is 1 (on). Set to 0 to disable. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Physics==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''These variables control the behavior of physics-bound objects such as destroyed trees, concrete, and fallen [[Battle Armor]]. All of these variables can be set to their minimum threshold for some improvements in performance, while having little noticeable effect on ingame visuals.'' &lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Physics''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Physics [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_cull_veg_activation = 20/30/50/50/50 &amp;lt;br&amp;gt;  ... e_foliage_wind_activation_dist = 0/10/20/25/25 &amp;lt;br&amp;gt;  ... e_phys_foliage = 1/2/2/2/2 &amp;lt;br&amp;gt;  ... e_phys_ocean_cell = 0/1/0.5/0.5/0.5 &amp;lt;br&amp;gt;  ... es_MaxPhysDist = 50/100/200/200/200 &amp;lt;br&amp;gt;  ... es_MaxPhysDistInvisible = 10/15/25/25/25 &amp;lt;br&amp;gt;  ... g_breakage_particles_limit = 80/130/200/250/250 &amp;lt;br&amp;gt;  ... g_joint_breaking = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... g_tree_cut_reuse_dist = 0.7/0.35/0/0/0 &amp;lt;br&amp;gt;  ... p_max_MC_iters = 4000/5000/6000/6000/6000 &amp;lt;br&amp;gt;  ... p_max_object_splashes = 3/3/3/3/3 &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''ca_UsePhysics''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: the physics is not applied (effectively, no IK) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' es_OnDemandPhysics''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; Usage: es_OnDemandPhysics [0/1] &amp;lt;br&amp;gt; Default is 1 (on).&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollDistance''' &amp;lt;br&amp;gt; Default: 40 &amp;lt;br&amp;gt; Help: distance in meters that the player has to be away from the ragdoll before it can disappear &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' g_ragdollMinTime''' &amp;lt;br&amp;gt; Default: 15 &amp;lt;br&amp;gt; Help: minimum time in seconds that a ragdoll will be visible &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollPollTime''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: time in seconds where 'unseen' polling is done &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' g_ragdollUnseenTime''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: time in seconds that the player has to look away from the ragdoll before it disappears &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' gpu_particle_physics ''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable GPU physics if available (0=off / 1=enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Textures==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''These are the graphics that illustrate 'Mechs, level terrain, and the various buildings, vehicles and vegetation within the game. If you can see it, it's textured. Compared to other variables, these have a relatively small impact on ingame performance, with some players finding no noticable effect at all.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' sys_spec_Texture''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt;  sys_spec_Texture [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... r_DynTexAtlasCloudsMaxSize = 24/24/32/32/32 &amp;lt;br&amp;gt;  ... r_DynTexAtlasSpritesMaxSize = 16/16/24/32/32 &amp;lt;br&amp;gt;  ... r_DynTexMaxSize = 50/60/80/80/80 &amp;lt;br&amp;gt;  ... r_EnvCMResolution = 0/1/2/2/2 &amp;lt;br&amp;gt;  ... r_EnvTexResolution = 1/2/3/3/3 &amp;lt;br&amp;gt;  ... r_ImposterRatio = 2/1.5/1/1/1 &amp;lt;br&amp;gt;  ... r_TexAtlasSize = 512/1024/1024/2048/2048 &amp;lt;br&amp;gt;  ... r_TexSkyResolution = 1/0/0/0/0 &amp;lt;br&amp;gt;  ... r_TexturesStreaming = 0/0/2/2/2 &amp;lt;br&amp;gt;  ... r_VegetationSpritesTexRes = 64/64/64/64/64 &amp;lt;br&amp;gt;  ... sys_LowSpecPak = 1/1/0/0/0 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''sys_LowSpecPak''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: use low resolution textures from special pak file or emulate if no such pak exists &amp;lt;br&amp;gt; 0=don't use lowspec.pak (full texture quality) &amp;lt;br&amp;gt; 1=use lowspec.pak (faster loading of textures, reduced texture quality) &amp;lt;br&amp;gt; Usage: sys_LowSpecPak 0/1 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailDistance''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Distance used for per-pixel detail layers blending. &amp;lt;br&amp;gt; Usage: r_DetailDistance (1-20) &amp;lt;br&amp;gt; Default is 6. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailNumLayers''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Sets the number of detail layers per surface. &amp;lt;br&amp;gt; Usage: r_DetailNumLayers 2 &amp;lt;br&amp;gt; Default is 2. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_DetailTextures''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles detail texture overlays. &amp;lt;br&amp;gt; Usage: r_DetailTextures [0/1] &amp;lt;br&amp;gt; Default is 1 (detail textures on). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_TexBumpResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Reduces texture resolution. &amp;lt;br&amp;gt; Usage: r_TexBumpResolution [0/1/2/3/4] &amp;lt;br&amp;gt; When 0  texture resolution is unaffected, 1 halves, 2 quarters etc. (max 4) &amp;lt;br&amp;gt;''This variable controls the clarity of the edges on Mech and other models, gradually rounding / softening models at higher settings as polygons are reduced.'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexNoAniso''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Anisothropic filter  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexNormalMapType''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Reduces texture resolution. &amp;lt;br&amp;gt; Usage: r_TexResolution [0/1/2/3/4] &amp;lt;br&amp;gt; When 0 (default) model texture resolution is unaffected, 1 halves, 2 quarters etc. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TextureCompressor''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Defines which texture compressor is used (fallback is DirectX) &amp;lt;br&amp;gt; Usage: r_TextureCompressor [0/1] &amp;lt;br&amp;gt; 0 uses nvDXT, 1 uses Squish if possible &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesFilteringQuality''' &amp;lt;br&amp;gt; Default: 9 &amp;lt;br&amp;gt; Help: Configures texture filtering adjusting. &amp;lt;br&amp;gt; Usage: r_TexturesFilteringQuality [#] &amp;lt;br&amp;gt; where # represents: &amp;lt;br&amp;gt; 	0: Highest quality &amp;lt;br&amp;gt; 	1: Medium quality &amp;lt;br&amp;gt; 	2: Low quality &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_TexturesStreaming ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables direct streaming of textures from disk during game. &amp;lt;br&amp;gt; Usage: r_TexturesStreaming [0/1] &amp;lt;br&amp;gt; Default is 0 (off). All textures save in native format with mips in a &amp;lt;br&amp;gt; cache file. Textures are then loaded into texture memory from the cache. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingMaxAsync''' &amp;lt;br&amp;gt; Default: 0.25 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingNoUpload''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingOnlyVideo''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamingSync''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''' r_TexturesStreamPoolSize''' &amp;lt;br&amp;gt; Default: 128 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Decals==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''Decals are the bullet holes, laser burns, scuffs. concrete stains and roads ingame. A lot of realism is lost in disabling them outright, however many see a dramatic boost in performance in their absence. With the many options to specify their behavior, a comfortable middleground is easy to achieve.'' &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''ca_UseDecals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt;Help: if set to 0, effectively disables creation of decals on characters &amp;lt;br&amp;gt; 2 - alternative method of calculating/building the decals &amp;lt;br&amp;gt; ''Ingame Roads are considered decals, and become invisible if disabled.'' &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of decals (game decals and hand-placed) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_allow_game_decals''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Allows creation of decals by game (like weapon bullets marks) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_clip''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Clip decal geometry by decal bbox &lt;br /&gt;
&amp;lt;br&amp;gt; ''' e_decals_hit_cache''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Use smart hit cacheing for bullet hits (may cause no decals in some cases) &amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_decals_life_time_scale''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Allows to increase or reduce decals life time for different specs &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_decals_merge''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Combine pieces of decals into one render call &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt; ''' e_decals_neighbor_max_life_time''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: If not zero - new decals will force old decals to fade in X seconds &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_decals_overlapping''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: If zero - new decals will not be spawned if the distance to nearest decals less than X &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_precreate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Pre-create decals at load time &amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_decals_range''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Less precision for decals outside this range &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_decals_wrap_around_min_size''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt; ''' e_foliage_wind_activation_dist''' &amp;lt;br&amp;gt; Default: 25 &amp;lt;br&amp;gt; Help: If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' e_lod_max''' &amp;lt;br&amp;gt; Default: 6 &amp;lt;br&amp;gt; Help: Max LOD for objects &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lod_min''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Min LOD for objects &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_lod_min_tris''' &amp;lt;br&amp;gt; Default: 300 &amp;lt;br&amp;gt; Help: LODs with less triangles will not be used &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lod_ratio''' &amp;lt;br&amp;gt; Default: 6 &amp;lt;br&amp;gt; Help: LOD distance ratio for objects &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_lods''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Load and use LOD models for static geometry &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;''' e_lowspec_mode''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables lowspec mode &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_materials''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates material support for non animated objects  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_max_view_dst_spec_lerp''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: 1 - use max view distance set by designer for very high spec &amp;lt;br&amp;gt; 0 - for very low spec &amp;lt;br&amp;gt; Values between 0 and 1 - will lerp between high and low spec max view distances &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_precache_level''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Pre-render objects right after level loading&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lighting==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_VolumetricEffects''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_VolumetricEffects [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_Clouds = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_Beams = 4/3/3/3/3 &amp;lt;br&amp;gt;  ... r_BeamsDistFactor = 1/0.5/0.5/0.05/0.05 &amp;lt;br&amp;gt;  ... r_BeamsMaxSlices = 16/32/64/200/200 &amp;lt;br&amp;gt;  ... r_CloudsUpdateAlways = 0/0/0/0/0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Beams''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles light beams. &amp;lt;br&amp;gt; Usage: r_Beams [0/1/2/3] &amp;lt;br&amp;gt; Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to &amp;lt;br&amp;gt; use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use &amp;lt;br&amp;gt; optimized and with glow support beams. &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_BeamsDistFactor''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Distance between slices. &amp;lt;br&amp;gt; Usage: r_BeamsDistFactor [fValue] &amp;lt;br&amp;gt; Default is 0.01 (0.01 meters between slices). &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_BeamsMaxSlices''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Number of volumetric slices allowed per light beam. &amp;lt;br&amp;gt; Usage: r_BeamsMaxSlices [1-300] &amp;lt;br&amp;gt; Default is 200 (high-spec). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_FillLights''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activate simple differed light sources usage &amp;lt;br&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_FillLightsMode''' &amp;lt;br&amp;gt; Default: 14 &amp;lt;br&amp;gt; Help: Fill lights mode &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Flares''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles sunlight lens flare effect. &amp;lt;br&amp;gt; Usage: r_Flares [0/1] &amp;lt;br&amp;gt; Default is 1 (on). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_sunshafts''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables sun shafts. &amp;lt;br&amp;gt; Usage: r_sunshafts [0/1] &amp;lt;br&amp;gt; Default is 1 (on). Set to 0 to disable &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_max_entity_lights''' &amp;lt;br&amp;gt; Default: 16 &amp;lt;br&amp;gt; Help: Set maximum number of lights affecting object&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Environment==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Terrain===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_TerrainAO''' &amp;lt;br&amp;gt; Default: 7 &amp;lt;br&amp;gt; Help: 7=Activate terrain AO deferred passes &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_TerrainAO_FadeDist''' &amp;lt;br&amp;gt; Default: 8 &amp;lt;br&amp;gt; Help: Controls sky light fading in tree canopy in Z direction &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of detail materials on terrain ground &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials_view_dist_xy''' &amp;lt;br&amp;gt; Default: 50 &amp;lt;br&amp;gt; Help: Max view distance of terrain XY materials &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_detail_materials_view_dist_z''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Max view distance of terrain Z materials &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_on_demand_maxsize''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Specifies the maximum size of vegetation objects that are physicalized on-demand &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_on_demand_physics''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Turns on on-demand vegetation physicalization &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_phys_foliage''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_proc_vegetation''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show procedurally distributed vegetation  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_render''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Enable engine rendering &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_stream_areas''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Stream content of terrain and indoor sectors &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_vegetation_use_terrain_color''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Allow blend with terrain color for vegetations &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_view_dist_ratio_detail''' &amp;lt;br&amp;gt; Default: 30 &amp;lt;br&amp;gt; Help: View distance ratio for detail objects  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' es_VisCheckForUpdate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt; Usage: es_VisCheckForUpdate [0/1] &amp;lt;br&amp;gt; Default is 1 (on).  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Sky===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''r_CloudsUpdateAlways''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles updating of clouds each frame. &amp;lt;br&amp;gt; Usage: r_CloudsUpdateAlways [0/1]  Default is 0 (off) &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_TexSkyResolution''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_sky_type''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Type of sky used: 0 (static), 1 (dynamic). &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_sky_update_rate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Percentage of a full dynamic sky update calculated per frame (0..100].&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Water===== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Water''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Water [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... e_water_ocean_fft = 0/0/0/1/1 &amp;lt;br&amp;gt;  ... e_water_tesselation_amount = 1/6/7/10/10 &amp;lt;br&amp;gt;  ... e_water_tesselation_swath_width = 5/10/10/10/10 &amp;lt;br&amp;gt;  ... q_ShaderWater = 0/1/2/2/2 &amp;lt;br&amp;gt;  ... r_WaterCaustics = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterReflections = 1/1/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterReflectionsMinVisiblePixelsUpdate = 0.05/0.05/0.05/0.05/0.05 &amp;lt;br&amp;gt;  ... r_WaterReflectionsQuality = 0/1/2/4/4 &amp;lt;br&amp;gt;  ... r_WaterRefractions = 0/0/1/1/1 &amp;lt;br&amp;gt;  ... r_WaterUpdateDistance = 0.2/1/1/0.2/0.2 &amp;lt;br&amp;gt;  ... r_WaterUpdateFactor = 0.5/0.1/0.05/0.05/0.05 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_hw_occlusion_culling_water''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates usage of HW occlusion test for ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_bottom''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing bottom of ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_fft''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates fft based ocean &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_ocean_soft_particles''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables ocean soft particles &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_tesselation_amount''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set tesselation amount &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_tesselation_swath_width''' &amp;lt;br&amp;gt; Default: 10 &amp;lt;br&amp;gt; Help: Set the swath width for the boustrophedonic mesh stripping &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' e_water_volumes''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates drawing of water volumes &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_water_waves''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Activates drawing of water waves &amp;lt;br&amp;gt; &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' e_water_waves_tesselation_amount''' &amp;lt;br&amp;gt; Default: 5 &amp;lt;br&amp;gt; Help: Sets water waves tesselation amount &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterCaustics''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles under water caustics. &amp;lt;br&amp;gt; Usage: r_WaterCaustics [0/1] &amp;lt;br&amp;gt; Default is 1 (enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterGodRays''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Enables under water god rays. &amp;lt;br&amp;gt; Usage: r_WaterGodRays [0/1] &amp;lt;br&amp;gt; Default is 1 (enabled). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflections''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles water reflections. &amp;lt;br&amp;gt; Usage: r_WaterReflections [0/1] &amp;lt;br&amp;gt; Default is 1 (water reflects). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMGPU''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles water reflections.multi-gpu support &amp;lt;br&amp;gt; Usage: r_WaterReflectionsMGPU [0/1/2] &amp;lt;br&amp;gt; Default is 0 (single render update), 1 (multiple render updates) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMinVisiblePixelsUpdate''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Activates water reflections if visible pixels above a certain threshold. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterReflectionsMinVisUpdateDistanceMul''' &amp;lt;br&amp;gt; Default: 10 &amp;lt;br&amp;gt; Help: Activates update distance multiplier when water mostly occluded. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_WaterReflectionsMinVisUpdateFactorMul''' &amp;lt;br&amp;gt; Default: 20 &amp;lt;br&amp;gt; Help: Activates update factor multiplier when water mostly occluded. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_WaterReflectionsQuality''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Activates water reflections quality setting. &amp;lt;br&amp;gt; Usage: r_WaterReflectionsQuality [0/1/2/3] &amp;lt;br&amp;gt; Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything) &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_WaterReflectionsUseMinOffset''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Activates water reflections use min distance offset. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''' r_WaterRefractions''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles water refractions. &amp;lt;br&amp;gt; Usage: r_WaterRefractions [0/1] &amp;lt;br&amp;gt; Default is 1 (water refracts). &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterUpdateDistance''' &amp;lt;br&amp;gt; Default: 0.2 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_WaterUpdateFactor''' &amp;lt;br&amp;gt; Default: 0.05 &amp;lt;br&amp;gt; Help: Distance factor for water reflected texture updating. &amp;lt;br&amp;gt; Usage: r_WaterUpdateFactor 0.01 &amp;lt;br&amp;gt; Default is 0.01. 0 means update every frame &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanLodDist''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanMaxSplashes''' &amp;lt;br&amp;gt; Default: 8 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanRendType''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanSectorSize''' &amp;lt;br&amp;gt; Default: 128 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanSplashScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_OceanTexUpdate''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' e_phys_ocean_cell''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Cell size for ocean approximation in physics, 0 assumes flat plane &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Misc=== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Controls==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
''The following settings have no effect on the games processing, as much as its performance in terms of user input. There are no variables that will significantly improve or reduce FPS here.''&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''exec'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help: executes a batch file of console commands &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' Bind'''  &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' toggleIntCvar''' &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt; Help: toggleIntCvar cvarName [value1 value2] - toggles an int cvar between 1 and 0 or, if set, value1 and value2 to ease keybindings. E.g.: &amp;lt;br&amp;gt;   &amp;quot;bind f4 toggleIntCvar cl_hud&amp;quot; &amp;lt;br&amp;gt;   &amp;quot;bind f5 toggleIntCvar profile 6 0&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' aln_debug_filter''' &amp;lt;br&amp;gt; Default:  &amp;lt;br&amp;gt; Help:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_controllersensitivity''' &amp;lt;br&amp;gt; Default: 45 &amp;lt;br&amp;gt; Help: Set controller sensitivity! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_crouchToggle''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: To make the crouch key work as a toggle &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_free_reticle_independent''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: if 1 the reticle is freed from the torso &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_invertController''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Controller Look Up-Down invert &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' cl_invertMouse''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: mouse invert? &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivity''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Set mouse sensitivity! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivityAerospace''' &amp;lt;br&amp;gt; Default: 45 &amp;lt;br&amp;gt; Help: Set joystick sensitivity for aerospace! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_sensitivityZeroG''' &amp;lt;br&amp;gt; Default: 70 &amp;lt;br&amp;gt; Help: Set mouse sensitivity in ZeroG! &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_turretsensitivity''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Mouse sensitivity multiplier for turret aiming &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Coeff_X''' &amp;lt;br&amp;gt; Default: 12.25 &amp;lt;br&amp;gt; Help: Analog controller X rotation scale &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Coeff_Z''' &amp;lt;br&amp;gt; Default: 25 &amp;lt;br&amp;gt; Help: Analog controller Z rotation scale &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Curve_X''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Analog controller X rotation curve &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_ctrl_Curve_Z''' &amp;lt;br&amp;gt; Default: 3 &amp;lt;br&amp;gt; Help: Analog controller Z rotation curve &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' i_mouse_accel''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse acceleration, 0.0 means no acceleration. &amp;lt;br&amp;gt; Usage: i_mouse_accel [float number] (usually a small number, 0.1 is a good one) &amp;lt;br&amp;gt; Default is 0.0 (off) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_accel_max''' &amp;lt;br&amp;gt; Default: 100 &amp;lt;br&amp;gt; Help: Set mouse max mouse delta when using acceleration. &amp;lt;br&amp;gt; Usage: i_mouse_accel_max [float number] &amp;lt;br&amp;gt; Default is 100.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_buffered''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles mouse input buffering. &amp;lt;br&amp;gt; Usage: i_mouse_buffered [0/1] &amp;lt;br&amp;gt; Default is 0 (off). Set to 1 to process buffered mouse input. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_inertia''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse inertia. It is disabled (0.0) by default. &amp;lt;br&amp;gt; Usage: i_mouse_inertia [float number] &amp;lt;br&amp;gt; Default is 0.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' i_mouse_smooth''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input. &amp;lt;br&amp;gt; Usage: i_mouse_smooth [float number] (1.0 = very very smooth, 30 = almost istant) &amp;lt;br&amp;gt; Default is 0.0 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Customization==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''name''' &amp;lt;br&amp;gt; script:  &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' cl_hud''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Show/Hide the HUD &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Fullscreen''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode. &amp;lt;br&amp;gt; Usage: r_Fullscreen [0=window/1=fullscreen] &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_chDamageIndicator''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Switch crosshair-damage indicator... (1 on, 0 off) &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_colorLine''' &amp;lt;br&amp;gt; Default: 4481854 &amp;lt;br&amp;gt; Help: HUD line color. &amp;lt;br&amp;gt;  &lt;br /&gt;
|''' hud_colorOver''' &amp;lt;br&amp;gt; Default: 14125840 &amp;lt;br&amp;gt; Help: HUD hovered color. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_colorText''' &amp;lt;br&amp;gt; Default: 12386209 &amp;lt;br&amp;gt; Help: HUD text color. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' hud_showAllOnScreenObjectives''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Show all on screen objectives, not only the active one. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_Brightness''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Sets the display brightness. &amp;lt;br&amp;gt; Usage: r_Brightness 0.5 &amp;lt;br&amp;gt; Default is 0.5. &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' r_Contrast''' &amp;lt;br&amp;gt; Default: 0.5 &amp;lt;br&amp;gt; Help: Sets the display contrast. &amp;lt;br&amp;gt; Usage: r_Contrast 0.5 &amp;lt;br&amp;gt; Default is 0.5. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_DisplayInfo ''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles debugging information display. &amp;lt;br&amp;gt; Usage: r_DisplayInfo [0=off/1=show/2=enhanced] &amp;lt;br&amp;gt; Along with other info: 1 shows FPS, 2 shows FrameTime  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;''' r_Gamma''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop) &amp;lt;br&amp;gt; Usage: r_Gamma 1.0 &amp;lt;br&amp;gt; 1 off (default), try values like 1.6 or 2.2 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' r_MultiGPU''' &amp;lt;br&amp;gt; Default: 2 &amp;lt;br&amp;gt; Help: 0 = disabled, 1 = extra overhead to allow SLI(NVidia) or Crossfire(ATI), 2 = automatic detection (currently SLI only, means off for ATI). Should be activated before rendering on systems mounting multiple compatible GPU's.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sounds==== &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | '''sys_spec_Sound''' &amp;lt;br&amp;gt; Default: 4 &amp;lt;br&amp;gt; Help: Console variable group to apply settings to multiple variables &amp;lt;br&amp;gt; sys_spec_Sound [1/2/3/4/x]: &amp;lt;br&amp;gt;  ... s_CacheSize = 50/60/70/80/80 &amp;lt;br&amp;gt;  ... s_FormatSampleRate = 44100/48000/48000/48000/48000 &amp;lt;br&amp;gt;  ... s_MPEGDecoders = 16/24/32/32/32 &amp;lt;br&amp;gt;  ... s_Obstruction = 2/2/1/1/1 &amp;lt;br&amp;gt;  ... s_ObstructionAccuracy = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... s_ObstructionUpdate = 1.0/0.5/0.2/0.1/0.1 &amp;lt;br&amp;gt;  ... s_ReverbType = 0/2/2/2/2 &amp;lt;br&amp;gt;  ... s_SoundMoodsDSP = 0/1/1/1/1 &amp;lt;br&amp;gt;  ... s_VariationLimiter = 0.3/0.6/1.0/1.0/1.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_DialogVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Sets the volume of all dialog sounds. &amp;lt;br&amp;gt; Usage: s_DialogVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_Doppler''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Toggles Doppler effect on and off. &amp;lt;br&amp;gt; Usage: s_Doppler [0/1] &amp;lt;br&amp;gt; Default is 1 (on). &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' s_DopplerScale''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Sets the strength of the Doppler effect. &amp;lt;br&amp;gt; Usage: s_DopplerValue 1.0Default is 1.0. This multiplier affects the sound velocity. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameDialogVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the dialog volume for game use. &amp;lt;br&amp;gt; Usage: s_GameDialogVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameMusicVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the music volume for game use. &amp;lt;br&amp;gt; Usage: s_GameMusicVolume 0.2 &amp;lt;br&amp;gt; Default is 1.0 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_GameSFXVolume''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: Controls the sfx volume for game use. &amp;lt;br&amp;gt; Usage: s_GameSFXVolume 0.5 &amp;lt;br&amp;gt; Default is 1, which is full volume. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;''' s_MusicEnable''' &amp;lt;br&amp;gt; Default: 1 &amp;lt;br&amp;gt; Help: enable/disable music &amp;lt;br&amp;gt;  &lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; | ''' s_MusicVolume''' &amp;lt;br&amp;gt; Default: 0.6 &amp;lt;br&amp;gt; Help: Sets the music volume from 0 to 1 in the games option. &amp;lt;br&amp;gt; Usage: s_MusicVolume 0.2 &amp;lt;br&amp;gt; Default is 0.5 &amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;''' s_SpeakerConfig ''' &amp;lt;br&amp;gt; Default: 0 &amp;lt;br&amp;gt; Help: Sets up the preferred speaker configuration. &amp;lt;br&amp;gt; Usage: s_SpeakerConfig # &amp;lt;br&amp;gt; where # is a number between 0 and 7 representing &amp;lt;br&amp;gt;  0: Control Panel Settings &amp;lt;br&amp;gt; 	1: Mono &amp;lt;br&amp;gt; 	2: Stereo &amp;lt;br&amp;gt; 	3: Headphone &amp;lt;br&amp;gt; 	4: 4Point1 &amp;lt;br&amp;gt; 	5: 5Point1 &amp;lt;br&amp;gt; 	6: Prologic &amp;lt;br&amp;gt; 	7: 7Point1 &amp;lt;br&amp;gt; Default is 0 (Control Panel Setting). &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using ''Exec'' and ''Bind'' Console Variables==&lt;br /&gt;
In combination, the '''''exec''''' and '''''bind''''' functions can be used for a number of interesting CVar goals. From conditionally changing your graphics, binding a suicide button or swapping between control schemes for Mech, Aircraft or Vehicles- it's all done from here.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===The ''bind'' Console Variable===&lt;br /&gt;
* TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The ''exec'' Console Variable===&lt;br /&gt;
The '''''exec''''' console variable allows you to run a .cfg file of console variables from within the game itself. &lt;br /&gt;
# Write a batch of console variables you wish to execute&lt;br /&gt;
# Save it as a .cfg file (of any name, but we're assuming ''example.cfg'' for this next step)&lt;br /&gt;
# Place it in the correct folder&lt;br /&gt;
# Run it by typing ''exec example.cfg'' in the console&lt;br /&gt;
&lt;br /&gt;
==Using the User.cfg File to Ensure Setting Consistency==&lt;br /&gt;
For players that want to circumvent the bug that resets their settings between sessions- the following variables control the ingame sound and display settings.&lt;br /&gt;
: s_DialogVolume = ...&lt;br /&gt;
: s_GameDialogVolume = ...&lt;br /&gt;
: s_GameMusicVolume = ...&lt;br /&gt;
: s_gameSFXVolume = ...&lt;br /&gt;
: r_contrast = ...&lt;br /&gt;
: r_brightness = ...&lt;br /&gt;
: r_gamma = ...&lt;br /&gt;
''Remember, typing the variable alone without a value will prompt the system to tell you its current state. After setting the brightness, sound, and other associated settings using the sliders to your preference- you can read their values from the console, and set them permanently in the user.cfg.''&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=MWLL_Performance_Guide&amp;diff=10401</id>
		<title>MWLL Performance Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=MWLL_Performance_Guide&amp;diff=10401"/>
				<updated>2020-06-21T00:43:28Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Graphics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While [[MWLL]] is built off of a relatively dated engine, intense teamfights ingame can even bog down modern computers, if unoptimized. However, with the gamut of customization options available, its no difficult task getting your game running just the way you want. &amp;lt;br&amp;gt;&lt;br /&gt;
Here we go over some of the options available to you in meeting your performance needs. There are plenty of stories circulating the community about how users managed to get surprising FPS on hardware old enough to be your grandpa. If you're willing to make compromises to visual effects, you'd be hard pressed to find a machine that won't play at 30+ frames on minimum settings. &amp;lt;br&amp;gt;&lt;br /&gt;
== The Settings Menu ==&lt;br /&gt;
=== Sound ===&lt;br /&gt;
It is advised that on your first launch, that you reduce the ingame sound to a minimum and bring it up to a comfortable level afterwards, MWLL is notorious for having an uncomfortably high default volume. Performance wise, there is functionally no gains to be made by playing with settings in the Sound menu. Similarly, Contrast, Gamma and Brightness in the following Graphics menu seem to have little effect. &lt;br /&gt;
=== Graphics ===&lt;br /&gt;
The quickest way to reclaim FPS is to reduce your in-game resolution and disabling any multi-GPU setups (Nvidia SLI, AMD CrossFire, or Nvidia Optimus). After finding your monitors native resolution, try to reduce your resolution to some lower setting of the same ratio. Anecdotally, some users find a performance spike by selecting a resolution that's a half multiple of their native resolution (for example; 1920 x 1080 -&amp;gt; 960 x 540). The FPS gains made by lowering your resolution will only be more pronounced if your machine lacks a discrete graphics card.&lt;br /&gt;
While some players enjoy pumping their graphics to the max, others find the reduced resolution gives the game a retro, nostalgic feel, similar to older ''Mechwarrior'' titles. &amp;lt;br&amp;gt;&lt;br /&gt;
Anti-Aliasing is a setting to make straight lines appear more crisp when at an angle ingame. Leaving Anti-Aliasing disabled will net you some FPS, while enabling it will make the game look less pixelated. The effect can be seen most clearly at an extremely reduced resolution.&lt;br /&gt;
&lt;br /&gt;
While some may be struggling to reach higher graphics, for those who can routinely pump out more than 60+ FPS at their preferred ingame settings; consider opening your graphics card settings to add a frame limit to match your screens refresh rate. This may serve to reduce stuttering, fan noise, and a more consistent experience by telling your machine not to waste time rendering frames that won't be seen.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Settings ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:502px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:3px 3px 8px 3px; float:right; margin-left:10px; margin-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ingamesettings.png|center|border|500px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Obviously, the first place to start will be the ingame settings menu. This option requires a little bit of trial and error, but should be sufficient for most users. &amp;lt;br&amp;gt;&lt;br /&gt;
Some settings hold more 'weight' against your computers performance. While each system will vary depending on Graphics card and CPU, reducing the following settings will increase your FPS, in general. &amp;lt;br&amp;gt;&lt;br /&gt;
* ''POSTPROCESSING QUALITY''&lt;br /&gt;
* ''VOLUMETRIC EFFECTS QUALITY''&lt;br /&gt;
* ''PARTICLES QUALITY''&lt;br /&gt;
* ''SHADERS QUALITY''&lt;br /&gt;
* ''WATER QUALITY''&lt;br /&gt;
If you've already reduced each setting to ''Low'' you're still struggling to get the FPS you want during intense teamfights, or if you're interested in a more fine tuned approach to meeting your performance goals, while choosing which visual features to sacrifice, you'll need to utilize the ''user.cfg.''&lt;br /&gt;
&lt;br /&gt;
== User.cfg ==&lt;br /&gt;
[[file:Usercfghome.png|right|600px]]&lt;br /&gt;
'''User.cfg''' is a file that provides instructions to the game on how to run, such as the resolution of the game window, properties of various game graphical and performance settings. Many tweaks can be made to this file to either cut out unnecessary features for extra performance, or to unlock the best visuals possible within Cryengine 2.&lt;br /&gt;
&lt;br /&gt;
The following files are hosted on Discord. For more information on how to install, customize, or write your own User.cfg file, see the page on [[Console_Variables#The_User.cfg_File|Console Variables.]]&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/338747437122453505/711008782041481246/user.cfg Recommended good visuals and performance Preset]&lt;br /&gt;
** Set for high visuals by default, easily adjustable for better performance and stability.&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/242496941332758529/564618953943547914/user.cfg Low Visuals/High Performance Preset]&lt;br /&gt;
**Recommended for users struggling to maintain usable FPS ingame. From this, you can edit features back in at your discretion to meet your preferences. &lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/359786221247004682/user.cfg ''(Outdated)'' Low Visuals/High Performance Preset]&lt;br /&gt;
**(There are two bugs that affect some users within this file, which can be amended by deleting the line ''e_particles_quality = 9'', or ingame projectiles will become invisible- and the line ''d3d9_forcesoftware = 1'', or the ingame Console and [[CBills#Transferring_C-Bills|Cbill Transfer Menu]] will be unusable due to invisible text.)&lt;br /&gt;
&lt;br /&gt;
*[https://cdn.discordapp.com/attachments/136792257998094336/360451983393423361/user.cfg (OLD) High Visuals Preset]&lt;br /&gt;
&lt;br /&gt;
== Shader Cache cleanup ==&lt;br /&gt;
&lt;br /&gt;
If you normally have adequate performance, but lose it seemingly out of the blue: use the ''Clear Shaders'' option from the MWLL Launcher. MWLL Shaders have a gamut of interesting bugs tied to them, from hidden performance sinks to rainbow clouds and pink hovercraft dust- but it's easily fixed in the click of a button.&lt;br /&gt;
&lt;br /&gt;
If you are still having trouble getting the performance you're looking for, consider joining the [[Discord|MWLL Discord]] and inquiring in the #tech_support channel for more assistance.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Architect</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Commando&amp;diff=7964</id>
		<title>Commando</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Commando&amp;diff=7964"/>
				<updated>2019-08-22T20:44:16Z</updated>
		
		<summary type="html">&lt;p&gt;Architect: /* Variant A */ more gameplay focused fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- WIP --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Mech&lt;br /&gt;
| Image = File:Commando_rotating_350px.gif&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Tonnage = 25&lt;br /&gt;
| Class = Light&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tickets = 2&lt;br /&gt;
| Tier = 3&lt;br /&gt;
| Speed = 97&lt;br /&gt;
| SpeedWithMasc = &lt;br /&gt;
| Rotation = 220&lt;br /&gt;
| PitchStand = -29° to +30°&lt;br /&gt;
| PitchCrouch = -30° to +29°&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 33 200&lt;br /&gt;
| ArmorT Prime = 27 535&lt;br /&gt;
| Engine Prime = GM 150 XL&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li&amp;gt;[[JJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price A = 33 500&lt;br /&gt;
| ArmorT A = 27 535&lt;br /&gt;
| Engine A = GM 150 XL&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price B = 35 000&lt;br /&gt;
| ArmorT B = 27 535&lt;br /&gt;
| Engine B = GM 150 XL&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[AC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[TBolt5]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MG]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price C = 32 600&lt;br /&gt;
| ArmorT C = 29 172&lt;br /&gt;
| Engine C = GM 150 XL&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SXPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;6t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price D = 33 300&lt;br /&gt;
| ArmorT D = 32 439&lt;br /&gt;
| Engine D = GM 150 XL&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[MRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HMG]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MPL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;6.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price E = 34 900&lt;br /&gt;
| ArmorT E = 27 535&lt;br /&gt;
| Engine E = GM 150 XL&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERSL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[iJJ]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price F = 32 800&lt;br /&gt;
| ArmorT F = 25 903&lt;br /&gt;
| Engine F = GM 150 XL&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[NARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[DSSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SL]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Price G = 29 600&lt;br /&gt;
| ArmorT G = 25 903&lt;br /&gt;
| Engine G = GM 150 XL&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[AC2]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM2]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;5.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor H = 1380&lt;br /&gt;
| Armor CT = 3774&lt;br /&gt;
| Armor LRT = 2453 &lt;br /&gt;
| Armor B = 2265&lt;br /&gt;
| Armor LRA = 2170&lt;br /&gt;
| Armor INT = 3397&lt;br /&gt;
| Armor LRL = 2038&lt;br /&gt;
&lt;br /&gt;
| Version = 0.11.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Commando''' - In 2463 Coventry Metal Works (then known as Coventry Defense Conglomerate) introduced their second BattleMech, the COM-1A Commando. Created for the Lyran Commonwealth Armed Forces and one of the first 'Mechs ever designed for reconnaissance. Throughout its long successful history it has seen several refinements to become what it is today - a hard hit-and-run scout hunter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Current for 0.11.1 --&amp;gt;&lt;br /&gt;
===Prime===&lt;br /&gt;
A striker and an ample one. At 350 meter all its weapon come to bear and that's quite a mouthful for this class.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[ML]] can be used from 500m to open the barrage, as the other weapons come in range. Having a speed no other light will envy on (except some Clan Tech &amp;quot;light assaults&amp;quot;), this units pilot better be wary of adverse circumstances on the battle filed, as there is no speed to rely on, in a case of a hasty retreat. More over the limited torso twist might mean there is nothing than the back armor between your opponents weapons and your fusion reactor...&amp;lt;br&amp;gt;&lt;br /&gt;
On the other hand, there is little pride to loose if you break off somewhat early just in case your mandatory heavier partner is encountering resistance to big to chew thru. ''&amp;quot;Look at the bright side, kid: You're get to keep all the money.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
This variant rewards a steady hand and expert aim- the startling six [[Machine Gun]]s and the [[LPL|Large pulse laser]] can make frighteningly quick work of any component that rests under your reticle. While your armament may be tempting to try and snipe with, the maximum damage potential is realized below 400m; where the [[Machine guns]] deal their maximum damage. The [[iJJ|improved jump jets]] are a welcome boon on the Commando's relatively slow chassis, and should be leveraged at every opportunity to make sure this mech and it's tremendous damage are always where your enemies want least.&lt;br /&gt;
&lt;br /&gt;
===Variant B===&lt;br /&gt;
Disruption. The [[LPPC]] will both shake the opponent and strip it's night vision for the while if it hits, reducing her's ability to return precision fire. The [[TBolt5]] will, again, shake the receiver for the while, and that's two shakes and damage spilled all over many components. The [[MG]], a riddle at first glance, can actually be coupled with the [[AC5]], if the target is close enough (300m) the lead will be usually close enough for both weapons to hit, outside of that range, the MG's free bullets will be out of optimum range anyway. No c-bills are wasted.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a slow or stationary object, one can manage all weapons will hit it at once - quite a nasty surprise if the unsuspecting victim was caught at night and from behind a cover - she just lost it's night vision too.&amp;lt;br&amp;gt;&lt;br /&gt;
If things go bad, remember to use your [[iJJ]] to bring you out of harms way, just the same as they most probably put you in those dire straits.&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
Surgeon assistant - this unit's highly precise [[SXPL]] battery will make short busyness of many a hand and external not shielded in time. The guided [[SSRM6]] launcher, if fired in active radar mode will save the pilot the worry of aiming or leading the target while reliably providing some cool down time for the two [[DHS]]. The one free ton means relaxed dispense of the missiles. If you don't forget to buy spares on time, of course.&amp;lt;br&amp;gt;&lt;br /&gt;
Having no motion augmenting equipment, the pilot of this unit is advised to take the utmost care and keep a accurate oversight of the situation, since no returning fire will go past the 350m of the missile launcher, nor 300m of the laser battery.&amp;lt;br&amp;gt;&lt;br /&gt;
Still, falling victim of the suddenly changed situation will not cost your team to many in either money or tickets, while the damage dealt against any considerably bigger targets will quite rack up your funds due to the favorable tier offset this units' nature provides.&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;RealToughGuy&amp;quot;''===&lt;br /&gt;
Toughened up compared to it's other siblings, this unit might be the late join cheap trick! The skirmish ranged [[MRM10]] launcher will most certainly be used for opening blows, as the Target passes the 400m line the [[MPL]] pair better be exploiting the weakened limbs in the hope of severing them on time. Past the 200m the [[HMGun]] pair will come to fully bear, either pointed at the weaker torso, more easy to hit, or the wounded arm in hopes to destroy it before it dishes too much damage upon us.&amp;lt;br&amp;gt;&lt;br /&gt;
Using The Enhanced optics is highly advised in this scenario, as is damage mitigation by twisting / denying line of sight to our damaged components for the while weapons reload or the Mech cools down thru it's only [[DHS]].&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Enoch&amp;quot;''===&lt;br /&gt;
Jet another striker like asset. Returning fire past 400m out just won't work, and returning past 350m is only lended by the two modest [[ERSL]]. The majority of this units sting comes from the [[LPPC]] pair, which is no surprise, and the needed additional punch from the reliable [[SRM4]]. Relying on no reloads, means frequent reloads at base or sparing use.&amp;lt;br&amp;gt;&lt;br /&gt;
Past the most lightly armored target, this units can hardly go toe to toe with much there is, thankfully it's low tier and ticket cost, coupled with the fairly affordable price doesn't make that as an unpleasant surprise of it.&amp;lt;br&amp;gt;&lt;br /&gt;
Highly affordable, decently armored and of reliable firepower, this unit is an excellent companion to many a mech. Especially it's couple screen shaking and night vision disrupting weapons.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
You're a lance commander, You need an affordable NARC planting unit, the unit is likely to be killed due to the high risk/high gain mission profile.&amp;lt;br&amp;gt;&lt;br /&gt;
Well, you just found the sub 33000 c-bills solution with low tier and low ticket value You have sought for!&amp;lt;br&amp;gt;&lt;br /&gt;
While the [[NARC]] papers certainly indicate operating range beond 450 meter, the pilot is to be advised to plant it from the safer 350 meter distance the [[DSSRM4]] missiles will register and start to track too. Rather, go even closer to the safe side and plant it from the 300m the four [[SL]] start to bear too - dump it all and run away!&amp;lt;br&amp;gt;&lt;br /&gt;
One of the favorite tactics is to approach the target in passive mode and plant the NARC to it. Only after reaching some cover, the radar is to be enabled back and the guided missiles (if any available) are to be dispensed so they circumvent the obstacles but still hit the designated target.&amp;lt;br&amp;gt;&lt;br /&gt;
It is customary to cay &amp;quot;UP!&amp;quot; in the team chat if a beacon is successfully planted.&amp;lt;br&amp;gt;&lt;br /&gt;
There is hardly anything more wasted than the free tons brought into battle when there could be spare ammo in the bins. Especially NARC ammo.&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
The pilots designated to use this unit usually give me ''&amp;quot;that look&amp;quot;'', but they are way wrong!&amp;lt;br&amp;gt;&lt;br /&gt;
Yes you aren't worthy much, but then, again you aren't valuable either!&amp;lt;br&amp;gt;&lt;br /&gt;
What this means, is -  you can afford what many other chassis only can dream of - you could, for instance harass an enemy from a kilometer out - unpunished, just because it is not worthwhile to lose the time to get to you, meanwhile you chip away at him for the while he is still outside of it's weapons range.&amp;lt;br&amp;gt;&lt;br /&gt;
Not only will conducting like this adversely affect the opposing team's morale, You will be richly awarded too due to the tier offset this unit bears by its nature. This is advanced warfare stuff, if You lost me, maybe seek a different unit?&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Commando was originally a ''canceled'' [[Inner Sphere]] [[Light Mech]], under development by Wandering Samurai Studios. It was announced as planned even before the 0.1.0 release, but no renders or images were ever released. It was unknown when and if it was still being developed until it was officially announced canceled on November 1st in 2012. &amp;lt;br&amp;gt;&lt;br /&gt;
With version 0.11.0, the Commando has been confirmed for release and has finally seen the light of day.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
By the time of the [[Clans|Clans']] invasion, the Commando was a nearly 600-year-old design for an early reconnaissance 'Mech. Despite its age, it was still an impressive unit with its [[SRM6]] and [[SRM4]] missile launchers supported by a single [[MBL|Medium Laser]]. With 4 tons of armor (a half-ton less than the [[Raven]]), it could run up to 97 km/h. One of the first Mechs designed for Reconnaissance, then upgraded to Stricker. Variants of the Commando were created even after the invasion, proving the success and popularity of this design.&lt;br /&gt;
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Date Introduced 2463 during the Era known as &amp;quot;Age of War&amp;quot; (2005 - 2570) - Unit Role: Reconnaissance, then in 2486 upgraded to Striker&lt;br /&gt;
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[http://www.sarna.net/wiki/Commando BattleTech Reference]&lt;br /&gt;
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		<author><name>Architect</name></author>	</entry>

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