Difference between revisions of "Hephaestus"

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(heph G variant description overhaul)
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==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
A close range brawler, the prime is able to harass smaller mechs and tanks thanks to its [[CSPL|small pulse laser]] and twin [[CMPL|medium pulse lasers]]. The Hephaestus prime is also one of the few early units with [[AECM]] allowing it to cover its allies from enemy [[NARC]]'s all game and its fast enough to avoid most fire coming its way. Moreover it relays information about [[Radar|nearby shut down mechs]] or [[APC]] data to allies, as well as any enemy [[Battle Armor]] in the vicinity. One glaring weakness of Hovercraft in general, and particularly this variant- is its handling. Difficulty focusing damage while remaining mobile across bumpy terrain is particularly felt with this loadout of precision weaponry.
+
Scout and electronics support platform with a precise mid-range sting thanks to its [[CSPL|small pulse laser]] and twin [[CMPL|medium pulse lasers]]. Needs the extra half-ton of armor, since the powerful emissions of the [[C3]] system make it easy to target even when running passive, and the [[AECM]] suite will cover nearby friendlies so the enemy sees no targets except the Hephaestus Prime. The [[BHP]]'s extreme range provides a premium intelligence take for the [[C3]] feed, but this variant is simply too undergunned to risk pushing into fights, making it a rare pick as a starter. One glaring weakness of hovercraft is their sensitivity to terrain; it's hard to keep weapons on target while moving quickly across obstacles you may not even be looking at.
 
+
A
 
===Variant A===
 
===Variant A===
{{Starter}}
+
An LRM support hovercraft with a [[BHP]] for rapid lock-on and a [[TAG]] for self-spotting or team missile guidance. Two free tons for LRM reloads. A rare sight on the battlefield due to its limited firepower and inability to push into cap points.
Extreme reach with a single [[cMPL]] for backup. This unit is all out to out reach any other in spotting and active radar tracking - lacking any electronic counter measures it trades it all for long range punch of the [[cLRM15]]. Should the [[TAG]] not be exploited by the team to the desired extent, this unit has more than enough to dish out by it's own. And quite for a while with the available two [[free tons| spare tons]] of reloads. Remember that clan LRM remain viable even in brawling distances!<br>
 
This units fearsome [[BHP]] is best used to spot shut down mechs and APCs, and then [[TAG]] them to the rest of the team while remaining passive and on a safe distance.
 
  
 
===Variant B===
 
===Variant B===
 
{{Starter}}
 
{{Starter}}
While boasting the second highest damage output of the Hephaestus family - the 3 [[CSPL|cSPL]]s and [[ATM6#High Explosive|ATM6 (HE)]] require you to engage uncomfortably close to your enemies. The units one ton extra armor helps in this regard, but piloting this variant still requires constant focus on evasive maneuvering to be combat effective. However, pilots who can survive an extended stay on the battlefield reward their team with radar data from the onboard [[C3]], while sporting a reduced radar signature courtesy of the [[GECM]].
+
A ferocious brawler with an extra ton of armor and a close-range loadout. The [[GECM]] suite limits detection range to 500m, and because the [[C3]] system increases passive detection to 500m, there is no reason to ever run [[Radar#Passive Radar|passive radar]]. Gnaw on targets with small pulse lasers between salvos of high explosive ATMs, and use mobility to leave any situation where outnumbered or threatened by LBX autocannons. A powerful starter and great earner in the early game, its utility drops off once targets gain the firepower to chase it off in one or two volleys.
While quite capable in close quarters against most Light, and even some Medium [[Mech| Mech's]], this unit will find itself quickly overwhelmed if outnumbered or outranged. This variant is best used in tow of a larger mech to draw enemies attention, giving free reign to unleash your incredible firepower on a distracted target.
 
 
 
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].
 
  
 
===Variant C===
 
===Variant C===
{{Starter}}
+
Underarmored by half a ton, this is a variant of the Prime that swaps pulse lasers for longer-range ER weapons. A [[cNARC]] beacon provides missile guidance for friendlies. The single [[cERLL]] and [[cERSL]] are unimpressive. Rarely seen.
This variant sports the least damage and armor of the Hephaestus variants, instead being dedicated to a support role. One of the more nimble [[AECM]] units of the game, paired with onboard [[BAP]] and [[C3]] ensure that your team is both informed on enemy position, while theirs is hidden from [[radar]]. The [[cNARC]] missile allows for marking an enemy target for allied missiles to home into, however it's own offensive capabilities are relatively limited. The single [[cERLL]] does allow you to contribute respectable damage that can be focused, even at range, directly into damaged components, and an additional [[cERSL]] comes in handy in emergencies against opposing [[Battle Armor]].
 
 
 
While primarily used to bolster a [[Gameplay_Tactics#LRM_Camping|team built around long range missiles]] due to its [[cNARC]] and Radar suite. While any [[AECM]] unit is valuable, the [[Hephaestus#Prime|Prime Variant]] should be considered for supporting a more mixed team.
 
 
 
In conjunction with the Hephaestus chassis' in ability to spawn and arm friendly [[Battle Armor]], there is a small niche for using this in supporting a squad of [[Battle Armor]]- considering the [[AECM]] make the already evasive units [[radar|radar invisible and untargetable]], while the [[BAP]] and [[C3]] ensures enemy [[Battle Armor]] are visible to all allies, and at an extended range, too.
 
  
 
===Variant D===
 
===Variant D===
 
{{Starter}}
 
{{Starter}}
This is no skirmisher, it's weapons bordering on long range by 800m will hardly kill even the BA by a full burst. One has to work the damage in, or pick a nearly dead or severely crippled target. Being short of that, better be moving in a pack, or avoid engagement all together.<br>
+
A powerful sniper or skirmisher with the power of two [[cUAC5]]s. Landing consistent shots on the same component requires a steady hand and some timing, but once mastered, the Hephaestus D can pick torsos and arms off enemy mechs from 800m while using its mobility to either kite away for safety or close in for the finishing blow. Battle armor, ASF, and VTOLs all have to respect the threat. The D is also cheap, meaning it's a great springboard for saving up for heavier assets, and cool-running on hot battlefields. It lacks any defensive ECM, but can run passive without sacrificing firepower.
This unit is best suited for the patient sharpshooter capable to dish and kite. The [[BAP]] will give some 200m advantage in detecting nearby units.<br>
 
An unspectacular yet cool starter - able to maintain its performance in most harsh environments and circumstances of most severe battlefield electronic lock down.
 
  
 
===Variant E===
 
===Variant E===
 
{{Starter}}
 
{{Starter}}
This scout is a brawler rather than a spotter. Lacking any automatic target relying equipment, short of the voice-coms of the pilot, this variant is closer to the spirit of ''reckon in force''.<br>
+
Another close-range bruiser, more visibly intimidating than the B. Two [[HML]]s and a [[cDSSRM4]] launcher will melt through targets, especially rival tanks and hovercraft. [[BAP]] and [[GECM]] guarantee you have the awareness to pick fights and the stealth to get back out. An extremely popular starter and probably the easiest Hephaestus to use.
Once the enemy breaks the distance of the two [[HML]] range it will find him self in the land of hurt. The vary pilot is advised to break radar silence as soon as the enemy closes to the range of it's trusty [[cDSSRM4]] launcher to benefit of the self homing salvos while the lasers reload. Coupled with the swift and mobile nature of the ''Heph'', one can stay out of the engagement window of most of the assets in game, save for the but few of the lightest and swiftest.<br>
 
The 4 [[SHS]] are quite enough for its weapons heat, chainfiring the heavy lasers would only hamper its effective damage output. The [[BAP]] will provide 200m head start versus most opponents and [[GECM]] will deny additional 200m off from the prying enemy radars netting some 400m of radar advantage - nothing to sneeze at.<br>
 
Selling point? Are you kidding me? Or, are you all out of c-bills and only paying a mere tourist visit to the shop?
 
  
 
===Variant F===
 
===Variant F===
{{Starter}}
+
One of those variants with multiple small-caliber LBX autocannons that you'll just wish were a HAG. Although perhaps useful for sniping at much larger assets in the late game, this is, by and large, a coward's asset, unlikely to make a real difference in the battle.
The "F" there seems to stand for "Far".<br>
 
There is a sweet spot at 1300 meters where all of this variants weapons meet to bear at the extreme of long range. Out of reach of any lock-on missile and any radars not augmented by some Active Probe. The twin [[cLBX2]] and single [[ATM6#Extended Range|ATM6 (ER)]] guided by the 1350 meter reaching [[TAG]] will rain hurt while safe on the fringes of the battlefield. The allied guided missiles platforms will bring mutual benefit if the TAG does it's job right. Further, would an enemy try to break the distance, the care taken to position this unit properly will prove if the pilot has mastered the skill or still has lessons to learn. The free ton will spare the owner some time-loss when finally on the right spot.<br>
 
Selling point for this unit is ''chance'' - do you have the wast distance to engage from? - as in the close quarters, especially would the foe come more intimate than 150 meter, this units pilot damn better start cursing the enemy - as there is really little ''injury'' the insults can be added to.
 
  
 
===Variant G===
 
===Variant G===
 
{{Starter}}
 
{{Starter}}
Few heatsinks short of an skirmisher, few hundred meters short of long range fire support, a few weapons short of a brawler, this unit leaves quite some to be desired. Yet still we seem to see many of them on the battlefield - what gives?<br>
+
The favorite starter asset of community legend Proxema, the Hephaestus G is a safe, powerful mid-range attacker easily capable of carrying a canny player straight to a high-end assault mech. Inside 700m, the two [[cERML]]s provide primary firepower, targeting a single component. The single [[ATM6]] launcher provides screenshake and bursts of extra splash damage. The [[GECM]] and [[BAP]] allow you to pick fights and flee from superior foes—you can confidently tackle nearly any 1v1 fight with starter assets slower than you, but against groups, you'll need teammates as a screen. The trick to the Heph G is knowing when to get in to pursue the kill and when to get out to safety, a skill that can only be developed with experience. Battle armor and ASF may give you trouble, but your Clan medium lasers will deter if not actively destroy them. The biggest threat you'll face are fast assets with LBX autocannons rushing you down.
Team work. This unit is the best representative how proper teamwork augments firepower and performance:<br>
 
This one is made to be mid-range firesupport. The two [[cERML]]s and single [[ATM6]] launcher ideal range is around 600~700m. The [[GECM]] and [[BAP]] will both augment the radar for 200m while denying detection for further 200m to the enemies. Had this unit a ton to spare, it would equally well be spent for additional coolant flushes, ammo reloads and [[HS|heat skins]], yet it has none, so there is that.<br>
 
If you have company you can count on, this unit will yield you quite some income if you use it wisely and efficiently. Are you, on the other hand, a lone rider, better seek another deal; You have been warned.
 
  
  

Revision as of 19:20, 29 August 2020

Hephaestus
Hephaestus spin.gif
360v2.png
Hephaestus.png
360v2.png
Class: Hovercraft
Faction Clan
Ticket cost: 3 upon destruction
Tier: 4
Tonnage: 30 tons
Speed:

84 km/h (126 km/h with boost)

Turret rotation: 360°
Turret pitch: -10° to +70°
Variant Armament
Variant Weapons Equipment
Prime:
Price: 46 100 CBills
Total armor: 18 434
Engine: Fusion 110
A:
Price: 38 500 CBills
Total armor: 17 055
Engine: Fusion 110
B:
Price: 40 400 CBills
Total armor: 21 194
Engine: Fusion 110
C:
Price: 42 250 CBills
Total armor: 17 055
Engine: Fusion 110
D:
Price: 35 750 CBills
Total armor: 18 434
Engine: Fusion 110
E:
Price: 42 050 CBills
Total armor: 18 434
Engine: Fusion 110
F:
Price: 36 300 CBills
Total armor: 18 434
Engine: Fusion 110
G:
Price: 40 550 CBills
Total armor: 18 434
Engine: Fusion 110
Armor Points Distribution
H
L
R
F
T
B
1875
3029
3029
4039
3433
3029

All stats current as of release 0.15.3

The Hephaestus is a Clan light scouting and spotting Hovercraft introduced with MWLL 0.4. All variants are equipped with advanced electronics packages, allowing it to spot enemies early with BHP while remaining undetected itself using GECM or providing cover for friendly units with AECM. Every Hephaestus has a infantry bay that serves as a spawn point and buy zone for Battle Armor. The Hephaestus can carry up to one Battle Armor passenger in addition to the driver. The driver, however, cannot hold any BA weapons, but can exit the vehicle and purchase weapons if needed. In the map menu, the Hephaestus appears as a small blue hexagon spawn point instead of an arrow.

Roles and Gameplay Hints

Prime

Scout and electronics support platform with a precise mid-range sting thanks to its small pulse laser and twin medium pulse lasers. Needs the extra half-ton of armor, since the powerful emissions of the C3 system make it easy to target even when running passive, and the AECM suite will cover nearby friendlies so the enemy sees no targets except the Hephaestus Prime. The BHP's extreme range provides a premium intelligence take for the C3 feed, but this variant is simply too undergunned to risk pushing into fights, making it a rare pick as a starter. One glaring weakness of hovercraft is their sensitivity to terrain; it's hard to keep weapons on target while moving quickly across obstacles you may not even be looking at. A

Variant A

An LRM support hovercraft with a BHP for rapid lock-on and a TAG for self-spotting or team missile guidance. Two free tons for LRM reloads. A rare sight on the battlefield due to its limited firepower and inability to push into cap points.

Variant B

Starter Asset

A ferocious brawler with an extra ton of armor and a close-range loadout. The GECM suite limits detection range to 500m, and because the C3 system increases passive detection to 500m, there is no reason to ever run passive radar. Gnaw on targets with small pulse lasers between salvos of high explosive ATMs, and use mobility to leave any situation where outnumbered or threatened by LBX autocannons. A powerful starter and great earner in the early game, its utility drops off once targets gain the firepower to chase it off in one or two volleys.

Variant C

Underarmored by half a ton, this is a variant of the Prime that swaps pulse lasers for longer-range ER weapons. A cNARC beacon provides missile guidance for friendlies. The single cERLL and cERSL are unimpressive. Rarely seen.

Variant D

Starter Asset

A powerful sniper or skirmisher with the power of two cUAC5s. Landing consistent shots on the same component requires a steady hand and some timing, but once mastered, the Hephaestus D can pick torsos and arms off enemy mechs from 800m while using its mobility to either kite away for safety or close in for the finishing blow. Battle armor, ASF, and VTOLs all have to respect the threat. The D is also cheap, meaning it's a great springboard for saving up for heavier assets, and cool-running on hot battlefields. It lacks any defensive ECM, but can run passive without sacrificing firepower.

Variant E

Starter Asset

Another close-range bruiser, more visibly intimidating than the B. Two HMLs and a cDSSRM4 launcher will melt through targets, especially rival tanks and hovercraft. BAP and GECM guarantee you have the awareness to pick fights and the stealth to get back out. An extremely popular starter and probably the easiest Hephaestus to use.

Variant F

One of those variants with multiple small-caliber LBX autocannons that you'll just wish were a HAG. Although perhaps useful for sniping at much larger assets in the late game, this is, by and large, a coward's asset, unlikely to make a real difference in the battle.

Variant G

Starter Asset

The favorite starter asset of community legend Proxema, the Hephaestus G is a safe, powerful mid-range attacker easily capable of carrying a canny player straight to a high-end assault mech. Inside 700m, the two cERMLs provide primary firepower, targeting a single component. The single ATM6 launcher provides screenshake and bursts of extra splash damage. The GECM and BAP allow you to pick fights and flee from superior foes—you can confidently tackle nearly any 1v1 fight with starter assets slower than you, but against groups, you'll need teammates as a screen. The trick to the Heph G is knowing when to get in to pursue the kill and when to get out to safety, a skill that can only be developed with experience. Battle armor and ASF may give you trouble, but your Clan medium lasers will deter if not actively destroy them. The biggest threat you'll face are fast assets with LBX autocannons rushing you down.


Canon

The first Hephaestus scouting tanks left assembly in 3064. They are being produced exclusively by Clan Hells Horses. Matching its reconnessaince role, it is equipped with a fixed Active Probe and has moderate protection through five tons of armor. Five ton of weaponry allow it to defend itself against lighter opponents. The prime configuration is designed for electronic warfare, carrying TAG and ECM.

Date Introduced 3064 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Scout

Battletech Reference