Difference between revisions of "Osiris"
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===Variant G=== | ===Variant G=== | ||
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{{Starter}} | {{Starter}} | ||
− | A long range alternative to the E, the Osiris G is capable of outputting its, slightly greater but still relatively mediocre, full firepower from a less extreme 900m out. The E's shortest ranged armament is an [[ERPPC]] accompanied by | + | A long range alternative to the E, the Osiris G is capable of outputting its, slightly greater but still relatively mediocre, full firepower from a less extreme 900m out. The E's shortest ranged armament is an [[ERPPC]] accompanied by a duo of [[AC2|Standard AutoCannons2]], with its damage dealing potential split relatively equally between weapon platforms. Overall, the Osiris G is an effective long-range sniper or fire support Mech and capable of [[Gameplay Tactics#poptarting|jump sniping]], although it carries less armor than some variants and should avoid brawls at all costs. This short-range weakness is exacerbated by the loss of [[iJJ]]s, making it far more difficult to escape dangerous situations and the fact that in order to use their full firepower it must run active radar, so the pilot should do their best to stay as close to the max range of its main weapon as possible. However, the event it's in close range the trio of [[HMG]] can be extremely useful in hunting down [[Battle Armor]], or removing armor from an opponent. |
==Historical== | ==Historical== |
Revision as of 19:20, 6 July 2022
Osiris | ||
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Class: | Light Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 2 upon destruction | |
Tier: | 3 | |
Tonnage: | 30 tons | |
Speed: | 118.8 km/h (166 km/h with MASC) | |
Torso yaw: | 360° | |
Torso pitch: | -25° to +35° while standing -25° to +45° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 34 600 CBills Total armor: 29 693 Engine Size: Pharaoh 240 XL |
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A: Price: 33 400 CBills Total armor: 29 693 Engine Size: Pharaoh 240 XL |
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B: Price: 31 400 CBills Total armor: 28 255 Engine Size: Pharaoh 240 XL |
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C: Price: 36 650 CBills Total armor: 26 031 Engine Size: Pharaoh 240 XL |
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D: Price: 32 500 CBills Total armor: 30 808 Engine Size: Pharaoh 240 XL |
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E: Price: 34 100 CBills Total armor: 26 031 Engine Size: Pharaoh 240 XL |
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F: Price: 41 000 CBills Total armor: 30 808 Engine Size: Pharaoh 240 XL |
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G: Price: 33 200 CBills Total armor: 26 031 Engine Size: Pharaoh 240 XL |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3
The Osiris is an Inner Sphere Light Mech that mostly concentrates on firepower and maneuverability. Advantageous 360 degree torso rotation helps spreading the damage, increasing the survivability of this lightly armored mech. Most Osirises are also equipped with Jump Jets, giving pilots more options to approach and escape combat situations.
Contents
Roles and Gameplay Hints
Prime
Starter Asset |
The Osiris Prime packs a heavy-hitting close- to mid-range arsenal on a fairly maneuverable platform with the heavier armor of the Osiris brawler trio. Four ERMLs provide the main punch, reaching out and damaging the enemy at appreciable range, while an SRM6 gives it an extra little boost in firepower at close range. The Prime Variant is a brawler at heart, and is meant to dash into enemy lines aided by its improved jump jets, disrupting coordination and line-of-sight, all the while pummeling targets with its varied weaponry. Thanks to its battery of lasers, it also excels at hunting Battle Armor, allowing larger friendly Mechs to focus on juicier targets in relative safety.
Variant A
Starter Asset |
The A variant focuses on Energy Weapons. Its 3 MXPLs offer impressive firepower at medium-range, and its SSRM4 pack give the Osiris A a well-rounded profile. The A variant is an effective Light Mech hunter using its speed and impressive torso rotation to lay down a wall of pulse fire, even while at a full run. This variant lacks jump jets, and also has a very long window of engagement, owing to the fast-firing but low-damage per shot nature of its lasers. The second of the Osiris brawler trio, it's one of the better armored variants.
Variant B
Starter Asset |
This Variant's "fluff" text is missing or out of date. Please help us fix it by logging in. |
The Osiris B is a flexible and nimble brawler with limited skirmishing and jump sniping capabilities. The B's improved jump jets give it the ability to quickly escape or break line of sight while its LPPC and UAC5 are charging up and cooling down respectively. While both of these weapons are capable close combat weapons, the B's ability to function as a brawler is mostly due to its 3 SPLs. The B can run a bit hot, and players will often find themselves having to use coolant or avoid firing the LPPC.
Variant C
Starter Asset |
The C variant mounts 1 standard IS PPC, which gives it impressive striking power for a light Mech. This is backed by 3 SLs and an SRM6 pack for close-range work. Thanks to its high speed, 360° torso twist and good range, it can be used as a effective harasser and hit-and-run Mech, well suited to kiting enemies at range and finishing them off up close. A brawler at heart, it may find itself outgunned by other units at long range, but dedicated brawlers can still overwhelm it if not softened from afar.
Variant D
Starter Asset |
The Osiris D is capable of providing sustained direct fire support and limited Anti-Air duties- in a pinch. The pair of RAC2 can reach out to 800m, however it takes a skilled pilot to lead these projectiles against fast, light mechs effectively that far out. The bulk of the damage lies within 250m where the three Machine Guns sting in full effect. Focusing this deadly spray of lead on one component will make quick work of any mech that close, and possibly quicker work of ASF or VTOL; which RAC2 and MG deal bonus damage to. Osiris D pilots need to exercise caution, in combination with good map awareness and radar discipline- this variants thickened armor won't make up too long for a big mistake or miss calculation.
If fleeing from the enemy, remember to twist away the most ablated sections, possibly shooting back at him when navigation permits it.
Variant E - "Bear"
Starter Asset |
The Osiris E carries a Light Gauss, its signature weapon. Two ERMLs give it some backup weaponry. This variant sacrifices a lot of damage potential to enjoy its range advantage- and won't be able to go toe-to-toe against more aggressive light 'mechs. Combined with EOptics, its iJJs and 1 free tons for carrying additional ammunition, the Osiris E is capable of striking at extreme distance and jump sniping with relative ease. The Osiris E pilot should always be thinking of ways to use the improved jumpjets to put a obstacles and distance between them and their enemies; and to keep an eye on the sky for pesky Aerospace that you can send scurrying back to repair with carefully aimed shots of Light Gauss.
Variant F - "Rudolph"
Starter Asset |
Known as "Rudolph", the Osiris F is the most armored variant of the brawler trio, and even more brawl-oriented than the Osiris Prime due to its shorter maximum weapon range. In place of the ERMLs, the F carries 6 ERSLs which trade range for efficiency and fire rate. The Prime's SRM6 pack is replaced with an SSRM6 and this modification yields 1 free ton for carrying additional SSRMs. Equipped with Myomer Accelerator Signal Circuitry, allows it to very quickly close the gap and cripple other light Mechs, and combined with Improved Jumpjets makes it the most agile Osiris variant. However, half of the F's lasers are carried in its right arm, so care must be taken to protect it from fire. In addition, the Osiris F is the most expensive variant available, costing 41 000 CBills. It excels at the beginning of terrain control game mode, dashing quickly with its MASC and improved jump jets to take over capture zones.
Variant G
Starter Asset |
A long range alternative to the E, the Osiris G is capable of outputting its, slightly greater but still relatively mediocre, full firepower from a less extreme 900m out. The E's shortest ranged armament is an ERPPC accompanied by a duo of Standard AutoCannons2, with its damage dealing potential split relatively equally between weapon platforms. Overall, the Osiris G is an effective long-range sniper or fire support Mech and capable of jump sniping, although it carries less armor than some variants and should avoid brawls at all costs. This short-range weakness is exacerbated by the loss of iJJs, making it far more difficult to escape dangerous situations and the fact that in order to use their full firepower it must run active radar, so the pilot should do their best to stay as close to the max range of its main weapon as possible. However, the event it's in close range the trio of HMG can be extremely useful in hunting down Battle Armor, or removing armor from an opponent.
Historical
Osiris Variant E with Light Gauss - "Bear" Named in homage to our beloved senior fallen comrade Bear, who in the battle of life mounted his trusty Osiris E on February 2022 and rode off into what would become his final battle. Rest In Peace old friend, the day will come when we meet again.
Canon
The Osiris was essentially modeled after the Clan Dragonfly and designed by the same engineers who designed the Anubis. While the limits of Inner Sphere technology forced the designers to skimp on the specifications somewhat, the Osiris does maintain the same speed as the design it is based off of with its powerful Pharaoh 240 XL engine. The armor and jump capacity are sadly lacking, however, as the Osiris can only jump half as far as the Dragonfly with its four Rawlings 61 jump jets and is armored with StarGuard Ferro-Fibrous. The Osiris was designed to be a fast, hit-and-fade style offensive platform and can perform well in that capacity with its awesome speed, although it does appear to rely too heavily on its mobility to protect it from damage. Notable Pilots - RickHunter{12thVR} - IS, grog - MERC, Naikel - MERC, Mechthild - CL
Date Introduced 3063 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Striker