Difference between revisions of "Atlas"
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===Variant D - ''"Powerwalk"''=== | ===Variant D - ''"Powerwalk"''=== | ||
− | The Powerwalk has little in the way of weapons, sporting less weaponry than many medium Mechs. What makes the Powerwalk a viable option is that, thanks to [[MASC]], it does what no other Mech is capable of: Getting to the frontlines at nearly the speed of a [[Madcat]] and with 26% more armor. Not only does the Powerwalk travel quickly, but it does so quietly as it is equipped with [[GECM]]. Careful not to ride the [[heat|yellow line]] | + | The Powerwalk has little in the way of weapons, sporting less weaponry than many medium Mechs. What makes the Powerwalk a viable option is that, thanks to [[MASC]], it does what no other Mech is capable of: Getting to the frontlines at nearly the speed of a [[Madcat]] and with 26% more [[armor]]. Not only does the Powerwalk travel quickly, but it does so quietly as it is equipped with [[GECM]]. Careful not to ride the [[heat|yellow line]] too closely as an inopportune [[overheat]] will broadcast the Powerwalk's location to every enemy. Thanks to the Powerwalk's generous 8 [[DHS]], it can sustain fire with its 3 [[MPL]]s with little issue, even on hot [[maps]]. The Powerwalk has no long range weapons, so using MASC can be critical to bring its [[AC20]] and two [[SRM6]]s to bear. In general, Atlas Mechs tend to draw enemy fire and receive an overlarge [[threat assessment]]. The Powerwalk can take advantage of this. 6Even though the Powerwalk's weapons tend to lend themselves to [[staring]], the beauty of the Powerwalk's weapon distribution allows it to [[tanking|tank]] and [[damage spread]] quite effectively giving allies time to deal out damage. Each arm only carries a single [[MPL]] meaning little of the Powerwalk's function or firepower is lost from a destroyed arm. Only the Powerwalk's [[right torso]] mounts much firepower (SRM6 and AC20) and any enemy trying to destroy the Powerwalk through a side torso will be disappointed with its slow [[damage transfer]] thanks to the Powerwalk's [[standard engine]]. As for ammo, the Powerwalk does tend to run out of SRMs during long engagements, since its free ton should be dedicated to AC20 ammo. That said, the Powerwalk's MASC makes [[repair]] and [[rearming]] substantially easier that with other assault Mechs. |
===Variant E - ''"Master & Commander"''=== | ===Variant E - ''"Master & Commander"''=== |
Revision as of 09:48, 8 July 2022
Atlas | ||
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Class: | Assault Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 14 upon destruction | |
Tier: | 15 | |
Tonnage: | 100 tons | |
Speed: | 53 km/h (76 km/h with MASC) | |
Torso yaw: | 180° | |
Torso pitch: | -35° to +45° while standing -35° to +55° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 106 100 CBills Total armor: 92 755 Engine Size: Vlar 300 STD |
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A: Price: 114 900 CBills Total armor: 94 359 Engine Size: Vlar 300 STD |
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B: Price: 121 700 CBills Total armor: 94 359 Engine Size: Vlar 300 STD |
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C: Price: 102 400 CBills Total armor: 94 359 Engine Size: Vlar 300 STD |
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D: Price: 106 300 CBills Total armor: 92 755 Engine Size: Vlar 300 STD |
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E: Price: 114 300 CBills Total armor: 91 146 Engine Size: Vlar 300 STD |
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F: Price: 106 000 CBills Total armor: 94 359 Engine Size: Vlar 300 STD |
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G: Price: 98 100 CBills Total armor: 94 359 Engine Size: Vlar 300 STD |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3
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 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.
Contents
Roles and Gameplay Hints
Prime
The Atlas Prime is built towards command and control of large areas of the Map with its heavy, long-range firepower. 2 ERPPCs on the arms and twin LRM5s give it firepower at long range, while a Gauss Rifle provides a powerful punch at any range. If an enemy approaches too close to use the LRMs, the ERMLs 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.
Variant A - "Mr. Bubbles"
The Atlas A, dubbed "Mr. Bubbles", is armed with 3 RAC5, giving it incredible damage-per-second against enemy targets. 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 DSRM4s require a different lead then the RACs, and thus are best used while your 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 RACs can be used further out, but the spread and damage falloff prevents them from dealing significant damage beyond 500m, and the DSRMs 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.
Variant B
The B Variant is one of only 3 mechs armed with a Improved Heavy Gauss, giving it serious firepower at medium- to short-range. This terrifying weapon is supported by two PPCs, 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.
Variant C
This Atlas variant is designed to be a return fire disruptor. It is mounting an array of aim disrupting weaponry consisting of 2 AC10s, twin 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.
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.
Variant D - "Powerwalk"
The Powerwalk has little in the way of weapons, sporting less weaponry than many medium Mechs. What makes the Powerwalk a viable option is that, thanks to MASC, it does what no other Mech is capable of: Getting to the frontlines at nearly the speed of a Madcat and with 26% more armor. Not only does the Powerwalk travel quickly, but it does so quietly as it is equipped with GECM. Careful not to ride the yellow line too closely as an inopportune overheat will broadcast the Powerwalk's location to every enemy. Thanks to the Powerwalk's generous 8 DHS, it can sustain fire with its 3 MPLs with little issue, even on hot maps. The Powerwalk has no long range weapons, so using MASC can be critical to bring its AC20 and two SRM6s to bear. In general, Atlas Mechs tend to draw enemy fire and receive an overlarge threat assessment. The Powerwalk can take advantage of this. 6Even though the Powerwalk's weapons tend to lend themselves to staring, the beauty of the Powerwalk's weapon distribution allows it to tank and damage spread quite effectively giving allies time to deal out damage. Each arm only carries a single MPL meaning little of the Powerwalk's function or firepower is lost from a destroyed arm. Only the Powerwalk's right torso mounts much firepower (SRM6 and AC20) and any enemy trying to destroy the Powerwalk through a side torso will be disappointed with its slow damage transfer thanks to the Powerwalk's standard engine. As for ammo, the Powerwalk does tend to run out of SRMs during long engagements, since its free ton should be dedicated to AC20 ammo. That said, the Powerwalk's MASC makes repair and rearming substantially easier that with other assault Mechs.
Variant E - "Master & Commander"
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 Master, while GECM keeps it hidden from detection. Dual LAMS offer itself and nearby allies good protection from missile barrages, and the iNARC enables it to select targets for itself and friendly missile artillery. The armament of 2 ERLLs and 2 LRM15s 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. As the anchor that the team together, 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 has 3 tons for extra ammo giving it modest staying power. Players are recommended to conserve ammo during prolonged sorties. The E is the least Armored Atlas and carries only 4 DHS players should watch their heat carefully and chain fire their weapons if needed.
Note: This asset has both C3 and GECM, meaning there is no benefit to using passive radar.
Variant F
A unique variant, the Atlas F heavily relies on the mechwarrior's ability to use the two heavy hitting Tbolt15 missile launchers as effectively as possible. Their lock on range is 750m but will still do damage to targets out to 1940m 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 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.
Variant G
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 alpha strike consisting of a UAC20 and twin MRM30s, plus four HMGs can attest to its awesome firepower that shreds opponents in mere seconds. Two DHS are sufficient for extended autocannon & 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, so 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 60m minimum range, so be wary of fast brawlers and take them down quickly!
History
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.
Canon
"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." |
— Aleksandr Kerensky |
The Atlas, or "Death's Head" 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 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.
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 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.
Date Introduced 2755 during the Era known as "Star League" (2571 - 2780) - Unit Role: Juggernaut