Difference between revisions of "Hellhound"

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(Variant C - "MadHouse": Mad Mouse???)
m (infobox stats update pass (0.16.1), readability, var G fluff needs update)
 
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| Class = Medium
 
| Class = Medium
 
| Faction = Clan
 
| Faction = Clan
| Tickets = 7
+
| Tickets = 6
| Tier = 7
+
| Tier = 6
 
| Tonnage = 50
 
| Tonnage = 50
 
| Speed = 97
 
| Speed = 97
| SpeedWithMasc =  
+
| SpeedWithMasc = 136
 
| Rotation = 260
 
| Rotation = 260
 
| PitchStand = -34° to +50°
 
| PitchStand = -34° to +50°
 
| PitchCrouch = -35° to +60°
 
| PitchCrouch = -35° to +60°
  
| Price Prime = 66 000
+
| Price Prime = 65 500
 
| ArmorT Prime = 49 561
 
| ArmorT Prime = 49 561
 
| Engine Prime = 300 STD
 
| Engine Prime = 300 STD
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li>1x [[CLPL]]
+
<li>1x [[CERLL]]
 
<li>1x [[CSRM4]]
 
<li>1x [[CSRM4]]
 
<li>2x [[CERML]]
 
<li>2x [[CERML]]
Line 24: Line 24:
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[iJJ]]
 
<li>[[iJJ]]
<li>3 [[DHS]]
+
<li>4 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>10t [[Armor]]
 
<li>10t [[Armor]]
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</ul>
 
</ul>
  
| Price B = 77 300
+
| Price B = 76 800
 
| ArmorT B = 52 274
 
| ArmorT B = 52 274
 
| Engine B = XL
 
| Engine B = XL
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<li>1x [[CLBX10]]
 
<li>1x [[CLBX10]]
 
<li>2x [[CSRM6]]
 
<li>2x [[CSRM6]]
<li>4x [[CERSL]]
+
<li>3x [[CERSL]]
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[JJ]]
 
 
<li>[[AECM]]
 
<li>[[AECM]]
 +
<li>[[iJJ]]
 
<li>2 [[DHS]]
 
<li>2 [[DHS]]
<li>1 [[free ton]]
+
<li>0 [[free ton]]s
 
<li>10.5t [[Armor]]
 
<li>10.5t [[Armor]]
 
</ul>
 
</ul>
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| Price D = 78 100
 
| Price D = 78 100
| ArmorT D = 46 848
+
| ArmorT D = 46 846
 
| Engine D = XL
 
| Engine D = XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
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| Equip D = <ul>
 
| Equip D = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[JJ]]
 
 
<li>[[BHP]]
 
<li>[[BHP]]
 
<li>[[C3]]
 
<li>[[C3]]
 +
<li>[[JJ]]
 
<li>2 [[DHS]]
 
<li>2 [[DHS]]
 
<li>1 [[free ton]]
 
<li>1 [[free ton]]
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</ul>
 
</ul>
  
| Price E = 59 600
+
| Price E = 65 600
 
| ArmorT E = 49 275
 
| ArmorT E = 49 275
 
| Engine E = 300 STD
 
| Engine E = 300 STD
 
| Weapons E = <ul>
 
| Weapons E = <ul>
 
<li>2x [[CERML]]
 
<li>2x [[CERML]]
<li>3x [[ATM3|ATM3 (Std)]]
+
<li>3x [[CSSRM4]]
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
Line 107: Line 107:
 
</ul>
 
</ul>
  
| Price F = 74 000
+
| Price F = 68 000
| ArmorT F = 45 348
+
| ArmorT F = 49 348
 
| Engine F = 300 STD
 
| Engine F = 300 STD
 
| Weapons F = <ul>
 
| Weapons F = <ul>
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| Equip F = <ul>
 
| Equip F = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[GECM]]
 
 
<li>[[iJJ]]
 
<li>[[iJJ]]
 
<li>4 [[DHS]]
 
<li>4 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
<li>9.5t [[Armor]]
+
<li>10t [[Armor]]
 
</ul>
 
</ul>
  
| Price G = 65 600
+
| Price G = 72 600
 
| ArmorT G = 45 348
 
| ArmorT G = 45 348
| Engine G = 300 STD
+
| Engine G = XL
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>1x [[HAG20]]
+
<li>1x [[HAG30]]
<li>4x [[HSL]]
+
<li>5x [[HSL]]
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>0 [[DHS]]
+
<li>[[iJJ]]
<li>1 [[free tons]]
+
<li>2 [[HS]]
<li>9.5t [[Armor]]
+
<li>1 [[free ton]]
 +
<li>10t [[Armor]]
 
</ul>
 
</ul>
  
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| Armor B = 4071
 
| Armor B = 4071
 
| Armor LRA = 3901
 
| Armor LRA = 3901
 +
| Armor LE = 2714
 
| Armor LRL = 5190
 
| Armor LRL = 5190
 
| Armor INT = 3114
 
| Armor INT = 3114
| Armor LE = 2714
 
  
| Version = 0.11.3
+
| Version153 = 0.16.1
 
}}
 
}}
  
<!--Fluff current for 0.11.2-->
+
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.
The '''Conjurer''' - otherwise known as the '''Hellhound''' to [[Inner Sphere]] forces - is a [[Clan]] medium mech designed for frontline combat. Speed is sacrificed for lower price and increased survivability, helped in part by the usage of a [[Engines#Standard Engine|Standard]] engine. All units are equipped with [[EOptics|Enhanced Optics]] and a ground speed of 97 km/h. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums. The Conjurer is also notable for its battlefield longevity, as all variants mount between 9.5 and 10.5 tons of armor, and 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.
+
 
 +
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.
  
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
 +
This quintessential second-line [[skirmisher]] and [[poking]] [[variant]] features [[Jump Jets|Improved Jump Jets]] with excellent vectoring capabilities. It uses a [[cERLL]] in its right arm as its main weapon. A pair of [[Extended Range Lasers|Medium Lasers]] in the left arm amicably augments the cERLL's [[pinpoint damage]] output once a target is within 700m. Finally, an [[SRM4]] in an external pod provides an extra helping hand in close range encounters with some [[splash damage]] and can help finish off smaller mechs and [[tanks]] that are attempting to [[damage spread]].
  
The [[CLPL]] was a weapon of disbelief and much aggravation to the Inner Sphere opponents during the invasion era, and rightly so - incredible pinpoint damage at 850 m means remote surgery at a range where few other weapons can easily compete. Add the motion augmenting equipment, and it means this variant can reach positions where a only few units can reach you and successfully retaliate.<br>
+
{{Commentbox
The two [[CERML]] reach to 700 m, serving as backup weapons, and the [[CSRM4]] will provide leverage should the fight close to knife distance.<br>
+
| 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.
The bulk of the fire power being energy based and reaching at least to 700m could designate this unit as an energy-boat skirmisher with missiles as a cooler backup weapon, but it can also fill the roll of a jump sniper as well (I.E. a ''"poptart"'').
+
 
 +
| Writer1= - Toriate/Jingaku }}
  
 
===Variant A===
 
===Variant A===
This vicious close range powerhouse packs 3 [[CMPL]] for precision midrange attacks and 2 [[ATM3|ATM3(HE)]] for scathing close combat. This variant is a terror for against smaller assets with its ability to get into close range, deal high damage, and survive in a brawl for long periods of time. The only saving grace for the opposition is that this Hellhound often has its radar on to use its ATMs against more mobile targets meaning both teams will likely be aware of the fight making it a bad assassin brawler and more of a rank and file soldier unit for larger teamfights.
+
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.
 +
 
 +
{{Commentbox
 +
| 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.
 +
 
 +
| Writer1= - Toriate/Jingaku
 +
 
 +
| Comment2=
 +
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.
 +
 
 +
| Writer2= - [CJF] DireWolf2K
 +
}}
  
 
===Variant B===
 
===Variant B===
This variant is a powerhouse inside 450 m. Even with its [[LBX10]] destroyed, the quad [[ERSL]] battery deals large laser damage with half the cooldown and significantly less heat. The [[JJ]]s allows this unit to get in alpha strikes over hills, buildings, and other low cover, and the [[AECM]] allows this units to provide radar cover for its allies, while posing a close range threat to anyone that moves in on those under the radar umbrella.
+
One of the more expensive Hellhounds, this skirmisher variant features slightly more [[armor]] but has a fragile [[engines#Extra Light Engine|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.
 +
 
 +
{{Commentbox
 +
| 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.
 +
 
 +
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.
 +
 
 +
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.
 +
 
 +
This variant closely resembles the Centurion CN-9D BattleMech.
 +
 
 +
| Writer1= - Toriate/Jingaku
 +
 
 +
| Comment2=
 +
The Hellhound B is the most expensive Hellhound, and for good reason. It brings [[AECM]] to the battle on a competent [[brawler]] with a high damage [[alpha strike]]. The Hellhound is the only [[Clan]] [[asset]] with both [[Jump Jets]] and AECM. The B is a little ammo-hungry and lacks [[free tons]] so pilots should be wary of their ammo use. Hellhounds are fast and so returning to base for [[repair]] and [[rearm]] is no problem, just be ready for when the time comes. Pilots should stick close to their team with the B since AECM is so powerful. Staying in [[Active Radar Mode]] is important to protect one's allies. Only go [[Passive]] once the B's [[armor]] is exhausted.
 +
 
 +
| Writer2= - Warlord Kentax}}
  
 
===Variant C - ''"MadMouse"''===
 
===Variant C - ''"MadMouse"''===
  
Tough as nails with an extra half ton of armor, and packing a tremendous punch in its own weight class in any range.<br>
+
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 "Mad Mouse" to deliver blistering beams out to the edge of typical brawling ranges.
The three [[CLRM5]] launchers apply both steady DPS and considerable screen shake, and once the three [[HML]]s are brought to bear, the enemy will be relieved of any component put in harms way.<br>
+
 
Trading mobility for endurance and heavy punch, this unit reaps the fruits of the latter two, although care must be taken not to fall victim to the former. The armor level is not sufficient for prolonged engagements against similarly priced Inner Sphere heavy Mechs.<br>
+
{{Commentbox
Surprisingly, this variant is actually rather weak in a knife-fight brawl, preferring to stay at the 300-400 m range where its lasers and missles can more easily find their targets. Care must be taken not to allow a fast enemy asset to close withing the 30 m minimum range envelope of the [[CLRM]] launchers, as it will deny the pilot a considerable part of her damage output. Additionally a wary opponent that gets in close may shrug off several [[HML]] volleys by a mix of jump jets, [[MASC]], and torso twisting. As this chassis has no mobility equipment, it will be difficult to get back in LRM range once an opponent is on you.
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| 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.
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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.  
 +
 
 +
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 10m minumum range.
 +
 
 +
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.
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 +
| Writer1= - Toriate/Jingaku
 +
 
 +
| Comment2=
 +
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!
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 +
| Writer2= - [CJF] DireWolf2K}}
 +
 
 +
===Variant D - ''"Stink Eye"''===
 +
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 "Stink Eye" 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.
 +
 
 +
{{Commentbox
 +
| 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.
  
===Variant D - ''"G.I."''===
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| Writer1= - Toriate/Jingaku
{{fluff}}
+
 
''"G.I."'' once stood for General Infantry - cheap, reliable and something that could be counted on. This exactly are the virtues that embellish this variant: the ever cool [[UAC10]] with a spare ton of reloads, the three ammo efficient [[CSRM2]] that will provide every so often screen shake - disrupting the opponents aim. The upgraded armor...<br>
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| Comment2=
Nothing too special, nothing too fancy, just old school "lock and load" marines!<br>
+
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.  
Stop wasting the time, get the stuff and jump in to the fray soldier, people are dying over there - marines lead the way!<br>
+
 
This realtively cheap unit is ideal for rapid deployment for base defense, as while the DPS isn't incredible, the unit has both enough armor and a low enough profile that it won't likely be the first target focused, and thus can deal considerable damage over time. Most of this variant's value comes from its [[UAC10]] arm, so pilots most be cautious not to lose it early into a fight. The SRM launchers may be chain fired for maximum stagger, or group fired like an SRM6 launcher with a shorter recycle time.
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| Writer2= - fire-hound}}
  
 
===Variant E===
 
===Variant E===
 +
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.
  
A Clan classic if there ever was one. Two [[CERML]], three [[ATM3]] and lo and behold - [[iJJ|Improved Jump Jets]]!<br>
+
<!--{{Commentbox
If you take care of where you stand and note how the battle is progressing, if you engage only aerial targets, and if you use your CERML sparingly for the occasional finishing blow, you might not even notice how hot this unit gets when used as a skirmisher.<br>
+
| 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!
Skirmishers should jump out of cover, fire the laser battery, wait for the ATMs to lock on, and launch during the fall into cover. Take care not to fire them under the 120 m minimum range and apply coolant to stay off the yellow line. Turning and twisting damaged components out of harms way will allow the pilot to get in a few more volleys before being forced to repair.<br>
+
 
The [[ATM3]]s will likely be ready to fire by the time the jump jets have recharged, allowing for a near constant stream of fire. This is a decent mech for the price and it's common to see them live long enough to be sold at base for a net gain.
+
| Writer1= - [CJF] DireWolf2K }}-->
  
 
===Variant F===
 
===Variant F===
With a gunload resembling that of a certain popular Solitare variant, but packing substantially more armor and close range punch with its [[HMG]]s. Its [[CERPPC]] provides fearsome punch at all ranges and its [[CERSL]]s dig into wounded components nicely. This Hellhound's versatility is highlighted by its [[GECM]] and [[IJJ]] giving it tons of options for how it approaches and engages targets, making it a tricky combatant to pin down when coupled with the Hellhound's signature toughness. A powerful generalist that excels at nothing but isn't bad at anything either makes for a flexible mech capable of adapting to a dynamic engagement without need to rearm or rebuy.
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Closely resembling the [[Solitaire|Solitaire E]], this flexible sharpshooter variant features [[EOptics]], [[iJJ|Improved Jump Jets]], Four [[DHS]] and a [[ERPPC]] in the right arm is capable of projecting a heavy punch out to long ranges, remaining effective down to point-blank range. Triple [[CERSL|Extended Range Small Lasers]] in the left arm serve as backup weapons, synergizing with an array of Four [[HMG]]s to provide extra damage in close quarters.
  
 
===Variant G - ''"Bayonet"''===
 
===Variant G - ''"Bayonet"''===
Armed with the mighty [[HAG20]], this mech is capable of putting out some serious damage in the early to mid stages of the game. However, it's true calling and namesake is pairing that at close range with its array of 4 [[CHSL|Heavy Small Lasers]] which in tandem with its main gun are capable of putting serious hurt even on larger mechs. Coupled with the Hellhound's trademark survivability, it has plenty of opportunities to apply it's damage at both short and long ranges. This unit is perhaps must at home when contributing its [[HAG20]] damage to a larger firing line, then breaking off to dive a weakened enemy, and using its armor to return to its own line.  
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{{Section out of date|0.16.1}}
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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. Quintuple [[Heavy Small Laser]]s act as the basis of the Bayonet's namesake, easily searing off armor at knife-fighting range. [[JJ|Standard Jump Jets]] can be used for maneuvering or [[poptart|poptarting]], and [[MASC]] helps close the distance for the lasers. Keep in mind that the [[engines#Extra Light Engine|XL engine]] will reduce the G's durability.
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{{Commentbox
 +
| 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 is actually a bit more robust than the others, since it does not need to distribute armor to missile pods like the other Hellhounds.
 +
 
 +
| Writer1= - Toriate/Jingaku }}
  
 
==History==
 
==History==
 
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].
 
The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a [[Engines |Standard Engine]].
 +
  
 
==Canon==
 
==Canon==
Line 202: Line 259:
 
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.  
 
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.  
  
Year introduced: 2829, during the "Early Succession Wars" era (2781 - 2900)
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Year introduced: 2829, during the "Early Succession Wars" era (2781 - 2900) Unit Role: Skirmisher
 
 
Unit Role: Skirmisher
 
  
 
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]
 
[http://www.sarna.net/wiki/Conjurer_(Hellhound) BattleTech Reference]
  
 
{{Template:Navbox Assets Clan}}
 
{{Template:Navbox Assets Clan}}

Latest revision as of 03:49, 28 July 2023

Hellhound
Hellhound spin.gif
360.png
Hellhound.png
360.png
Class: Medium Mech
Faction: Clan
Ticket cost: 6 upon destruction
Tier: 6
Tonnage: 50 tons
Speed: 97 km/h (136 km/h with MASC)
Torso yaw: 260°
Torso pitch: -34° to +50° while standing
-35° to +60° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 65 500 CBills
Total armor: 49 561
Engine Size: 300 STD
A:
Price: 59 200 CBills
Total armor: 48 061
Engine Size: 300 STD
B:
Price: 76 800 CBills
Total armor: 52 274
Engine Size: XL
C:
Price: 62 500 CBills
Total armor: 50 774
Engine Size: 300 STD
D:
Price: 78 100 CBills
Total armor: 46 846
Engine Size: XL
E:
Price: 65 600 CBills
Total armor: 49 275
Engine Size: 300 STD
F:
Price: 68 000 CBills
Total armor: 49 348
Engine Size: 300 STD
G:
Price: 72 600 CBills
Total armor: 45 348
Engine Size: XL
Armor Points Distribution
LE
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2714
4071
2760
3901
3901
5190
4410
6785
4410
3901
5190
3114

All stats current as of release 0.16.1

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 Standard engine. Relatively cheap for a clan chassis, it bridges the affordability gap between the high-end clan light mechs and the clan mediums.

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.


Roles and Gameplay Hints

Prime

This quintessential second-line skirmisher and poking variant features Improved Jump Jets with excellent vectoring capabilities. It uses a cERLL in its right arm as its main weapon. A pair of Medium Lasers in the left arm amicably augments the cERLL's pinpoint damage output once a target is within 700m. Finally, an SRM4 in an external pod provides an extra helping hand in close range encounters with some splash damage and can help finish off smaller mechs and tanks that are attempting to damage spread.

Player Comments:
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.
- Toriate/Jingaku


Variant A

A dedicated close-range brawler with marginal skirmishing capabilities, this variant notably lacks jumping capabilities. An array of 3 Medium Pulse Lasers spread across the side torsos and right arm provide a rapid source of short-mid range damage, while a pair of HEATM 3s located in an external pod and left arm grants this variant an extremely painful up-front punch in a brawl.

Player Comments:
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.
- Toriate/Jingaku
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 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 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.
- [CJF] DireWolf2K


Variant B

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 small lasers in the left arm provide adequate backup weaponry.

Player Comments:
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.

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.

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.

This variant closely resembles the Centurion CN-9D BattleMech.
- Toriate/Jingaku
The Hellhound B is the most expensive Hellhound, and for good reason. It brings AECM to the battle on a competent brawler with a high damage alpha strike. The Hellhound is the only Clan asset with both Jump Jets and AECM. The B is a little ammo-hungry and lacks free tons so pilots should be wary of their ammo use. Hellhounds are fast and so returning to base for repair and rearm is no problem, just be ready for when the time comes. Pilots should stick close to their team with the B since AECM is so powerful. Staying in Active Radar Mode is important to protect one's allies. Only go Passive once the B's armor is exhausted.
- Warlord Kentax


Variant C - "MadMouse"

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 LRM5s spread across external pods and the left arm provides withering streams of missiles that function down to brawling range, while 3 Heavy Medium Lasers located in the right arm and side torsos allow the "Mad Mouse" to deliver blistering beams out to the edge of typical brawling ranges.

Player Comments:
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.

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.

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 10m minumum range.

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.
- Toriate/Jingaku
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!
- [CJF] DireWolf2K


Variant D - "Stink Eye"

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 probe greatly enhances its sensor radius. Basic Jump Jets provide ample vertical maneuverability. A Heavy Large Laser built into the right arm allows the "Stink Eye" 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.

Player Comments:
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.
- Toriate/Jingaku
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.
- fire-hound


Variant E

A solid bread-and-butter skirmisher variant with augmented maneuverability thanks to Improved Jump Jets. A duo of 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 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.


Variant F

Closely resembling the Solitaire E, this flexible sharpshooter variant features EOptics, Improved Jump Jets, Four DHS and a 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 Small Lasers in the left arm serve as backup weapons, synergizing with an array of Four HMGs to provide extra damage in close quarters.

Variant G - "Bayonet"

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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. Quintuple Heavy Small Lasers act as the basis of the Bayonet's namesake, easily searing off armor at knife-fighting range. Standard Jump Jets can be used for maneuvering or poptarting, and MASC helps close the distance for the lasers. Keep in mind that the XL engine will reduce the G's durability.

Player Comments:
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 is actually a bit more robust than the others, since it does not need to distribute armor to missile pods like the other Hellhounds.
- Toriate/Jingaku


History

The Hellhound was confirmed for release with update version 0.11.0, notably being the first Clan mech utilizing a Standard Engine.


Canon

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. 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.

Year introduced: 2829, during the "Early Succession Wars" era (2781 - 2900) Unit Role: Skirmisher

BattleTech Reference