Difference between revisions of "Hephaestus"

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(Variant D)
 
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{{Vehicle|
 
{{Vehicle|
| Image = File:Hephaestus.jpg
+
| Image = File:Hephaestus.png
 +
| ImageGif = File:Hephaestus_spin.gif
 
| Class = Hovercraft
 
| Class = Hovercraft
 
| Faction = Clan
 
| Faction = Clan
| Tickets = 2
+
| Tickets = 3
 
| Tier = 4
 
| Tier = 4
 
| Tonnage = 30
 
| Tonnage = 30
 
| Speed = 84
 
| Speed = 84
 +
| BoostSpeed = 126
 
| Rotation = 360
 
| Rotation = 360
 
| Pitch = -10° to +70°
 
| Pitch = -10° to +70°
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</ul>
 
</ul>
  
| Price A = 39 500
+
| Price A = 41 450
| ArmorT A = 17 055
+
| ArmorT A = 18 434
 
| Engine A = Fusion 110  
 
| Engine A = Fusion 110  
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>1x [[CMPL]]
+
<li>2x [[Flamer]]
<li>1x [[CLRM15]]
+
<li>1x [[CLRM20]]
<li>1x [[TAG]]
+
<li>2x [[HMG]]
 +
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[BHP]]
+
<li>[[BAP]]
 
<li>0 [[DHS]]
 
<li>0 [[DHS]]
<li>2 [[free ton]]
+
<li>1 [[free ton]]
<li>5.5t [[Armor]]
+
<li>6t [[Armor]]
 
</ul>
 
</ul>
  
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| Engine C = Fusion 110  
 
| Engine C = Fusion 110  
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>1x [[CERLBL]]
+
<li>1x [[CERLL]]
<li>1x [[CERSBL]]
+
<li>1x [[CERSL]]
 
<li>1x [[CNARC]]
 
<li>1x [[CNARC]]
 
</ul>
 
</ul>
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</ul>
 
</ul>
  
| Price F = 36 300
+
| Price F = 39 300
 
| ArmorT F = 18 434
 
| ArmorT F = 18 434
 
| Engine F = Fusion 110  
 
| Engine F = Fusion 110  
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>3x [[CLBX2]]
+
<li>1x [[CLPL]]
 
<li>1x [[ATM6#Extended Range|ATM6 (ER)]]
 
<li>1x [[ATM6#Extended Range|ATM6 (ER)]]
 
<li>1x [[TAG]]
 
<li>1x [[TAG]]
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<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>0 [[HS]]
 
<li>0 [[HS]]
<li>1 [[free tons]]
+
<li>0 [[free tons]]
 
<li>6t [[Armor]]
 
<li>6t [[Armor]]
 
</ul>
 
</ul>
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| Engine G = Fusion 110  
 
| Engine G = Fusion 110  
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>2x [[CERMBL]]
+
<li>2x [[CERML]]
 
<li>1x [[ATM6#Standard|ATM6 (Std)]]
 
<li>1x [[ATM6#Standard|ATM6 (Std)]]
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
 
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[GECM]]
 
<li>[[GECM]]
Line 143: Line 145:
 
| Armor T = 3433
 
| Armor T = 3433
  
 +
| Version153 = 0.16.1
 
}}
 
}}
  
<!--Stats current for 0.10.3
+
The '''Hephaestus''' is a [[Clan]] [[scout]] [[Hovercraft]]. Besides the [[APC]], the Hephaestus is the only [[starter]] with an [[infantry bay]]. and can carry up to one [[Battle Armor]] passenger. Only the passenger can carry extra [[BA weapons]]. The pilot must exit the heph to purchase weapons.
Fluff current for 0.10.3-->
+
 
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 can carry up to one [[Battle Armor]] (unfortunately at this time the battle armor loses it's larger weapons when it enters the Hephaestus.)
+
Note: In the [[map menu]], the Hephaestus appears as a small blue hexagon spawn point instead of an arrow.
  
 
==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 twin [[CSPL|small]] and [[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. One glaring weakness of the Hephaestus is its fast speed, while slower then a harasser it will still have trouble bringing its full damage on a single spot due to its high speed. It is a cheap brawler though and very well adapt to poking at partisans or other light units and should never be underestimated.
+
Very effective [[scout]] and [[supporter]]. Not effective in combat without nearby allies.
 +
 
 +
{{Commentbox
 +
| Comment1=The Hepheastus Prime is somewhat atypical to most variants, sporting an offensive armament consisting entirely of pulse lasers, namely 2 CMPL and 1 CSPL. Coupled with the usual electronics package, supplemented with AECM, this allows this bad boi to endlessly excrete CBills in the presence of both allies and enemies. This, combined with a TAG, allows the user of this asset to reap untold profits from simultaneously supplying radar information, providing AECM cover and directing a storm of missiles onto a target, potentially turning the tide of an engagement.
 +
| Writer1= - Arcticus }}
  
 
===Variant A===
 
===Variant A===
A spotter, that trades one pulse laser and some armor for [[LRM]] and a [[TAG]]. Those allow it to give long range fire support or to use its speed and stealth to attack from long range, only to vanish into cover right afterwards. With its 2 [[free tons]] it can stay in the field long by itself.
+
{{Starter}}
 +
[[Generalist]]. LRMs struggle to hit light [[assets]]. More effective as a starter in the [[mid-game]] or [[late-game]]. Good for [[kiting]]. Good anti-[[BA]].
  
 
===Variant B===
 
===Variant B===
Show time, face time and the pulse lasers...<br>
+
{{Starter}}
This unit is all about staring - the 3 [[CSPL|cSPL]]s require time to whittle down armor - luckily with surgical accuracy - best used to swiftly deny the enemy of an primary weapon. The [[ATM6#High Explosive|ATM6 (HE)]] while insanely devastating, hardly can be guided to a particular component, yet it's screen-shake more than makes up for the fact. The units one ton thicker hide will augment it's staying power, so much needed for the pulse laser barrage to do it's job. The sole [[SHS|heatsink]] will mandate coolant flushing and significantly limit the firepower after a while. The [[GECM]] will negate the adverse effect of the [[C3]] somewhat, so it can rely the targeting info somewhat more relaxed to the nearby allies.<br>
+
Well-[[armor]]ed [[early-game]] [[brawler]] and [[scout]]. Good at earning [[C-Bills]] quickly.
While quite capable to stand it's ground for a while, this unit will find itself overwhelmed pretty soon if it's damage potential isn't used savvy and in an efficient way. Best used under the parole ''"The runaways mother sheds no tears"''. Keep that in mind when buying this unit.
+
 
 +
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].
  
 
===Variant C===
 
===Variant C===
Only armed with 1 [[cERLBL]] for poking, 1[[cERSBL]] for defence and [[cNARC]], this variant is intended for a supporting role. It uses its [[AECM]] to provide cover for friendly units and the combination of [[C3]] and a [[BHP]] to feed them radar data far more detailed then they could gather themselves.
+
{{Starter}}
 +
Excellent [[scout]] and [[supporter]]. Poor [[armor]] and low [[damage]] output. More effective as a starter in the [[mid-game]] or [[late-game]].
 +
 
 +
{{Commentbox
 +
| Comment1= No extra [[ammo]] for the [[cNARC]], so aim carefully. Stay close to allies to provide them [[AECM]].
 +
| Writer1= - Warlord Kentax }}
  
 
===Variant D===
 
===Variant D===
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>
+
{{Starter}}
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>
+
Great [[skirmisher]] and [[sniper]]. Limited [[ammo]], but has the speed to go get more. Good at [[kiting]] and [[anti-air]].
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===
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>
+
{{Starter}}
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. The disciplined warrior can dish out an nearly constant stream of hurt and sore should he opt to chain fire the lasers. 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>
+
Mostly works as a [[skirmisher]], but can also do well in a [[brawl]].
The 4 [[SHS]] are quite enough for its weapons heat. 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?
+
{{Commentbox
 +
| Comment1= When trying to be stealthy, the E still needs to use [[Passive Radar]] in order to avoid detection because its weapons are [[short range]]. Poor choice for [[scout]]ing without C3. The E's pilot must use the [[chat]] or [[VoIP]] to communicate enemy positions.
 +
| Writer1= - Warlord Kentax }}
  
 
===Variant F===
 
===Variant F===
The "F" there seems to stand for "Far". 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 an 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>
+
{{Starter}}
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.
+
[[Sniper]] with excellent [[kiting]] and [[flick]]ing abilities. Struggles to fight at [[close range]] due to [[minimum range]].
 +
 
 +
{{Commentbox
 +
| Comment1= Use the [[TAG]] to [[flick]] missiles without a [[missile lock]].
 +
| Writer1= - Warlord Kentax }}
  
 
===Variant G===
 
===Variant G===
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>
+
{{Starter}}
Team work. This unit is the best representative how proper teamwork augments firepower and performance:<br>
+
[[medium range|Medium-]] to [[long-range]] [[fire-support]]. Excellent at [[kiting]] and effective at [[skirmishing]].
This one is made to be mid-range firesupport. The two [[cERMBL]]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.
+
{{Commentbox
 +
| Comment1=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.
 +
| Writer1= - General battuta }}
 +
 
 +
==History==
 +
Introduced with MWLL 0.4.0. Due to improperly placed [[hitbox]]es, the Heph was more survivable than many heavy mechs and piloting it was considered to be tantamount to [[exploit]]ing. The Heph was the second [[hover]] added to the MWLL beta (although there was at least one unreleased hover in an old alpha build.)
  
 
==Canon==
 
==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 first Hephaestus scouting tanks left assembly in 3064. They are being produced exclusively by Clan Hells Horses. Matching its reconnaissance 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.
 
The prime configuration is designed for electronic warfare, carrying TAG and ECM.
 +
 +
Notable Pilots: Kell - MERC, Buff Skeleton - MERC, BloodRaven - MERC, ~SJ~Proxema - MERC, [12vr]Hammerzeitgeist - MERC
 +
 +
Date Introduced 3064 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Scout
  
 
[http://www.sarna.net/wiki/Hephaestus Battletech Reference]
 
[http://www.sarna.net/wiki/Hephaestus Battletech Reference]
  
 
{{Template:Navbox Assets Clan}}
 
{{Template:Navbox Assets Clan}}

Latest revision as of 07:17, 29 September 2023

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: 41 450 CBills
Total armor: 18 434
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: 39 300 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 0.16.1

The Hephaestus is a Clan scout Hovercraft. Besides the APC, the Hephaestus is the only starter with an infantry bay. and can carry up to one Battle Armor passenger. Only the passenger can carry extra BA weapons. The pilot must exit the heph to purchase weapons.

Note: In the map menu, the Hephaestus appears as a small blue hexagon spawn point instead of an arrow.

Roles and Gameplay Hints

Prime

Very effective scout and supporter. Not effective in combat without nearby allies.

Player Comments:
The Hepheastus Prime is somewhat atypical to most variants, sporting an offensive armament consisting entirely of pulse lasers, namely 2 CMPL and 1 CSPL. Coupled with the usual electronics package, supplemented with AECM, this allows this bad boi to endlessly excrete CBills in the presence of both allies and enemies. This, combined with a TAG, allows the user of this asset to reap untold profits from simultaneously supplying radar information, providing AECM cover and directing a storm of missiles onto a target, potentially turning the tide of an engagement.
- Arcticus


Variant A

Starter Asset

Generalist. LRMs struggle to hit light assets. More effective as a starter in the mid-game or late-game. Good for kiting. Good anti-BA.

Variant B

Starter Asset

Well-armored early-game brawler and scout. Good at earning C-Bills quickly.

Note: This asset has both C3 and GECM, meaning there is no benefit to using passive radar except when covered by allied AECM.

Variant C

Starter Asset

Excellent scout and supporter. Poor armor and low damage output. More effective as a starter in the mid-game or late-game.

Player Comments:
No extra ammo for the cNARC, so aim carefully. Stay close to allies to provide them AECM.
- Warlord Kentax


Variant D

Starter Asset

Great skirmisher and sniper. Limited ammo, but has the speed to go get more. Good at kiting and anti-air.

Variant E

Starter Asset

Mostly works as a skirmisher, but can also do well in a brawl.

Player Comments:
When trying to be stealthy, the E still needs to use Passive Radar in order to avoid detection because its weapons are short range. Poor choice for scouting without C3. The E's pilot must use the chat or VoIP to communicate enemy positions.
- Warlord Kentax


Variant F

Starter Asset

Sniper with excellent kiting and flicking abilities. Struggles to fight at close range due to minimum range.

Player Comments:
Use the TAG to flick missiles without a missile lock.
- Warlord Kentax


Variant G

Starter Asset

Medium- to long-range fire-support. Excellent at kiting and effective at skirmishing.

Player Comments:
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.
- General battuta


History

Introduced with MWLL 0.4.0. Due to improperly placed hitboxes, the Heph was more survivable than many heavy mechs and piloting it was considered to be tantamount to exploiting. The Heph was the second hover added to the MWLL beta (although there was at least one unreleased hover in an old alpha build.)

Canon

The first Hephaestus scouting tanks left assembly in 3064. They are being produced exclusively by Clan Hells Horses. Matching its reconnaissance 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.

Notable Pilots: Kell - MERC, Buff Skeleton - MERC, BloodRaven - MERC, ~SJ~Proxema - MERC, [12vr]Hammerzeitgeist - MERC

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

Battletech Reference