Difference between revisions of "Goblin"

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{{Vehicle
 
{{Vehicle
 
| Image = File:Goblin.png
 
| Image = File:Goblin.png
| ImageSize =  
+
| ImageGif = File:Goblin_spin.gif
 
| Tonnage = 45
 
| Tonnage = 45
 
| Class = Tank
 
| Class = Tank
 
| Faction = Inner Sphere
 
| Faction = Inner Sphere
| Tickets = 4
+
| Tickets = 3
 
| Tier = 5
 
| Tier = 5
| Speed = 62
+
| Speed = 71
 
| BoostSpeed = 73
 
| BoostSpeed = 73
 
| Rotation = 360
 
| Rotation = 360
 
| Pitch = -8° to +60°
 
| Pitch = -8° to +60°
  
| Price Prime = 51 900
+
| Price Prime = 51 100
 
| ArmorT Prime = 31 000
 
| ArmorT Prime = 31 000
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
Line 22: Line 22:
 
<li>[[LAMS]]
 
<li>[[LAMS]]
 
<li>[[PDS]]
 
<li>[[PDS]]
<li>3 [[HS]]
+
<li>5 [[HS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>7.5t [[Armor]]
 
<li>7.5t [[Armor]]
 
</ul>
 
</ul>
| Price A = 44 800
+
 
 +
| Price A = 45 000
 
| ArmorT A = 29 160
 
| ArmorT A = 29 160
 
| Weapons A = <ul>
 
| Weapons A = <ul>
Line 34: Line 35:
 
| Equip A = <ul>
 
| Equip A = <ul>
 
<li>[[PDS]]
 
<li>[[PDS]]
<li>6 [[HS]]
+
<li>8 [[HS]]
 
<li>2 [[free tons]]
 
<li>2 [[free tons]]
 
<li>7t [[Armor]]
 
<li>7t [[Armor]]
 
</ul>
 
</ul>
| Price B = 48 100
+
 
 +
| Price B = 43 900
 
| ArmorT B = 29 160
 
| ArmorT B = 29 160
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>2x [[SPL]]
 
 
<li>1x [[UAC10]]
 
<li>1x [[UAC10]]
 
<li>1x [[MRM10]]
 
<li>1x [[MRM10]]
 +
<li>1x [[MXPL]]
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
<li>[[GECM]]
 
 
<li>[[PDS]]
 
<li>[[PDS]]
<li>0 [[HS]]
+
<li>2 [[HS]]
 
<li>1 [[free ton]]
 
<li>1 [[free ton]]
 
<li>7t [[Armor]]
 
<li>7t [[Armor]]
 
</ul>
 
</ul>
| Price C = 44 300
+
 
 +
| Price C = 46 500
 
| ArmorT C = 29 160
 
| ArmorT C = 29 160
 
| Weapons C = <ul>
 
| Weapons C = <ul>
Line 62: Line 64:
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[PDS]]
 
<li>[[PDS]]
<li>0 [[HS]]
+
<li>2 [[HS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>7t [[Armor]]
 
<li>7t [[Armor]]
 
</ul>
 
</ul>
| Price D = 48 400
+
 
 +
| Price D = 48 600
 
| ArmorT D = 29 160
 
| ArmorT D = 29 160
 
| Weapons D = <ul>
 
| Weapons D = <ul>
Line 75: Line 78:
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[PDS]]
 
<li>[[PDS]]
<li>2 [[HS]]
+
<li>4 [[HS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>7t [[Armor]]
 
<li>7t [[Armor]]
 
</ul>
 
</ul>
| Price E = 45 200
+
 
| ArmorT E = 29 160
+
| Price E = 50 400
 +
| ArmorT E = 32 840
 
| Weapons E = <ul>
 
| Weapons E = <ul>
 +
<li>1x [[RAC5]]
 
<li>2x [[MRM10]]
 
<li>2x [[MRM10]]
 
<li>2x [[Flamer]]
 
<li>2x [[Flamer]]
<li>1x [[AC10]]
 
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[PDS]]
 
<li>[[PDS]]
<li>0 [[HS]]
+
<li>2 [[HS]]
<li>1 [[free ton]]
+
<li>2 [[free tons]]
<li>7t [[Armor]]
+
<li>8t [[Armor]]
 
</ul>
 
</ul>
| Price F = 50 000
+
 
 +
| Price F = 50 200
 
| ArmorT F = 29 160
 
| ArmorT F = 29 160
 
| Weapons F = <ul>
 
| Weapons F = <ul>
Line 102: Line 107:
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[PDS]]
 
<li>[[PDS]]
<li>2 [[HS]]
+
<li>4 [[HS]]
 
<li>2 [[free tons]]
 
<li>2 [[free tons]]
 
<li>7t [[Armor]]
 
<li>7t [[Armor]]
 
</ul>
 
</ul>
| Price G = 51 100
+
 
 +
| Price G = 51 300
 
| ArmorT G = 29 160
 
| ArmorT G = 29 160
 
| Weapons G = <ul>
 
| Weapons G = <ul>
Line 115: Line 121:
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[PDS]]
 
<li>[[PDS]]
<li>1 [[HS]]
+
<li>3 [[HS]]
 
<li>2 [[free tons]]
 
<li>2 [[free tons]]
 
<li>7t [[Armor]]
 
<li>7t [[Armor]]
Line 121: Line 127:
  
 
| Hull = 3400
 
| Hull = 3400
| Armor T = 8000
 
 
| Armor F = 6667
 
| Armor F = 6667
 
| Armor S = 4800
 
| Armor S = 4800
 
| Armor B = 3333
 
| Armor B = 3333
 +
| Armor T = 8000
  
| Version = 0.11.2
+
| Version153 = 0.16.1
  
 
}}
 
}}
{{ stub }}
 
  
The '''Goblin''' is an [[Inner Sphere]] light tank added for the 10.0 release. It features an BA spawn bay and can sell weapons to BA only. It's 45 ton provide for quite a punch for the few brawl variants, although it's utility shines the most as fire support asset. Should his Armor come to bear it won't trade for much time - especially if the driver is too occupied with laying suppression fire and neglecting damage sharing over more armor sections. It is one of the first units to feature the new [[PDS|Point Defense System]] (PDS) that actively suppresses nearby enemy [[BA|Battle Armor]]. One noteworthy quirk is that it it represented on the map as an blue hex - no arrow there.
+
The '''Goblin''' is an [[Inner Sphere]] light tank added for the 10.0 release. It's 45 ton provide for quite a punch for the few brawl variants, although it's utility shines the most as fire support asset. Should his Armor come to bear it won't trade for much time - especially if the driver is too occupied with laying suppression fire and neglecting damage sharing over more armor sections. It is one of the first units to feature the new [[PDS|Point Defense System]] (PDS) that actively suppresses nearby enemy [[BA|Battle Armor]]. Every Goblin has a [[infantry bay]] that serves as a spawn point and buy zone for Battle Armor. The Goblin 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.
 +
 
 +
Note: In the [[map menu]], the Goblin appears as a small blue hexagon spawn point instead of an arrow.  
 
   
 
   
 +
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
  
Line 142: Line 150:
  
 
===Variant B===
 
===Variant B===
The spare ton of ammo will most certainly belong to the hungry [[UAC10]], while quite potent, it is prone to jam just when you seem to need it the most. The two trusty [[SPL]] will never fail you, but they are just too feeble to bear when the '''UAC10''' goes silent. If your opponent is closer than the ''prescribed'' 25 meter, the [[MRM10]] will still hurt it somewhat, but failing to explode, the missiles won't do much of [[MRM]] insane damage levels. We recommend loud cursing in moments like that instead - it pays out more. Luckily your [[GECM]] will have you ''out of scope'' 200 meter sooner than comparable assets who lack this benefit.<br>
+
The spare ton of ammo will most certainly belong to the hungry [[UAC10]], while quite potent, it is prone to jam just when you seem to need it the most. The single [[MXPL]] will never fail you, but they is just too feeble to bear when the '''UAC10''' goes silent. If your opponent is closer than the ''prescribed'' 60 meters, the [[MRM10]] missles will fail to explode. This unit is a exemplary fire support tank - proper use will both yield damage and net income to the operator, the single pulse laser is to be viewed as a backup weapon of last resort, or to tip an already full scale - nothing more than that, same applies to the [[PDS]]. Try at all times to position your self outside of their range and you will do just well.
This unit is a exemplary fire support tank - proper use will both yield damage and net income to the operator, the two pulse lasers are to be viewed as a backup weapons of last resort, or to tip an already full scale - nothing more than that, same applies to the [[PDS]]. Try at all times to position your self outside of their range and you will do just well.
 
  
 
===Variant C===
 
===Variant C===
{{Fluff}}
+
Engage your [[EOptics]], select your target then unleash a pair of [[AC5]] firing armor-defeating shells. Target the weakest point you can find with your [[ERLL]]. Close in to launch the dual [[SRM2]]. When BAs show up the [[PDS]] will automatically open fire deterring them, put them out of the misery with the ERLL.
 
 
Yet another fire support asset. The [[LRM5]] launcher will fire somewhat sooner then the [[LRM10]] keeping them just out of step to be fired either in succession or together. The two [[ERML]] will have just enough range to remind you that you are getting too close - fire them and move so they are out of range again. Don't expect wonders if your [[PDS]] comes to bear - cry for help and support while hitting the ''pedal to the metal'' - this units has little to show to the BA short of it's mere two lasers.
 
We sell the most of these units when the team can benefit from long ranged support on tracks. There ''might be'' units in this price bracket that might somewhat better fit this role.
 
  
 
===Variant D===
 
===Variant D===
{{Fluff}}
+
Fire Support - yes, but this one is ''doing it the fun way''. The two [[PPC]] will provide enough screen shake & primary/ secondary splash damage for receiver ''to regret it''. The two [[LRM5]] launchers, if fired in succession, make this asset an 1+2 firing delight due to the timely fashion of their re-firing rate. Zero in on your target with [[EOptics]], let your [[PDS]] hassle Battle Armor.
 
 
Yes, yes, fire support, but this one is ''doing it the fun way''. The [[RAC2]] pair will provide just about enough "dakka" for either side of the stream - the receiver ''to regret it'' if ignored and the sender ''to profit off of it'' if aimed properly. The two [[LRM5]] launchers, if fired in succession, make this asset an 1+2 firing delight due to the timely fashion of their re-firing rate. If you cool down the '''RACs''' whenever the '''LRMs''' are ready, you might darn likely never bring them to jam.<br>
 
Selling point? sheer fun of doing what each warrior was born for - dishing out damage in quick succession and over each of the very 800m - ''or your money back!''
 
  
 
===Variant E - ''"Sandbag"''===
 
===Variant E - ''"Sandbag"''===
"'''''Sandbag'''''" is not supposed to be used in brawls. The [[flamer]] pair will be efficient only at point blank, while the [[AC10]] simply can't dish out significant amounts of damage in the time bracket of an typical brawl fight. However, should this unit be used as a second liner or fire support, it's two [[MRM10]] launchers will more than make up with both lots of damage and good cadence of re-fire. A unit good suited for late joiners.<br>
+
"'''''Sandbag'''''" is not supposed to be used in brawls. The [[flamer]] pair will be efficient only at point blank, while the [[RAC5]] simply can't dish out significant amounts of damage in the time bracket of an typical brawl fight. However, should this unit be used as a second liner or fire support, it's two [[MRM10]] launchers will more than make up with both lots of damage and good cadence of re-fire. Only Two [[Free tons|Extra ton of Ammo]], so choose wisely. A unit good suited for late joiners.
Are there slow targets less mobile than you? Will you be moving with a group? Maybe consider something else then?
 
  
 
===Variant F===
 
===Variant F===
This unit's three [[ERML]] are best used as a secondary weapon while the stinging [[SSRM6]] pair alternates between firing and loading as a primary weapon. It will certainly prove wise to break stealth as soon as the [[SSRM]] come to bear, to fully utilize their automatic homing to the prey. If fired in timed succession the pair will provide ample time of screen shake to the opponent, denying him a chance to place well aimed hits on who ever he is targeting. In the short siestas the [[ERML]] trio can exploit breaches on the victims armor to further the pressure, nearing to the kill. The [[PDS]] will come in handy to soften an stray BA, while the '''SSRM''', if fired in passive radar mode, will plant an wide area of sore and hurt for the BA to land into.<br>
+
This unit's three [[ERML]] are best used as a secondary weapon while the stinging [[SSRM6]] pair alternates between firing and loading as a primary weapon. It will certainly prove wise to break stealth as soon as the [[SSRM]] come to bear, to fully utilize their automatic homing to the prey. If fired in timed succession the pair will provide ample time of screen shake to the opponent, denying him a chance to place well aimed hits on who ever he is targeting. In the short siestas the [[ERML]] trio can exploit breaches on the victims armor to further the pressure, nearing to the kill. The [[PDS]] will come in handy to soften an stray BA, while the '''SSRM''', if fired in passive radar mode, will plant an wide area of sore and hurt for the BA to land into.
A brawler. Where you looking for a brawler? Well this is a brawler, I'm sorry, sir.
 
  
 
===Variant G===
 
===Variant G===
{{Fluff}}
+
Who said [[LPPC|Light PPC]]s aren't fun when you house three of them. Should all weapons be fired in successive manner, this unit has the potential to deliver, if not constant screen shake, then at least constant stream of hurt. The two [[SRM6]] will will blast holes into the already weaked armor, adding even more shake. The [[PDS]] is handy, as ever, to scare an all too passive BA off. [[EOptics]] helps to derermine your plan of attack while two [[Free ton|Extra Tons]] of ammo keep the SRM6s fed.
  
''One for the money, two for the show.'' The lone [[LBX10|LB-10-X]] will make them run for their money's worth while the two [[LPPC]]s will leave them quite shaken while going there.<br>
 
Should all weapons be fired in successive manner, this unit has the potential to deliver, if not constant screen shake, then at least constant stream of hurt. The two [[SRM2]] will hardly deal much beyond a mere ''bitch slap'', but their shake is still real, and the '''LB-10-X''' more than makes up for it, in both re-fire rate and decent damage output. The [[PDS]] is handy, as ever, to scare an all too passive BA off.<br>
 
A unit that won't leave you without a firing solution in even the tightest of the battles. Where the two '''PPCs''' of regular variety this would be a clear skirmisher, but ''as is'' leaves it in the ''brawlers stable''. Fun to use nonetheless.
 
  
 
==Canon==
 
==Canon==

Revision as of 07:19, 29 September 2023

Goblin
Goblin spin.gif
360v2.png
Goblin.png
360v2.png
Class: Tank
Faction Inner Sphere
Ticket cost: 3 upon destruction
Tier: 5
Tonnage: 45 tons
Speed:

71 km/h (73 km/h with boost)

Turret rotation: 360°
Turret pitch: -8° to +60°
Variant Armament
Variant Weapons Equipment
Prime:
Price: 51 100 CBills
Total armor: 31 000
A:
Price: 45 000 CBills
Total armor: 29 160
B:
Price: 43 900 CBills
Total armor: 29 160
C:
Price: 46 500 CBills
Total armor: 29 160
D:
Price: 48 600 CBills
Total armor: 29 160
E:
Price: 50 400 CBills
Total armor: 32 840
F:
Price: 50 200 CBills
Total armor: 29 160
G:
Price: 51 300 CBills
Total armor: 29 160
Armor Points Distribution
H
L
R
F
T
B
3400
4800
4800
6667
8000
3333

All stats current as of release 0.16.1

The Goblin is an Inner Sphere light tank added for the 10.0 release. It's 45 ton provide for quite a punch for the few brawl variants, although it's utility shines the most as fire support asset. Should his Armor come to bear it won't trade for much time - especially if the driver is too occupied with laying suppression fire and neglecting damage sharing over more armor sections. It is one of the first units to feature the new Point Defense System (PDS) that actively suppresses nearby enemy Battle Armor. Every Goblin has a infantry bay that serves as a spawn point and buy zone for Battle Armor. The Goblin 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.

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


Roles and Gameplay Hints

Prime

The Goblin Prime's role in the battlefield is one of support. While your dual LPL can output a lot of damage, the damage comes at a price of heat. The Goblin Prime is not able to handle longer engagements effectively due to overheating issues, and as such should be used in more of a supporting role to compensate, withdrawing before it takes heat damage. The EOptics and LAMS allows for more comfortable engagements at range, allowing for easier aiming and some protection against incoming missiles. The SRM6 is mainly a backup weapon if you are unable to fire your Large Pulse Lasers due to overheating, and should not be relied upon.

Variant A - "Tunnel Rat"

The "Tunnel Rat" is a variant of the Goblin that requires both it's weapons to be used in tandem to be effective. The synergy allows the Tunnel Rat to decrease the accuracy of incoming fire through the screen shake caused by the TBolt5 launchers, while using MPL to damage specific parts of an asset. Against an asset that requires highly accurate shots to be effective, such as Gauss or PPC, this variant can heavily disrupt the effectiveness of said asset. Screen shake is not as detrimental to every asset, and if going against an asset requiring less accuracy, the effectiveness of the Tunnel Rat will decline. Focus on units sniping from the back of a battle to make the best use of it's weapons.

Variant B

The spare ton of ammo will most certainly belong to the hungry UAC10, while quite potent, it is prone to jam just when you seem to need it the most. The single MXPL will never fail you, but they is just too feeble to bear when the UAC10 goes silent. If your opponent is closer than the prescribed 60 meters, the MRM10 missles will fail to explode. This unit is a exemplary fire support tank - proper use will both yield damage and net income to the operator, the single pulse laser is to be viewed as a backup weapon of last resort, or to tip an already full scale - nothing more than that, same applies to the PDS. Try at all times to position your self outside of their range and you will do just well.

Variant C

Engage your EOptics, select your target then unleash a pair of AC5 firing armor-defeating shells. Target the weakest point you can find with your ERLL. Close in to launch the dual SRM2. When BAs show up the PDS will automatically open fire deterring them, put them out of the misery with the ERLL.

Variant D

Fire Support - yes, but this one is doing it the fun way. The two PPC will provide enough screen shake & primary/ secondary splash damage for receiver to regret it. The two LRM5 launchers, if fired in succession, make this asset an 1+2 firing delight due to the timely fashion of their re-firing rate. Zero in on your target with EOptics, let your PDS hassle Battle Armor.

Variant E - "Sandbag"

"Sandbag" is not supposed to be used in brawls. The flamer pair will be efficient only at point blank, while the RAC5 simply can't dish out significant amounts of damage in the time bracket of an typical brawl fight. However, should this unit be used as a second liner or fire support, it's two MRM10 launchers will more than make up with both lots of damage and good cadence of re-fire. Only Two Extra ton of Ammo, so choose wisely. A unit good suited for late joiners.

Variant F

This unit's three ERML are best used as a secondary weapon while the stinging SSRM6 pair alternates between firing and loading as a primary weapon. It will certainly prove wise to break stealth as soon as the SSRM come to bear, to fully utilize their automatic homing to the prey. If fired in timed succession the pair will provide ample time of screen shake to the opponent, denying him a chance to place well aimed hits on who ever he is targeting. In the short siestas the ERML trio can exploit breaches on the victims armor to further the pressure, nearing to the kill. The PDS will come in handy to soften an stray BA, while the SSRM, if fired in passive radar mode, will plant an wide area of sore and hurt for the BA to land into.

Variant G

Who said Light PPCs aren't fun when you house three of them. Should all weapons be fired in successive manner, this unit has the potential to deliver, if not constant screen shake, then at least constant stream of hurt. The two SRM6 will will blast holes into the already weaked armor, adding even more shake. The PDS is handy, as ever, to scare an all too passive BA off. EOptics helps to derermine your plan of attack while two Extra Tons of ammo keep the SRM6s fed.


Canon

Overview

No one knows where the design concept for the Goblin originated, but it appeared either during the final years of the so-called Age of War or the early first Star League. The Goblin’s production was taken over by Johnston Industries towards the end of the First Succession War.

Capabilities

Instead of mounting a bulky autocannon or cumbersome missile units, the Goblin’s main weapon is a large laser. The energy weapon possesses both good range and firepower without the need to carry ammunition. The BlazeFire Systems Large Laser lacks the long barrel of an autocannon, allowing for a compact turret design that is not hindered by tight quarters. The BlazeFire targeting and tracking system has optional link-ups for the rest of the tank’s three-man crew so that one of them can fire if the gunner becomes disabled, but the MiniGun can only be fired by the driver. The Goblin’s most interesting feature is the Infantry Compartment in the rear of the tank. Large enough to hold seven infantrymen and their equipment or one support weapons team, the compartment is surprisingly spacious and reasonably comfortable. With organic infantry support and a turret design not hindered by a long barrel, the Goblin is an excellent urban combat vehicle.

Battletech Reference - Technical Readout: 3039, p. 58-59, "Goblin Medium Tank" Unit Role: Infantry Transport

Battletech Reference