Difference between revisions of "Black Lanner"
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===Variant B - ''"SunnyD"''=== | ===Variant B - ''"SunnyD"''=== | ||
− | The SunnyD is an [[Energy_Weapons|energy]]-focused Black Lanner that wants to come in close and personal. With | + | The SunnyD is an [[Energy_Weapons|energy]]-focused Black Lanner that wants to come in close and personal. With 7 [[Double Heat Sinks]], the SunnyD can run quickly for longer than nearly any other Black Lanner when using [[MASC]] making it an excellent [[back capper]]. It is quite fast and generally well-suited for [[seek-and-destroy]] missions, except that it can't do so very stealthily because its [[c3]] unit creates a stronger [[radar signature]] when the SunnyD is in [[Passive Radar]] mode. Under hot conditions, the SunnyD should focus on using its [[ATM6|ATM 6 High Explosive]] since it is the SunnyD's more heat-efficient weapon. During the beginning of combat, so long as the SunnyD wasn't already running hot from using MASC, the SunnyD can afford to [[group fire]] all of its six [[cHSL|Heavy Small Lasers]] and one [[cHML|Heavy Medium Laser]], but after that, the SunnyD typically performs best using [[chain fire]] in order to spread out the heat |
{{Commentbox | {{Commentbox | ||
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===Variant D=== | ===Variant D=== | ||
− | + | The ultimate drive-by support mech housing [[EOptics]] & 5 [[DHS]]. The tip of the spear is the [[NARC|cNARC]] launcher, allowing allied missile boats to engage out of the enemy line of fire, making this Black Lanner an important support asset. Offensively, it mounts 2 [[CMPL|cMPL]]s, a [[CLRM15|cLRM15]], and a single [[ATM|ATM6 (HE)]] launcher, giving it a moderate amount of firepower. Although it can intercept and run down most mechs, it won't out DPS dedicated [[Asset_Roles#Brawler|brawlers]]. | |
− | The ultimate drive-by support mech housing [[EOptics]] & 5 [[DHS]]. The tip of the spear is the [[NARC| | + | {{Commentbox |
+ | | Comment1=To make the most out of this loadout, try to take advantage of [[Gameplay_Tactics#Self-NARCing.2FTAGing|self-NARCing]]. This offsets the [[CLRM15|cLRM15]]'s long lock-on time, which is otherwise awkward to use within the short 300m range of the [[ATM|ATM6 (HE)]]. Both missile launchers have long cycle times, so staying in cover is a must. NARCed targets can be fired upon around cover, or with quick peaks now that you can ignore locking-on. Stay at high speeds and use [[MASC]] to dash between pieces of cover and fire off a volley (easily done in urban environments or walled Control Points). | ||
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+ | If engaging in the open, try to NARC the enemy and utilize your 360 twist to spread damage while waiting for your missiles to cycle. | ||
+ | |||
+ | The cNARC only has 6 shots, but the Delta's speed should make reloading relatively easy despite the lack of [[free ton]]s. | ||
+ | | Writer1= - Xcalibur | ||
+ | |||
+ | }} | ||
===Variant E - ''"Airsoft"''=== | ===Variant E - ''"Airsoft"''=== |
Latest revision as of 08:29, 1 November 2024
Black Lanner | ||
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Class: | Medium Mech | |
Faction: | Clan | |
Ticket cost: | 10 upon destruction | |
Tier: | 10 | |
Tonnage: | 55 tons | |
Speed: | 119 km/h (166 km/h with MASC) | |
Torso yaw: | 360° | |
Torso pitch: | -30° to +50° while standing -30° to +60° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 79 600 CBills Total armor: 48 019 Engine Size: 385 JF Extralight |
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A: Price: 76 200 CBills Total armor: 48 019 Engine Size: 385 JF Extralight |
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B: Price: 75 200 CBills Total armor: 48 019 Engine Size: 385 JF Extralight |
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C: Price: 73 800 CBills Total armor: 48 019 Engine Size: 385 JF Extralight |
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D: Price: 75 600 CBills Total armor: 46 092 Engine Size: 385 JF Extralight |
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E: Price: 73 300 CBills Total armor: 48 019 Engine Size: 385 JF Extralight |
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F: Price: 71 300 CBills Total armor: 48 019 Engine Size: 385 JF Extralight |
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G: Price: 83 050 CBills Total armor: 49 943 Engine Size: 385 JF Extralight |
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Armor Points Distribution | ||
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All stats current as of release 0.16.1
The Black Lanner (aka "Blanner") is a fast medium OmniMech built by the Clans with MASC installed on all chassis, excelling at harassment and scouting. The weapons loadout may seem disappointing compared to similar mechs in its weightclass- but that limited firepower is devastating in the hands of a pilot who can leverage this mech's incredible mobility.
Contents
Roles and Gameplay Hints
Prime
Being quite fast and sporting a diverse array of weapons, the Prime version is a great harasser unit, damaging enemies from long range with the LRM10 and the ER Large Laser, but also able to somewhat defend itself at shorter distances with twin ER Medium Lasers and the SRM6. Its a proficient scout, with a GECM suite that makes detection difficult and, like all Black Lanners, a MASC for quick tactical repositioning.
Variant A
The best harasser among the Black Lanner variants, it has long range, and it can use its speed to perform hit-and-run tactics. Its equipped with a cERPPC amd twin cLRM5s. Two extended range medium lasers can be used for short-range defense and medium to long range attacking, 7 Double Heatsinks help to keep some of the heat in check. In packs or along with other similar-equipped 'Mechs it can cause serious damage.
Variant B - "SunnyD"
The SunnyD is an energy-focused Black Lanner that wants to come in close and personal. With 7 Double Heat Sinks, the SunnyD can run quickly for longer than nearly any other Black Lanner when using MASC making it an excellent back capper. It is quite fast and generally well-suited for seek-and-destroy missions, except that it can't do so very stealthily because its c3 unit creates a stronger radar signature when the SunnyD is in Passive Radar mode. Under hot conditions, the SunnyD should focus on using its ATM 6 High Explosive since it is the SunnyD's more heat-efficient weapon. During the beginning of combat, so long as the SunnyD wasn't already running hot from using MASC, the SunnyD can afford to group fire all of its six Heavy Small Lasers and one Heavy Medium Laser, but after that, the SunnyD typically performs best using chain fire in order to spread out the heat
Variant C
A multirole support variant, this unit comes equipped with AECM which obfuscates nearby allies. An Ultra Autocannon 5 in the right arm provides precise, long-range burst damage that remains functional in close quarters while a Dual Streak SRM4 launcher mounted in the left torso grants this variant a potent close-range punch. A quartet of small lasers spread across the right torso and left arm round out this variant's loadout with a backup weapon system. 2 free tons are available for storing extra reloads.
When moving with a group of allies, slow down and make sure everyone is in your AECM bubble. The UAC5 allows you to plink at enemies to either force them into cover, or just add insult to injury if your allies have long range loadouts. As you close in on enemies, you should exploit its high speed and MASC to break formation and charge right behind your enemies. With any luck, they'd be caught off guard by your allies who will hopefully arrive shortly.
Due to the high ammo consumption of both of its hard-hitting weapons, even extra reloads can be burnt through rapidly. Users should be mindful of their current ammo and rearm often.
The sheer mobility afforded by the Black Lanner's chassis means that you should always try to stay behind your target when brawling.
Variant D
The ultimate drive-by support mech housing EOptics & 5 DHS. The tip of the spear is the cNARC launcher, allowing allied missile boats to engage out of the enemy line of fire, making this Black Lanner an important support asset. Offensively, it mounts 2 cMPLs, a cLRM15, and a single ATM6 (HE) launcher, giving it a moderate amount of firepower. Although it can intercept and run down most mechs, it won't out DPS dedicated brawlers.
If engaging in the open, try to NARC the enemy and utilize your 360 twist to spread damage while waiting for your missiles to cycle.
The cNARC only has 6 shots, but the Delta's speed should make reloading relatively easy despite the lack of free tons.
Variant E - "Airsoft"
Newly remodeled, the Black Lanner E variant now mounts a good one-two ultra long range punch with twin ATM3 (ER) and a HAG20, reaching over 1200m. When caught in close range, it can utilize MASC to break distance, and resume long range offensive operations. Four Machine guns give the mech some anti-Battlearmor and anti-aircraft utility. The E variant also fully uses EOptics, allowing for greater accuracy at long ranges.
Variant F
Operating at medium range, the Black Lanner F is able to bring a Ultra Autocannon 10 and twin heavy medium lasers. At close range, a single SRM4 launcher can help dispatch battlearmor with its splash damage. Being the least expensive Black Lanner, it does best when keeping its opponents at medium range, maximizing its survival chance by being a more difficult target to hit due to its high speed.
Variant G
The Black Lanner G is a unique Black Lanner in that it comes with an extra half ton of armor and is the only Black Lanner with support for allied missile guidance in the form of TAG. The G was born to brawl, with absolutely no weaponry reaching beyond 350m. Terrifying on the battlefield, the G can easily heat up, melt, or shut down most other ground assets with its three Flamers. Then with a frighteningly powerful alpha strike, the G can unload its staggering 22 SRM missile tubes from two cDSRM4 and one cSRM6. Despite its ammo-hungry build, the G has quite a bit of staying power thanks to three free tons of ammo.
Canon
The Black Lanner is a fast medium OmniMech that can take on a variety of roles. It first saw action during the Trials in the run up to the Clan Invasion, but the Inner Sphere first saw it during the Battle of Tukayyid. The front-line 'Mech makes use of all weight-saving technology available to the Clan Jade Falcon scientists who used it, including an XL Engine, Endo Steel, and eight tons of Ferro-Fibrous armor. The Black Lanner includes a MASC system on the base chassis that enables it to run up to 151 km/h in bursts.
Notable Pilots - Mechthild - CL, Mechwarrior - MERC, ~SJ~ Red - CL
Date Introduced 3052 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Skirmisher