Difference between revisions of "Hephaestus"
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===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> | |
+ | 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> | ||
+ | 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=== |
Revision as of 21:39, 18 February 2019
Hephaestus | ||
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Class: | Hovercraft | |
Faction | Clan | |
Ticket cost: | 2 upon destruction | |
Tier: | 4 | |
Tonnage: | 30 tons | |
Speed: |
84 km/h | |
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 |
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A: Price: 39 500 CBills Total armor: 17 055 Engine: Fusion 110 |
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B: Price: 40 400 CBills Total armor: 21 194 Engine: Fusion 110 |
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C: Price: 42 250 CBills Total armor: 17 055 Engine: Fusion 110 |
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D: Price: 35 750 CBills Total armor: 18 434 Engine: Fusion 110 |
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E: Price: 42 050 CBills Total armor: 18 434 Engine: Fusion 110 |
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F: Price: 36 300 CBills Total armor: 18 434 Engine: Fusion 110 |
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G: Price: 40 550 CBills Total armor: 18 434 Engine: Fusion 110 |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3 </div>
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.)
Contents
Roles and Gameplay Hints
Prime
A close range brawler, the prime is able to harass smaller mechs and tanks thanks to its twin small and medium pulse lasers. The Hephaestus prime is also one of the few early units with AECM allowing it to cover its allies from enemy NARCs 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.
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.
Variant B
Show time, face time and the pulse lasers...
This unit is all about staring - the 3 cSPLs require time to whittle down armor - luckily with surgical accuracy - best used to swiftly deny the enemy of an primary weapon. The 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 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.
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.
Variant C
Only armed with 1 cERLBL for poking, 1cERSBL 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.
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.
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.
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
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.
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.
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.
Selling point? Are you kidding me? Or, are you all out of c-bills and only paying a mere tourist visit to the shop?
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 (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.
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.
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?
Team work. This unit is the best representative how proper teamwork augments firepower and performance:
This one is made to be mid-range firesupport. The two cERMBLs 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 heat skins, yet it has none, so there is that.
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.
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 prime configuration is designed for electronic warfare, carrying TAG and ECM.