Difference between revisions of "Goblin"

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(Variant E: fluff)
(Variant F: fluff)
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===Variant F===
 
===Variant F===
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This unit's three [[ERMBL]] 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 [[ERMBL]] 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>
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A brawler. Where you looking for a brawler? Well this is a brawler, I'm sorry, sir.
  
 
===Variant G===
 
===Variant G===

Revision as of 00:45, 20 February 2019

Goblin
Goblin temp.jpg
Goblin temp.jpg
Class: Tank
Faction Inner Sphere
Ticket cost: 4 upon destruction
Tier: 5
Tonnage: 45 tons
Speed:

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

Turret rotation: 360°
Turret pitch: -8° to +60°
Variant Armament
Variant Weapons Equipment
Prime:
Price: 51 900 CBills
Total armor: 31 000
A:
Price: 44 800 CBills
Total armor: 29 160
B:
Price: 48 100 CBills
Total armor: 29 160
C:
Price: 45 400 CBills
Total armor: 29 160
D:
Price: 49 200 CBills
Total armor: 29 160
E:
Price: 45 200 CBills
Total armor: 29 160
F:
Price: 50 000 CBills
Total armor: 29 160
G:
Price: 45 200 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 0.15.3

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The Gobblin 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.

Roles and Gameplay Hints

Prime

The Primes most punch comes from the LPL pair, which despite chain-fired will often fire together in succession - to avoid this it is advised to put each to it's own group, and leave the cool SRM6 launcher in it's default third. Not that the LAMS, while quite handy versus incoming missiles, will treacherously shoot down even those not fired at you - betraying your secret position to the enemy form afar. For the PDS pod to deal any note worthy damage, it has both to be on the right side of attack and have time to soak it in - in other therms - don't rely on it versus the dreaded Battle Armor - if you can deal with it right away with the SRM launcher as soon as possible.
Selling point of this unit is the long reaching pin point surgery potential - stay away from the heat of the battle and you will be richly awarded, should a stray BA wade in and try to punish you - have the SRM launcher ready when it runs out of jump juice. Move with your wave - you don't have speed to spare as some other assets of this class.

Variant A

Should fortuna smile or even wink on you, so you get any spares at the game start, this one is likely a "starter" too - and quite a hansom one for any 2000 c-bills donation. A real brawler for those in the know, its MPL trio will deliver hurt every so often while it's two TBolt5 launchers, if fired in succession, will both deal hurt to the denied parts due to their intrinsic huge splash radius, and shake the opponent out of aim while doing so. As soon as he tries to retaliate the lasers will be ready to exploit the breach some more - a vicious cycle of the brawling combat. If done right, this variant will lend itself for quite few kills in the early game, when the opposition is in lower tier assets, less likely able to whittle down a tank easily on their own. The Thunder bolts are deadly from point blank and reach quite far out, but care is to be taken not to waste them on swift and aware targets, as they are lazy and prone to lag on turns.
Selling point for this unit is "Hurry, man, they are coming!" on the forward base. Good luck.

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.
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

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 ERMBL 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

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.
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

This variant is to avoid being 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.
Are there slow targets less mobile than you? Will you be moving with a group? Maybe consider something else then?

Variant F

This unit's three ERMBL 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 ERMBL 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

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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"

Battletech Reference