Difference between revisions of "Regulator"

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m (Variant D: wrote to include ammo, own tag playstyle)
m (infobox data updated for 0.17.0, removed outdated fluff for affected vars)
 
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| Pitch = -25° to 65°
 
| Pitch = -25° to 65°
  
| Price Prime = 56 500
+
| Price Prime = 54 600
 
| ArmorT Prime = 21 374
 
| ArmorT Prime = 21 374
 
| Engine Prime = GM 170 Fusion
 
| Engine Prime = GM 170 Fusion
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li> 2x [[MG]]
+
<li> 3x [[AC5]]
<li> 1x [[Gauss]]
 
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
 
<li> [[EOptics]]
 
<li> [[EOptics]]
<li> 0 [[HS]]
+
<li> 1 [[HS]]
<li> 2 [[free tons]]
+
<li> 0 [[free tons]]
 
<li> 7t [[Armor]]
 
<li> 7t [[Armor]]
 
</ul>
 
</ul>
  
| Price A = 57 800
+
| Price A = 56 700
| ArmorT A = 24 133
+
| ArmorT A = 25 511
 
| Engine A = GM 170 Fusion  
 
| Engine A = GM 170 Fusion  
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li> 3x [[SSRM2]]
 
 
<li> 1x [[RAC5]]
 
<li> 1x [[RAC5]]
 +
<li> 3x [[SRM2]]
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
 
<li> [[PDS]]
 
<li> [[PDS]]
<li> 0 [[HS]]
+
<li> 1 [[HS]]
<li> 2 [[free tons]]
+
<li> 3 [[free tons]]
<li> 8t [[Armor]]
+
<li> 8.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price B = 57 000
+
| Price B = 57 100
 
| ArmorT B = 22 751
 
| ArmorT B = 22 751
 
| Engine B = GM 170 Fusion  
 
| Engine B = GM 170 Fusion  
 
| Weapons B = <ul>
 
| Weapons B = <ul>
 +
<li> 1x [[LBX20]]
 
<li> 2x [[MG]]
 
<li> 2x [[MG]]
<li> 1x [[LBX20]]
 
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
 
<li> [[LAMS]]
 
<li> [[LAMS]]
<li> 0 [[HS]]
+
<li> 1 [[HS]]
 
<li> 1 [[free ton]]
 
<li> 1 [[free ton]]
 
<li> 7.5t [[Armor]]
 
<li> 7.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price C = 54 600
+
| Price C = 55 800
 
| ArmorT C = 21 374
 
| ArmorT C = 21 374
 
| Engine C = GM 170 Fusion  
 
| Engine C = GM 170 Fusion  
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li> 2x [[SPL]]
+
<li> 1x [[MRM30]]
<li> 1x [[MRM40]]
+
<li> 2x [[MPL]]
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
 
<li> [[EOptics]]
 
<li> [[EOptics]]
 
<li> [[PDS]]
 
<li> [[PDS]]
<li> 0 [[HS]]
+
<li> 1 [[HS]]
 
<li> 2 [[free tons]]
 
<li> 2 [[free tons]]
 
<li> 7t [[Armor]]
 
<li> 7t [[Armor]]
 
</ul>
 
</ul>
  
| Price D = 59 300
+
| Price D = 59 400
 
| ArmorT D = 21 374
 
| ArmorT D = 21 374
 
| Engine D = GM 170 Fusion  
 
| Engine D = GM 170 Fusion  
Line 79: Line 78:
 
| Equip D = <ul>
 
| Equip D = <ul>
 
<li> [[EOptics]]
 
<li> [[EOptics]]
<li> 0 [[HS]]
+
<li> 1 [[HS]]
 
<li> 3 [[free tons]]
 
<li> 3 [[free tons]]
 
<li> 7t [[Armor]]
 
<li> 7t [[Armor]]
 
</ul>
 
</ul>
  
| Price E = 56 000
+
| Price E = 56 100
 
| ArmorT E = 21 374
 
| ArmorT E = 21 374
 
| Engine E = GM 170 Fusion  
 
| Engine E = GM 170 Fusion  
 
| Weapons E = <ul>
 
| Weapons E = <ul>
 
<li> 1x [[ERPPC]]
 
<li> 1x [[ERPPC]]
<li> 1x [[LRM20]]
+
<li> 1x [[HVAC5]]
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
<li> 0 [[HS]]
+
<li> [[EOptics]]
<li> 1 [[free tons]]
+
<li> 1 [[HS]]
 +
<li> 0 [[free tons]]
 
<li> 7t [[Armor]]
 
<li> 7t [[Armor]]
 
</ul>
 
</ul>
  
| Price F = 56 200
+
| Price F = 56 300
 
| ArmorT F = 21 374
 
| ArmorT F = 21 374
 
| Engine F = GM 170 Fusion  
 
| Engine F = GM 170 Fusion  
Line 105: Line 105:
 
| Equip F = <ul>
 
| Equip F = <ul>
 
<li> [[EOptics]]
 
<li> [[EOptics]]
<li> 2 [[HS]]
+
<li> 3 [[HS]]
 
<li> 0 [[free tons]]
 
<li> 0 [[free tons]]
 
<li> 7t [[Armor]]
 
<li> 7t [[Armor]]
 
</ul>
 
</ul>
  
| Price G = 54 500
+
| Price G = 54 600
 
| ArmorT G = 21 374
 
| ArmorT G = 21 374
 
| Engine G = GM 170 Fusion  
 
| Engine G = GM 170 Fusion  
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li> 1x [[ArrowIV]]
+
<li> 1x [[ArrowIV|ArrowIV-C]]
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
 
<li> [[EOptics]]
 
<li> [[EOptics]]
<li> 0 [[HS]]
+
<li> 1 [[HS]]
 
<li> 2 [[free tons]]
 
<li> 2 [[free tons]]
 
<li> 7t [[Armor]]
 
<li> 7t [[Armor]]
Line 129: Line 129:
 
| Armor T = 3664
 
| Armor T = 3664
  
| Version = 0.11.2
+
| Version153 = 0.17.0
 
|}}
 
|}}
  
<!--Fluff current for 0.11.0-->
+
An [[Inner Sphere]] counterpart to the Clans' ''[[Epona]]'', the Regulator focuses on packing large IS weapons. Many of the variants focus around ranged weapons and supporting roles. The two short range combat variants feature terrifying speed combined with firepower. While the tank itself can bring withering supporting fire to a fight, most of it's weapons require precision targeting, and doing so while keeping the vehicle agile and upright is difficult. With the smallest turret of any of the hovercraft, the Regulator is nearly impossible to recover from being flipped over on its own.  
An [[Inner Sphere]] counterpart to the Clan's ''[[Epona]]'', the Regulator focuses on packing large IS weapons. Many of the variants focus around ranged weapons and supporting roles. The two short range combat variants feature terrifying speed combined with firepower. While the tank itself can bring withering supporting fire to a fight, most of it's weapons require precision targeting, and doing so while keeping the vehicle agile and upright is difficult. With the smallest turret of any of the hovercraft, the Regulator is nearly impossible to recover from being flipped over on its own.  
 
  
  
Line 139: Line 138:
  
 
===Prime===
 
===Prime===
This variant mounts a [[Gauss]] as it's main gun. Backed up with a pair of [[MG]]s great for whittling down armor. Able to deliver large pinpoint damage at any range, the Prime is capable of darting in and out of combat, or retreating quickly out of range while returning fire. Wary pilots will mind the reload time, as a missed shot in close range combat can be devastating. Two [[Free_tons|spare tons]] of reload space and [[EOptics]] give it plenty of combat longevity.
+
{{Fluff}}
 +
 
  
 
===Variant A - ''"Musketeer"''===
 
===Variant A - ''"Musketeer"''===
The most aggressive of the two short range variants equipped with it's focus on keeping it's target suppressed with a [[RAC5]]. Three [[SSRM2]] provide additional cockpit shake. The asset's low profile help this variant get into combat without the enemy getting wind of it. Careful pilots will use cover to let the main weapon cool down, as the three [[SSRM2]] will not provide enough supressing fire on their own. Two [[Free_tons|spare tons]] for it's ammo bin can keep this variant in combat for a while, but pilots will find themselves returning to base for reloads quite often. This variant is the only one that have extra 1 ton of armor.
+
The Musketeer is the most aggressive and heavily [[armor|armored]] of the two short range Regulator variants. It is equipped with a focus on whittling away armor with the high [[DPS]] of a [[RAC5]]. Three [[SRM2]]s provide quick firing and accurate splash damage which can be [[chain fire|chain fired]] during a brawl to increase [[screen shake]]. The Regulator's low profile help this variant get into combat without the enemy getting wind of it. Careful pilots will use cover while the main weapon cools down, as the three [[SRM2]]s do not provide enough damage on their own to justify exposing one's self. Three [[Free_tons|spare tons]] for it's ammo bin can keep this variant in combat for a while, but pilots will find themselves returning to base for reloads quite often.
  
 
===Variant B===
 
===Variant B===
Line 148: Line 148:
  
 
===Variant C - ''"Meteo"''===
 
===Variant C - ''"Meteo"''===
This variant brings a massive short range barrage to bear with an [[MRM40]]. Due to the nature of the launcher, it excels in hit and run combat, unloading it's missile load on unwary targets then retreating to cover to reload. Two [[SPL]] provide some additional power at very low heat loads. If it must retreat, the MRM40 can still deliver heavy damage with steady aim out to 600 meters. Precise fire with this variant is critical, as even with two [[Free_tons|spare tons]] of ammo, the MRM40 only has 18 missile barrages before it must return for reload. [[EOptics]] aid in planning an attack pattern and [[PDS|point defence system]] helps dealing with enemy [[BA]].
+
This variant brings a massive short range barrage to bear with an [[MRM30]]. Due to the nature of the launcher, it excels in hit and run combat, unloading it's missile load on unwary targets then retreating to cover to reload. Two [[MPL]] provide some additional power at very low heat loads. If it must retreat, the MRM30 can still deliver heavy damage with steady aim out to 600 meters. Precise fire with this variant is critical, as even with two [[Free_tons|spare tons]] of ammo, the MRM30 only has 18 missile barrages before it must return for reload. [[EOptics]] aid in planning an attack pattern and [[PDS|point defence system]] helps dealing with enemy [[BA]].
  
 
===Variant D===
 
===Variant D===
The Regulator D is best used with a teammate [[TAG]]ing or NARCing. On it's own, the [[TBolt20|TBolt class 20]] brings Gauss rifle damage to bear with some splash. However, with a teammate directing missiles in, this variant can do so from around corners and behind cover. Thunderbolt missiles can track a painted target up to 1940m, however this requires cooperation with a teammate, or a very steady hand with your own [[TAG]] and a good visual with [[EOPtics]]. With a maximum of twelve missiles onboard, pilots are advised fill each of its 3 tons of storage with ammunition. Two [[ERSL]] won't do much but provide some defense against [[Battle Armor]] and drilling through the last few grams of armor left behind by your primary weapon's blasts.
+
The Regulator D is best used with a teammate [[TAG]]ing or NARCing. On it's own, the [[TBolt20|TBolt class 20]] brings Gauss rifle damage to bear with some splash. However, with a teammate directing missiles in, this variant can do so from around corners and behind cover. Thunderbolt missiles can track a painted target up to 1940m, however this requires cooperation with a teammate, or a very steady hand with your own [[TAG]]. With a maximum of twelve missiles onboard, pilots are advised fill each of its 3 tons of storage with ammunition. Two [[ERSL]] won't do much but provide some defense against [[Battle Armor]] and drilling through the last few grams of armor left behind by your primary weapon's blasts.
  
 
===Variant E===
 
===Variant E===
The E is a designated support asset. Able to provide area denial out to one kilometer with both an [[LRM20]] and [[ERPPC]], the E lacks accurate damage to smaller components. Beware warmer climates and shorter ranges, as the [[ERPPC]] and [[LRM20]] both generate a lot of heat, and are of limited utility at shorter ranges. While it does have an [[Free_tons|extra ton]] of LRM20 ammo, it does not have any additional heat dissipation.
+
{{Fluff}}
 +
 
  
 
===Variant F - ''"Flare"''===
 
===Variant F - ''"Flare"''===
Line 160: Line 161:
  
 
===Variant G - ''"Ghandi"''===
 
===Variant G - ''"Ghandi"''===
Bringing an [[ArrowIV]] onto the field for the least amount of cash, the G is a long range support vehicle. [[Free_tons|Two tons]] of reloads allow it some longevity as it provides heavy splash damage and LAMS saturation on it's foes. However, the Arrow launcher is it's only weapons system, and the asset's speed it's only defense against anything that can close the distance. While it can work on it's own with [[EOptics]] blind firing, this variant is most dependent upon it's teamwork for both defense and efficient targeting with as TAG or NARC.
+
Bringing a [[Cluster ArrowIV]] onto the field for the least amount of cash, the G is a long range support vehicle. [[Free_tons|Two tons]] of reloads allow it some longevity as it provides heavy [[splash damage]] and enough Cluster missiles to help overwhelm enemy [[LAMS]]. However, the Arrow launcher is the Ghandi's only weapons system making assistance from allies or quick retreat its only option against enemies that can close the distance. While the Ghandi has no improved [[radar]], it can [[lock on]] to its own targets by [[deploying]]. Alternatively the Ghandi can [[dumb-fire]] its ArrowIVs for an area-of-effect attack. Generally speaking though, the Ghandi variant is mostly dependent upon allies for [[TAG]] or [[NARC]] target acquisition.
  
 
==Canon==
 
==Canon==
 
The Regulator hovertank was the result of the Capellan Confederation refining its surviving industries to produce better combat vehicles after the Fourth Succession War and the revival of Star League technology from the Helm Memory Core. The General Motors 170 fusion engine gives it considerable speed and agility, however, making up somewhat for the thin protection on the flanks. The Tank first saw action in 3057, during Operation Guerrero. Its involvement in actions on Tsingtao brought to light the tank's offensive abilities when a lance of the tanks destroyed three AFFC 'Mechs.
 
The Regulator hovertank was the result of the Capellan Confederation refining its surviving industries to produce better combat vehicles after the Fourth Succession War and the revival of Star League technology from the Helm Memory Core. The General Motors 170 fusion engine gives it considerable speed and agility, however, making up somewhat for the thin protection on the flanks. The Tank first saw action in 3057, during Operation Guerrero. Its involvement in actions on Tsingtao brought to light the tank's offensive abilities when a lance of the tanks destroyed three AFFC 'Mechs.
 +
 +
Notable Pilots: BloodRaven - MERC, Plotting-Raccoon - IS, Buff Skeleton - MERC, [12vr]Hammerzeitgeist - MERC
  
 
Date Introduced 3057 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Sniper
 
Date Introduced 3057 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Sniper

Latest revision as of 22:50, 21 July 2024

Regulator
Regulator spin.gif
360v2.png
Regulator.png
360v2.png
Class: Hovercraft
Faction Inner Sphere
Ticket cost: 6 upon destruction
Tier: 5
Tonnage: 45 tons
Speed:

100 km/h (150 km/h with boost)

Turret rotation: 360°
Turret pitch: -25° to 65°
Variant Armament
Variant Weapons Equipment
Prime:
Price: 54 600 CBills
Total armor: 21 374
Engine: GM 170 Fusion
A:
Price: 56 700 CBills
Total armor: 25 511
Engine: GM 170 Fusion
B:
Price: 57 100 CBills
Total armor: 22 751
Engine: GM 170 Fusion
C:
Price: 55 800 CBills
Total armor: 21 374
Engine: GM 170 Fusion
D:
Price: 59 400 CBills
Total armor: 21 374
Engine: GM 170 Fusion
E:
Price: 56 100 CBills
Total armor: 21 374
Engine: GM 170 Fusion
F:
Price: 56 300 CBills
Total armor: 21 374
Engine: GM 170 Fusion
G:
Price: 54 600 CBills
Total armor: 21 374
Engine: GM 170 Fusion
Armor Points Distribution
H
L
R
F
T
B
2825
3435
3435
4580
3664
3435

All stats current as of release 0.17.0

An Inner Sphere counterpart to the Clans' Epona, the Regulator focuses on packing large IS weapons. Many of the variants focus around ranged weapons and supporting roles. The two short range combat variants feature terrifying speed combined with firepower. While the tank itself can bring withering supporting fire to a fight, most of it's weapons require precision targeting, and doing so while keeping the vehicle agile and upright is difficult. With the smallest turret of any of the hovercraft, the Regulator is nearly impossible to recover from being flipped over on its own.


Roles and Gameplay Hints

Prime


Variant A - "Musketeer"

The Musketeer is the most aggressive and heavily armored of the two short range Regulator variants. It is equipped with a focus on whittling away armor with the high DPS of a RAC5. Three SRM2s provide quick firing and accurate splash damage which can be chain fired during a brawl to increase screen shake. The Regulator's low profile help this variant get into combat without the enemy getting wind of it. Careful pilots will use cover while the main weapon cools down, as the three SRM2s do not provide enough damage on their own to justify exposing one's self. Three spare tons for it's ammo bin can keep this variant in combat for a while, but pilots will find themselves returning to base for reloads quite often.

Variant B

A short range combat asset, the B relies on an LBX20 as it's main weapon for blasting armor off at alarming rates coupled with two MGs for additional support. The addition of LAMS helps to fend-off missile barrage. Utilize this units speed and agility to dart in, dump you payload, move out to reload, then do it again over and over until you have pounded them into submission. Being ballistic based be mindful of your supply as you only get 1 Free tons on ammo for a total of 24 shots. Extra 0.5t of armor should help surviving engagments.

Variant C - "Meteo"

This variant brings a massive short range barrage to bear with an MRM30. Due to the nature of the launcher, it excels in hit and run combat, unloading it's missile load on unwary targets then retreating to cover to reload. Two MPL provide some additional power at very low heat loads. If it must retreat, the MRM30 can still deliver heavy damage with steady aim out to 600 meters. Precise fire with this variant is critical, as even with two spare tons of ammo, the MRM30 only has 18 missile barrages before it must return for reload. EOptics aid in planning an attack pattern and point defence system helps dealing with enemy BA.

Variant D

The Regulator D is best used with a teammate TAGing or NARCing. On it's own, the TBolt class 20 brings Gauss rifle damage to bear with some splash. However, with a teammate directing missiles in, this variant can do so from around corners and behind cover. Thunderbolt missiles can track a painted target up to 1940m, however this requires cooperation with a teammate, or a very steady hand with your own TAG. With a maximum of twelve missiles onboard, pilots are advised fill each of its 3 tons of storage with ammunition. Two ERSL won't do much but provide some defense against Battle Armor and drilling through the last few grams of armor left behind by your primary weapon's blasts.

Variant E


Variant F - "Flare"

The F brings precision firepower to the field with three ERLL and EOptics for spotting prey. At home at medium to long range, the F is able to either surgically remove components and arms, or keep near constant pressure on enemies. With two heat sinks, and the ERLL producing less heat then Clan tech, the F only ever has to return to base for repairs. While not incapable of defending itself at short range, pilots are advised to use the asset's speed to escape short range encounters.

Variant G - "Ghandi"

Bringing a Cluster ArrowIV onto the field for the least amount of cash, the G is a long range support vehicle. Two tons of reloads allow it some longevity as it provides heavy splash damage and enough Cluster missiles to help overwhelm enemy LAMS. However, the Arrow launcher is the Ghandi's only weapons system making assistance from allies or quick retreat its only option against enemies that can close the distance. While the Ghandi has no improved radar, it can lock on to its own targets by deploying. Alternatively the Ghandi can dumb-fire its ArrowIVs for an area-of-effect attack. Generally speaking though, the Ghandi variant is mostly dependent upon allies for TAG or NARC target acquisition.

Canon

The Regulator hovertank was the result of the Capellan Confederation refining its surviving industries to produce better combat vehicles after the Fourth Succession War and the revival of Star League technology from the Helm Memory Core. The General Motors 170 fusion engine gives it considerable speed and agility, however, making up somewhat for the thin protection on the flanks. The Tank first saw action in 3057, during Operation Guerrero. Its involvement in actions on Tsingtao brought to light the tank's offensive abilities when a lance of the tanks destroyed three AFFC 'Mechs.

Notable Pilots: BloodRaven - MERC, Plotting-Raccoon - IS, Buff Skeleton - MERC, [12vr]Hammerzeitgeist - MERC

Date Introduced 3057 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Sniper

Battletech Reference