Difference between revisions of "Hephaestus"

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(Variant E)
 
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| Tonnage = 30
 
| Tonnage = 30
 
| Speed = 84
 
| Speed = 84
 +
| BoostSpeed = 126
 
| Rotation = 360
 
| Rotation = 360
 
| Pitch = -10° to +70°
 
| Pitch = -10° to +70°
Line 29: Line 30:
 
</ul>
 
</ul>
  
| Price A = 38 500
+
| Price A = 41 450
| ArmorT A = 17 055
+
| ArmorT A = 18 434
 
| Engine A = Fusion 110  
 
| Engine A = Fusion 110  
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>1x [[CMPL]]
+
<li>2x [[Flamer]]
<li>1x [[LRM15]]
+
<li>1x [[CLRM20]]
<li>1x [[TAG]]
+
<li>2x [[HMG]]
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[BHP]]
+
<li>[[BAP]]
 
<li>0 [[DHS]]
 
<li>0 [[DHS]]
<li>2 [[free ton]]
+
<li>1 [[free ton]]
<li>5.5t [[Armor]]
+
<li>6t [[Armor]]
 
</ul>
 
</ul>
  
Line 107: Line 108:
 
</ul>
 
</ul>
  
| Price F = 36 300
+
| Price F = 39 300
 
| ArmorT F = 18 434
 
| ArmorT F = 18 434
 
| Engine F = Fusion 110  
 
| Engine F = Fusion 110  
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>2x [[CLBX2]]
+
<li>1x [[CLPL]]
 
<li>1x [[ATM6#Extended Range|ATM6 (ER)]]
 
<li>1x [[ATM6#Extended Range|ATM6 (ER)]]
 
<li>1x [[TAG]]
 
<li>1x [[TAG]]
Line 118: Line 119:
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>0 [[HS]]
 
<li>0 [[HS]]
<li>1 [[free tons]]
+
<li>0 [[free tons]]
 
<li>6t [[Armor]]
 
<li>6t [[Armor]]
 
</ul>
 
</ul>
Line 144: Line 145:
 
| Armor T = 3433
 
| Armor T = 3433
  
| Version120 = 0.12.0
+
| Version153 = 0.16.1
 
}}
 
}}
  
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 serves as a spawn point and buy zone for [[Battle Armor]]. The Hephaestus 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. In the map menu, the Hephaestus appears as a small blue hexagon spawn point instead of an arrow.
+
The '''Hephaestus''' is a [[Clan]] [[scout]] [[Hovercraft]]. Besides the [[APC]], the Hephaestus is the only [[starter]] with an [[infantry bay]]. and can carry up to one [[Battle Armor]] passenger. Only the passenger can carry extra [[BA weapons]]. The pilot must exit the heph to purchase weapons.
 +
 
 +
Note: In the [[map menu]], the Hephaestus appears as a small blue hexagon spawn point instead of an arrow.
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
A close range brawler, the prime is able to harass smaller mechs and tanks thanks to its [[CSPL|small pulse laser]] and twin [[CMPL|medium pulse lasers]]. The Hephaestus prime is also one of the few early units with [[AECM]] allowing it to cover its allies from enemy [[NARC]]'s all game and its fast enough to avoid most fire coming its way. Moreover it relays information about [[Radar|nearby shut down mechs]] or [[APC]] data to allies, as well as any enemy [[Battle Armor]] in the vicinity. One glaring weakness of Hovercraft in general, and particularly this variant- is its handling. Difficulty focusing damage while remaining mobile across bumpy terrain is particularly felt with this loadout of precision weaponry.
+
Very effective [[scout]] and [[supporter]]. Not effective in combat without nearby allies.
 +
 
 +
{{Commentbox
 +
| Comment1=The Hepheastus Prime is somewhat atypical to most variants, sporting an offensive armament consisting entirely of pulse lasers, namely 2 CMPL and 1 CSPL. Coupled with the usual electronics package, supplemented with AECM, this allows this bad boi to endlessly excrete CBills in the presence of both allies and enemies. This, combined with a TAG, allows the user of this asset to reap untold profits from simultaneously supplying radar information, providing AECM cover and directing a storm of missiles onto a target, potentially turning the tide of an engagement.
 +
| Writer1= - Arcticus }}
  
 
===Variant A===
 
===Variant A===
 
{{Starter}}
 
{{Starter}}
Extreme reach with a single [[cMPL]] for backup. This unit is all out to out reach any other in spotting and active radar tracking - lacking any electronic counter measures it trades it all for long range punch of the [[cLRM15]]. Should the [[TAG]] not be exploited by the team to the desired extent, this unit has more than enough to dish out by it's own. And quite for a while with the available two [[free tons| spare tons]] of reloads. Remember that clan LRM remain viable even in brawling distances!<br>
+
[[Generalist]]. LRMs struggle to hit light [[assets]]. More effective as a starter in the [[mid-game]] or [[late-game]]. Good for [[kiting]]. Good anti-[[BA]].
This units fearsome [[BHP]] is best used to spot shut down mechs and APCs, and then [[TAG]] them to the rest of the team while remaining passive and on a safe distance.
 
  
 
===Variant B===
 
===Variant B===
 
{{Starter}}
 
{{Starter}}
While boasting the second highest damage output of the Hephaestus family - the 3 [[CSPL|cSPL]]s and [[ATM6#High Explosive|ATM6 (HE)]] require you to engage uncomfortably close to your enemies. The units one ton extra armor helps in this regard, but piloting this variant still requires constant focus on evasive maneuvering to be combat effective. However, pilots who can survive an extended stay on the battlefield reward their team with radar data from the onboard [[C3]], while sporting a reduced radar signature courtesy of the [[GECM]].  
+
Well-[[armor]]ed [[early-game]] [[brawler]] and [[scout]]. Good at earning [[C-Bills]] quickly.
While quite capable in close quarters against most Light, and even some Medium [[Mech| Mech's]], this unit will find itself quickly overwhelmed if outnumbered or outranged. This variant is best used in tow of a larger mech to draw enemies attention, giving free reign to unleash your incredible firepower on a distracted target.
 
  
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[Radar#Passive Radar|passive radar]].
+
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].
  
 
===Variant C===
 
===Variant C===
 
{{Starter}}
 
{{Starter}}
This variant sports the least damage and armor of the Hephaestus variants, instead being dedicated to a support role. One of the more nimble [[AECM]] units of the game, paired with onboard [[BAP]] and [[C3]] ensure that your team is both informed on enemy position, while theirs is hidden from [[radar]]. The [[cNARC]] missile allows for marking an enemy target for allied missiles to home into, however it's own offensive capabilities are relatively limited. The single [[cERLL]] does allow you to contribute respectable damage that can be focused, even at range, directly into damaged components, and an additional [[cERSL]] comes in handy in emergencies against opposing [[Battle Armor]].
+
Excellent [[scout]] and [[supporter]]. Poor [[armor]] and low [[damage]] output. More effective as a starter in the [[mid-game]] or [[late-game]].
 
 
While primarily used to bolster a [[Gameplay_Tactics#LRM_Camping|team built around long range missiles]] due to its [[cNARC]] and Radar suite. While any [[AECM]] unit is valuable, the [[Hephaestus#Prime|Prime Variant]] should be considered for supporting a more mixed team.
 
  
In conjunction with the Hephaestus chassis' in ability to spawn and arm friendly [[Battle Armor]], there is a small niche for using this in supporting a squad of [[Battle Armor]]- considering the [[AECM]] make the already evasive units [[radar|radar invisible and untargetable]], while the [[BAP]] and [[C3]] ensures enemy [[Battle Armor]] are visible to all allies, and at an extended range, too.
+
{{Commentbox
 +
| Comment1= No extra [[ammo]] for the [[cNARC]], so aim carefully. Stay close to allies to provide them [[AECM]].
 +
| Writer1= - Warlord Kentax }}
  
 
===Variant D===
 
===Variant D===
 
{{Starter}}
 
{{Starter}}
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>
+
Great [[skirmisher]] and [[sniper]]. Limited [[ammo]], but has the speed to go get more. Good at [[kiting]] and [[anti-air]].
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===
 
{{Starter}}
 
{{Starter}}
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''.<br>
+
Mostly works as a [[skirmisher]], but can also do well in a [[brawl]].
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. 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.<br>
+
 
The 4 [[SHS]] are quite enough for its weapons heat, chainfiring the heavy lasers would only hamper its effective damage output. 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.<br>
+
{{Commentbox
Selling point? Are you kidding me? Or, are you all out of c-bills and only paying a mere tourist visit to the shop?
+
| Comment1= When trying to be stealthy, the E still needs to use [[Passive Radar]] in order to avoid detection because its weapons are [[short range]]. Poor choice for [[scout]]ing without C3. The E's pilot must use the [[chat]] or [[VoIP]] to communicate enemy positions.
 +
| Writer1= - Warlord Kentax }}
  
 
===Variant F===
 
===Variant F===
 
{{Starter}}
 
{{Starter}}
The "F" there seems to stand for "Far".<br>
+
[[Sniper]] with excellent [[kiting]] and [[flick]]ing abilities. Struggles to fight at [[close range]] due to [[minimum range]].
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 some Active Probe. The twin [[cLBX2]] and single [[ATM6#Extended Range|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.<br>
+
 
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.
+
{{Commentbox
 +
| Comment1= Use the [[TAG]] to [[flick]] missiles without a [[missile lock]].
 +
| Writer1= - Warlord Kentax }}
  
 
===Variant G===
 
===Variant G===
 
{{Starter}}
 
{{Starter}}
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?<br>
+
[[medium range|Medium-]] to [[long-range]] [[fire-support]]. Excellent at [[kiting]] and effective at [[skirmishing]].
Team work. This unit is the best representative how proper teamwork augments firepower and performance:<br>
 
This one is made to be mid-range firesupport. The two [[cERML]]s 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 [[HS|heat skins]], yet it has none, so there is that.<br>
 
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.
 
  
 +
{{Commentbox
 +
| Comment1=The favorite starter asset of community legend Proxema, the Hephaestus G is a safe, powerful mid-range attacker easily capable of carrying a canny player straight to a high-end assault mech. Inside 700m, the two [[cERML]]s provide primary firepower, targeting a single component. The single [[ATM6]] launcher provides screenshake and bursts of extra splash damage. The [[GECM]] and [[BAP]] allow you to pick fights and flee from superior foes—you can confidently tackle nearly any 1v1 fight with starter assets slower than you, but against groups, you'll need teammates as a screen. The trick to the Heph G is knowing when to get in to pursue the kill and when to get out to safety, a skill that can only be developed with experience. Battle armor and ASF may give you trouble, but your Clan medium lasers will deter if not actively destroy them. The biggest threat you'll face are fast assets with LBX autocannons rushing you down.
 +
| Writer1= - General battuta }}
 +
 +
==History==
 +
Introduced with MWLL 0.4.0. Due to improperly placed [[hitbox]]es, the Heph was more survivable than many heavy mechs and piloting it was considered to be tantamount to [[exploit]]ing. The Heph was the second [[hover]] added to the MWLL beta (although there was at least one unreleased hover in an old alpha build.)
  
 
==Canon==
 
==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 first Hephaestus scouting tanks left assembly in 3064. They are being produced exclusively by Clan Hells Horses. Matching its reconnaissance 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.
 
The prime configuration is designed for electronic warfare, carrying TAG and ECM.
 +
 +
Notable Pilots: Kell - MERC, Buff Skeleton - MERC, BloodRaven - MERC, ~SJ~Proxema - MERC, [12vr]Hammerzeitgeist - MERC
  
 
Date Introduced 3064 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Scout
 
Date Introduced 3064 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Scout

Latest revision as of 07:17, 29 September 2023

Hephaestus
Hephaestus spin.gif
360v2.png
Hephaestus.png
360v2.png
Class: Hovercraft
Faction Clan
Ticket cost: 3 upon destruction
Tier: 4
Tonnage: 30 tons
Speed:

84 km/h (126 km/h with boost)

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
A:
Price: 41 450 CBills
Total armor: 18 434
Engine: Fusion 110
B:
Price: 40 400 CBills
Total armor: 21 194
Engine: Fusion 110
C:
Price: 42 250 CBills
Total armor: 17 055
Engine: Fusion 110
D:
Price: 35 750 CBills
Total armor: 18 434
Engine: Fusion 110
E:
Price: 42 050 CBills
Total armor: 18 434
Engine: Fusion 110
F:
Price: 39 300 CBills
Total armor: 18 434
Engine: Fusion 110
G:
Price: 40 550 CBills
Total armor: 18 434
Engine: Fusion 110
Armor Points Distribution
H
L
R
F
T
B
1875
3029
3029
4039
3433
3029

All stats current as of release 0.16.1

The Hephaestus is a Clan scout Hovercraft. Besides the APC, the Hephaestus is the only starter with an infantry bay. and can carry up to one Battle Armor passenger. Only the passenger can carry extra BA weapons. The pilot must exit the heph to purchase weapons.

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

Roles and Gameplay Hints

Prime

Very effective scout and supporter. Not effective in combat without nearby allies.

Player Comments:
The Hepheastus Prime is somewhat atypical to most variants, sporting an offensive armament consisting entirely of pulse lasers, namely 2 CMPL and 1 CSPL. Coupled with the usual electronics package, supplemented with AECM, this allows this bad boi to endlessly excrete CBills in the presence of both allies and enemies. This, combined with a TAG, allows the user of this asset to reap untold profits from simultaneously supplying radar information, providing AECM cover and directing a storm of missiles onto a target, potentially turning the tide of an engagement.
- Arcticus


Variant A

Starter Asset

Generalist. LRMs struggle to hit light assets. More effective as a starter in the mid-game or late-game. Good for kiting. Good anti-BA.

Variant B

Starter Asset

Well-armored early-game brawler and scout. Good at earning C-Bills quickly.

Note: This asset has both C3 and GECM, meaning there is no benefit to using passive radar except when covered by allied AECM.

Variant C

Starter Asset

Excellent scout and supporter. Poor armor and low damage output. More effective as a starter in the mid-game or late-game.

Player Comments:
No extra ammo for the cNARC, so aim carefully. Stay close to allies to provide them AECM.
- Warlord Kentax


Variant D

Starter Asset

Great skirmisher and sniper. Limited ammo, but has the speed to go get more. Good at kiting and anti-air.

Variant E

Starter Asset

Mostly works as a skirmisher, but can also do well in a brawl.

Player Comments:
When trying to be stealthy, the E still needs to use Passive Radar in order to avoid detection because its weapons are short range. Poor choice for scouting without C3. The E's pilot must use the chat or VoIP to communicate enemy positions.
- Warlord Kentax


Variant F

Starter Asset

Sniper with excellent kiting and flicking abilities. Struggles to fight at close range due to minimum range.

Player Comments:
Use the TAG to flick missiles without a missile lock.
- Warlord Kentax


Variant G

Starter Asset

Medium- to long-range fire-support. Excellent at kiting and effective at skirmishing.

Player Comments:
The favorite starter asset of community legend Proxema, the Hephaestus G is a safe, powerful mid-range attacker easily capable of carrying a canny player straight to a high-end assault mech. Inside 700m, the two cERMLs provide primary firepower, targeting a single component. The single ATM6 launcher provides screenshake and bursts of extra splash damage. The GECM and BAP allow you to pick fights and flee from superior foes—you can confidently tackle nearly any 1v1 fight with starter assets slower than you, but against groups, you'll need teammates as a screen. The trick to the Heph G is knowing when to get in to pursue the kill and when to get out to safety, a skill that can only be developed with experience. Battle armor and ASF may give you trouble, but your Clan medium lasers will deter if not actively destroy them. The biggest threat you'll face are fast assets with LBX autocannons rushing you down.
- General battuta


History

Introduced with MWLL 0.4.0. Due to improperly placed hitboxes, the Heph was more survivable than many heavy mechs and piloting it was considered to be tantamount to exploiting. The Heph was the second hover added to the MWLL beta (although there was at least one unreleased hover in an old alpha build.)

Canon

The first Hephaestus scouting tanks left assembly in 3064. They are being produced exclusively by Clan Hells Horses. Matching its reconnaissance 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.

Notable Pilots: Kell - MERC, Buff Skeleton - MERC, BloodRaven - MERC, ~SJ~Proxema - MERC, [12vr]Hammerzeitgeist - MERC

Date Introduced 3064 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Scout

Battletech Reference