Difference between revisions of "Masakari"

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m (Trivia: - Added note about 0.17.0 heat curve buff)
 
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{{Mech|
 
{{Mech|
| Image=[[File:Warhawk.jpg|300px]]
+
| Image = File:Masakari.png
| Name =Masakari
+
| ImageGif = File:Masakari_spin.gif
| Class=Assault
+
| Class = Assault
| Faction=Clan
+
| Faction = Clan
| Tickets=12
+
| Tickets = 13
| Speed =64.8
+
| Tier = 14
 +
| Tonnage = 85
 +
| Speed = 64
 
| SpeedWithMasc =
 
| SpeedWithMasc =
| Rotation =90
+
| Rotation = 180
| PitchStand = -34° to +45°
+
| PitchStand = -35° to +45°
| PitchCrouch = -34° to +55°
+
| PitchCrouch = -35° to +55°
  
| Prime = * 4 [[CERPPC]]
+
| Price Prime = 119 700
* 1 [[CLRM10]]
 
| Price = 125 700
 
 
| ArmorT Prime = 77 299
 
| ArmorT Prime = 77 299
| Prime Equip =* [[EOptics]]
+
| Engine Prime = General Systems 340 XL
* 13 [[DHS]]
+
| Weapons Prime = <ul>
* 0 [[free tons]]
+
<li>4x [[CERPPC]]
* 13.5t [[Armor]]
+
<li>1x [[CLRM10]]
 +
</ul>
 +
| Equip Prime = <ul>
 +
<li>[[EOptics]]
 +
<li>14 [[DHS]]
 +
<li>0 [[free tons]]
 +
<li>16t [[Armor]]
 +
</ul>
  
| A = * 1 [[CGauss]]
+
| Price A = 113 550
* 6 [[CERMBL]]
 
* 1 [[CSRM6]]
 
* 1 [[CNARC]]
 
| PriceA = 116 900
 
 
| ArmorT A = 77 299
 
| ArmorT A = 77 299
| A Equip = * [[LAMS]]
+
| Engine A = General Systems 340 XL
* [[EOptics]]
+
| Weapons A = <ul>
* 7 [[DHS]]
+
<li>2x [[CERLL]]
* 2 [[free tons]]
+
<li>2x [[CERML]]
* 13.5t [[Armor]]
+
<li>2x [[ATM3#Extended Range|ATM3 (ER)]]
 +
<li>1x [[HAG30]]
 +
</ul>
 +
| Equip A = <ul>
 +
<li>[[EOptics]]
 +
<li>[[GECM]]
 +
<li>[[BAP]]
 +
<li>7 [[DHS]]
 +
<li>3 [[free tons]]
 +
<li>16t [[Armor]]
 +
</ul>
  
| B = * 4 [[cERLBL]]
+
| Price B = 114 900
* 1 [[ATM9]] (ER)
 
* 2 [[ATM6]] (Std)
 
| PriceB = 113 300
 
 
| ArmorT B = 77 299
 
| ArmorT B = 77 299
| B Equip = * [[EOptics]]
+
| Engine B = General Systems 340 XL
* 12 [[DHS]]
+
| Weapons B = <ul>
* 0 [[free tons]]
+
<li>4x [[cERLL]]
* 13.5t [[Armor]]
+
<li>3x [[ATM6#Extended Range|ATM6 (ER)]]
 +
</ul>
 +
| Equip B = <ul>
 +
<li>[[EOptics]]
 +
<li>[[AECM]]
 +
<li>1 [[LAMS]]
 +
<li>12 [[DHS]]
 +
<li>0 [[free tons]]
 +
<li>16t [[Armor]]
 +
</ul>
  
| C = * 1 [[CLBX20]]
+
| Price C = 111 900
* 6 [[HML]]
 
* 2 [[ATM3]] (HE)
 
| PriceC = 116 400
 
 
| ArmorT C = 77 299
 
| ArmorT C = 77 299
| C Equip = * [[EOptics]]
+
| Engine C = General Systems 340 XL
* [[GECM]]
+
| Weapons C = <ul>
* 9 [[DHS]]
+
<li>6x [[HML]]
* 1 [[free ton]]
+
<li>2x [[ATM3#High Explosive|ATM3 (HE)]]
* 13.5t [[Armor]]
+
<li>1x [[CLBX20]]
 +
</ul>
 +
| Equip C = <ul>
 +
<li>[[GECM]]
 +
<li>10 [[DHS]]
 +
<li>1 [[free ton]]
 +
<li>16t [[Armor]]
 +
</ul>
  
| D = * 4 [[CLPL]]
+
| Price D = 109 700
* 1 [[CLRM10]]
 
| PriceD = 111 700
 
 
| ArmorT D = 77 299
 
| ArmorT D = 77 299
| D Equip = * [[EOptics]]
+
| Engine D = General Systems 340 XL
* 17 [[DHS]]
+
| Weapons D = <ul>
* 0 [[free ton]]
+
<li>4x [[CLPL]]
* 13.5t [[Armor]]
+
<li>1x [[CLRM10]]
 +
</ul>
 +
| Equip D = <ul>
 +
<li>[[EOptics]]
 +
<li>18 [[DHS]]
 +
<li>0 [[free tons]]
 +
<li>16t [[Armor]]
 +
</ul>
  
| E = * 1 [[CERPPC]]
+
| Price E = 117 300
* 4 [[CMPL]]
 
* 2 [[CDSSRM4]]
 
* 1 [[CDSSRM6]]
 
| PriceE = 125 800
 
 
| ArmorT E = 77 299
 
| ArmorT E = 77 299
| E Equip = * [[EOptics]]
+
| Engine E = General Systems 340 XL
* 7 [[DHS]]
+
| Weapons E = <ul>
* 3 [[free tons]]
+
<li>4x [[CMPL]]
* 13.5t [[Armor]]
+
<li>2x [[CDSSRM4]]
 +
<li>1x [[CDSSRM6]]
 +
</ul>
 +
| Equip E = <ul>
 +
<li>[[EOptics]]
 +
<li>[[GECM]]
 +
<li>10 [[DHS]]
 +
<li>6 [[free tons]]
 +
<li>16t [[Armor]]
 +
</ul>
  
| F = * 1 [[HLL]]
+
| Price F = 107 100
* 3 [[CERMBL]]
+
| ArmorT F = 77 299
* 6 [[CLRM5]]
+
| Engine F = General Systems 340 XL
| PriceF = 109 100
+
| Weapons F = <ul>
| ArmorT F = 81 073
+
<li>6x [[CLRM5]]
| F Equip = * [[EOptics]]
+
<li>4x [[CERML]]
* [[LAMS]]
+
<li>1x [[CNARC]]
* [[AECM]]
+
</ul>
* 7 [[DHS]]
+
| Equip F = <ul>
* 0 [[free tons]]
+
<li>[[EOptics]]
* 14.5t [[Armor]]
+
<li>[[AECM]]
 +
<li>[[LAMS]]
 +
<li>8 [[DHS]]
 +
<li>1 [[free ton]]
 +
<li>16t [[Armor]]
 +
</ul>
  
| G = * 2 [[CERLBL]]
+
| Price G = 99 700
* 4 [[CLBX5]]
 
* 1 [[CLRM10]]
 
| PriceG = 100 500
 
 
| ArmorT G = 77 299
 
| ArmorT G = 77 299
| G Equip = * [[EOptics]]
+
| Engine G = General Systems 340 XL
* [[LAMS]]
+
| Weapons G = <ul>
* 3 [[DHS]]
+
<li>4x [[CLBX5]]
* 0 [[free tons]]
+
<li>2x [[CERLL]]
* 13.5t [[Armor]]
+
<li>1x [[CLRM10]]
 +
<li>1x [[B-Pod]]
 +
</ul>
 +
| Equip G = <ul>
 +
<li>[[EOptics]]
 +
<li>[[LAMS]]
 +
<li>4 [[DHS]]
 +
<li>0 [[free tons]]
 +
<li>16t [[Armor]]
 +
</ul>
  
 +
| Pods = LE
 
| Armor H = 2760
 
| Armor H = 2760
 +
| Armor LRT = 7953
 
| Armor CT = 9941
 
| Armor CT = 9941
| Armor LRT = 7953
 
 
| Armor B = 5965
 
| Armor B = 5965
 
| Armor LRA = 6710
 
| Armor LRA = 6710
| Armor LRL = 4563 Internal +<br>7605 External
+
| Armor LRL = 7605
 
| Armor LE = 4971
 
| Armor LE = 4971
 +
| Armor INT = 4563
 +
 +
| Version153 = 0.16.1
 
}}
 
}}
<!-- Stats current for 0.8.5
+
 
Fluff current for 0.8.2 -->
+
The Warhawk is powered by a massive 340 XL Engine that gave it a top speed of 64.8 km/h and mounted sixteen and a half tons of Ferro-Fibrous armor to protect itself from enemy fire. To dissipate the massive waste heat produced in its various configurations, it carries different amount of double heat sinks. Additionally, though not truly fixed equipment on the chassis, the Warhawk managed to incorporate an advanced Targeting Computer into each of its configurations, making all of its direct fire weapons extremely accurate. In MWLL, this chassis carries one unlisted additional DHS. To complement its relatively high top speed, it has handling properties (I.E. torso [[yaw|twist]] speed, acceleration, etc...) of a clan heavy, rather than an assault. It also boasts one of the best torso [[pitch]] ranges of an assault mech, making it a threat to ASF assets as well. These advantages are countered by a rather large center torso hitbox, and the fact that the Warhawk's arms are large and likely targets. An additional disadvantage is that the silhouette of the chassis resembles a Direwolf at a glance, often resulting in focus fire disproportionate for the actual threat of the asset.  
The '''Warhawk''' (codenamed '''Masakari''' by [[Inner Sphere|IS]] forces) is a [[Clan]] [[Assault Mech]] released with the Final Beta 0.7.0 release.
+
 
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
{{Section out of date|0.8.5}}
 
 
===Prime===
 
===Prime===
The Prime variant is well suited to long ranged combat or support role. 4 [[CERPPC]] can provide owerwhelming firepower but the pilot must rely on chainfire to get the most out of this asset. In fact, an alpha-strike executed on a hot map can even lead to the Masakari Prime melting its own reactor down, destroying itself.
+
The Prime variant is well suited to long ranged combat or support role. Four [[CERPPC]] can provide overwhelming firepower but the pilot must rely on chainfire to get the most out of this asset. In fact, an alpha-strike executed on a hot map can even lead to the Masakari Prime melting its own reactor down, destroying itself.
The [[CLRM10]] can reach up to 1000m and thus is a good support for primary armament of this asset without creating much heat issues. 14 [[DHS]] struggle to keep the design cool but provide good efficiency while unit is not forced to enter close combat and generate more heat from maneuvers. [[EOptics]] assist with making the most of every volley.
+
The singular [[CLRM10]] can reach up to 1000m and thus is a good support for primary armament of this asset without creating much heat issues. The LRMs can also be used to 'paint' targets visually for the pilot in low light situations, assuming her radar is active. 14 [[DHS]] struggle to keep the design cool but provide good efficiency while unit is not forced to enter close combat and generate more heat from maneuvers.
  
 
===Variant A===
 
===Variant A===
This variant best works at medium range. Although it can reach up to 900m with its lone [[CGauss]] rifle it is relying on 6 [[cERMBL]] to deliver most of the damage, the Warhawk A is at risk of being out-maneuvered. If the opponent closes in, its [[cSSRM6]] will provide a reliable back up weapon to throw opponents off balance while the pilot can focus on precision work with the lasers. Eight [[DHS]] are plenty to keep the design easy manageable even when pressured. While its high precision armament will make it a huge threat on anything short of other heavy units it does require more time to wear down well armored targets where precision is less important than sheer firepower. To offset that, this Warhawk is set apart from others with a [[NARC|cNARC]] missile launcher. The ability to place a NARC beacon on heavily armored targets while eviscerating fast moving units with its precision weaponry make it a challenge for any kind of opponent. Even with all this, one must keep in mind that Warhawk is not best suited for close combat and since majority of its weapons require closer engagement ranges.
+
The second of 3 long range assaults'. The A equipped with [[GECM]], [[BAP]] and [[EOptics]] places it in the sniper mode. Two [[ATM|ATM3(ER)]] missile launchers with a reach of 1500m, 1 [[HAG30]] at 1200m and two [[CERLL]] hitting at 900m allow it to select it's target with impunity. Three [[Free tons|Extra Tons of Ammo]] for the Missiles and Hag. Seven [[DHS]] to help keep things running cool. Two [[CERML]] for anything that breaks the 600m mark or to dispatch Battle Armor.
  
 
===Variant B===
 
===Variant B===
This Warhawk's loadout is geared more towards long-range precision fire compared to the Prime. With four [[CERLBL]]s, two in each arm, the B can rapidly cripple light and even medium Mechs with great accuracy. However, it is the B's battery of [[ATM]] launchers that make it a proper threat to heavier units - the [[ATM9]] is loaded with extended-range ammo and is well-suited to supporting the lasers. The dual [[ATM6]] launchers use standard munitions, granting more damage at closer ranges when targets close to within 700m. Unfortunately, the B's 12 [[DHS]]es will have trouble keeping up with the heat load when stressed by the lasers. This variant also has no room for additional ammo, although even when dry, this Warhawk can easily continue dishing out the pain.
+
This Warhawk's loadout is geared more towards long-range precision fire compared to the Prime loaded with [[BAP]] & [[EOptics]]. With four [[CERLL]]s, two in each arm, the B can rapidly cripple light and even medium Mechs with great accuracy. However, it is the B's battery of [[ATM]] Extended Range Launchers that make it a proper threat to heavier units - Triple [[ATM6|ATM6(ER)]] launchers can lock on out to 1250m and travel 1500m. Unfortunately, the B's 12 [[DHS]]s will have trouble keeping up with the heat load when stressed by the lasers. This variant also has no room for additional ammo, although even when dry, this Warhawk can easily continue dishing out the pain. The unit is designed to travel in a group, providing [[AECM|Angel ECM]] cover and also houses a single [[LAMS|Laser Anti-Missile System]].
  
===Variant C===
+
===Variant C - ''"Icy Hot"''===
At a distance, it can be easy to mistake the Warhawk C for any of its sister variants and move in to put pressure on it. Inside 400m, the C will gladly punish anyone inattentive enough to not notice the [[CLBX20]] and six [[CHML]] setup, with two [[ATM3]] launchers carrying HE rounds. A single well-placed alpha strike (dealing around 6100 damage without the ATMs) will eviscerate every light Mech in the game and most mediums, while forcing heavier Mechs to scramble for cover in the face of the C's talons. [[GECM]] lets the C lay low on the battlefield and surprise anything that wanders into its short reach; outside of the magic 400m boundary, the Warhawk C is completely helpless. In addition, its 9 [[DHS]]es cannot cope with the heat produced by the laser battery, so group-fire is a must.
+
At a distance, it can be easy to mistake the Warhawk C for any of its sister variants and move in to put pressure on it. Inside 400m, the C will gladly punish anyone inattentive enough to not notice the [[CLBX20]] with 1 [[Free tons]] and six [[CHML]] setup, with two [[ATM3]] launchers carrying HE rounds. A single well-placed alpha strike (dealing around 6100 damage without the ATMs) will eviscerate every light Mech in the game and most mediums, while forcing heavier Mechs to scramble for cover in the face of the C's talons. [[GECM]] lets the C lay low on the battlefield and surprise anything that wanders into its short reach; outside of the magic 400m boundary, the Warhawk C is completely helpless. In addition, its 9 [[DHS]]es cannot cope with the heat produced by the laser battery, so group-fire is a must. An alternative firing method is to set each arm's worth of [[CHML]]s to a trigger, and chain fire them, allowing the pilot to ride the critical heat line, while benefiting from the increased dissipation at higher temperatures.  
  
 
===Variant D===
 
===Variant D===
Fundamentally similar to the Prime, the D replaces the four [[CERPPC]] arm configuration with two [[CLPL]]s and a [[CHLL]]s, one in each arm. This change shifts the D away from a sniper and more into a medium-range profile, with the [[CLRM10]] available for long-range harassment. This Warhawk sports a whopping 17 [[DHS]]es and can handle its heat better than some of its brethren.
+
The Masakari D swaps out the PPCs of the Prime for a quartet of [[CLPL]]s. This changes the role of the D from a long range sniper to a medium-to-long range fire-support platform, dealing high DPS if left uncontested. 18 [[DHS]] can easily manage the heat generated by the pulse lasers, and one can even cool off while still stagger-firing them. The [[CLRM10]] is almost redundant, but provides target acquisition support through the silhouette created by the lock-on, even if you don't fire it much. This Masakari shines in engagements where it can force opponents to suffer long periods of time at the edge of its pulse laser's range while minimizing their ability to return fire. [[EOptics]] allows you to survey the battlefield selectively locating your victim. The colossal potential DPS provided by the pulse lasers at a distance of 850m makes this one of the most game-changing assets available. If a pilot is well versed in what different variants mount, and where, he may use this variant as a scalpel, and remove components from a fight before they can make a difference.
  
 
===Variant E===
 
===Variant E===
A cooler-running alternative to the Warhawk C, the E maintains one [[CERPPC]], backed instead by four [[CMPL]]s and a series of dual [[SSRM|CSSRM]] racks. Three tons of additional space allow the E to carry more ammo than it will likely ever use.
+
A cooler-running alternative to the Warhawk C, the E carries four [[CMPL]]s and a series of dual [[SSRM|CSSRM]] racks 2x4 and 1x6. Six [[Free ton|tons]] of additional space allow the E to carry more ammo than it will likely ever use. While the C carries a nasty pinpoint scalpel, the E is more of a sledgehammer, using [[GECM]] and [[EOptics]] to sneak into position, just to bulldoze anything within 450m! The battery of [[SSRM|CSSRM]]s allows for a larger volley of streaks than any other asset, and allows this variant to pressure assets that rely on relatively high levels of armor and tight torso hitboxes. The mounted 10 [[DHS|heat sinks]] are almost up to a prolonged engagement involving the streaks and pulse lasers, but most fights will be over before this becomes a pressing issue.
  
 
===Variant F===
 
===Variant F===
A [[CUAC10]] and [[ATM12]] with standard rounds form the backbone of the Warhawk F's loadout. A trio of [[CERMBL]]s and [[CERSBL]]s provide accurate damage when it matters. This variant differs from other Warhawks in that it carries an [[AECM]] suite, placing it firmly in a fire support role, where it can stand-off with the Ultra/10, ERMBLs and ATMs to drive the enemy back whilst granting ECM cover to allies nearby.
+
While an odd choice for a Clan mech, the F excels at it's job of mid to long range area denial. Six, count them, six [[LRM5]]s might not sound like much, but careful pilots will note that this allows for a salvo of five missiles every three quarters of a second. Good for keeping lighter assets running, or pounding weak Spheroid pilots with constant cockpit shake, the LRMS are backed up by a precision set of four [[CERML]] for focusing down components damaged by the barrage. A [[CNARC]] can be used to direct in other friendly missiles; anyone in the Star bringing Arrows will be delighted that their foes' LAMS are overburdened by the hail of LRMS. All this backed up with [[EOptics]],  [[LAMS]] for missile protection and supported by 8 [[DHS]]. This unit is also equipped with extra ton of armor and [[AECM | Angel ECM]] which helps in protecting your unit but makes you a glowing target.
  
 
===Variant G===
 
===Variant G===
This modification of the Warhawk A replaces two [[CERLBL]]s with four [[CLBX5]]es, effectively trading long-range performance and damage against heavily armored units for anti-air capability and a heightened damage profile versus light Mechs and vehicles. While the G will run much cooler than the A, it is important to note that the vast majority of the [[DHS]]es were removed: only three remain, which may struggle to keep heat down when continuously firing the large lasers.
+
This variant mounts four [[CLBX5]]s, 2x [[CERLL]] and one [[CLRM10]] aided by [[EOptics]], protected by [[LAMS]] for very effective long-range performance and damage against heavily armored units, for anti-air capability and a heightened damage profile versus light Mechs and vehicles. While the G will run much cooler than most of the Masakaris, it is important to note that the vast majority of the [[DHS]]s were removed: only four remain, which may struggle to keep heat down when continuously firing the large lasers. This variant's other selling point is that it's significantly cheaper than the rest of the Masakaris, and in fact, it is more affordable than some clan heavy mechs. [[B-Pod]] helps when dealing with enemy [[Battle Armor]]
 +
 
  
==Variant Evaluations==
+
==Trivia==
{{Section out of date|0.8.5}}
+
The '''Warhawk''' (codenamed '''Masakari''' by [[Inner Sphere|IS]] forces) is a [[Clan]] [[Assault Mech]] released with the Final Beta 0.7.0 release.
These charts are supposed to give a rough evaluation on how useful the Variant in question is in different situations, and to show a more visible impression of its strengths and weaknesses. <br>
+
*In 0.17.0, The Warhawk's maxheat curve was buffed to 915°c from 900°c. This makes up for MWLL's lack of a targeting computer and how the heat system is more punishing toward clan mechs.
For an explanation of the terms used visit the [[Evaluation Charts]] help page.
 
<br>
 
{| border="1" cellspacing="0" cellpadding="5" style="text-align:center; background:#101010"
 
|- style="text-align:left"
 
|- class="stripe_gray"
 
! Variant
 
!
 
! vs. Ground
 
! vs. Air
 
! vs. BA
 
!
 
! Short Range
 
! Med. Range
 
! Long Range
 
! Extreme Range
 
!
 
! Support
 
! Efficiency
 
|- class="gray"
 
| Prime
 
|
 
| <!--vs. Ground-->
 
| <!--vs. Air-->
 
| <!--vs. BA-->
 
|
 
| <!--Short Range-->
 
| <!--Medium Range-->
 
| <!--Long Range-->
 
| <!--Extreme Range-->
 
|
 
| <!--Support-->
 
| <!--Efficiency-->
 
|-
 
| A
 
|
 
| <!--vs. Ground-->
 
| <!--vs. Air-->
 
| <!--vs. BA-->
 
|
 
| <!--Short Range-->
 
| <!--Medium Range-->
 
| <!--Long Range-->
 
| <!--Extreme Range-->
 
|
 
| <!--Support-->
 
| <!--Efficiency-->
 
|-
 
| B
 
|
 
| <!--vs. Ground-->
 
| <!--vs. Air-->
 
| <!--vs. BA-->
 
|
 
| <!--Short Range-->
 
| <!--Medium Range-->
 
| <!--Long Range-->
 
| <!--Extreme Range-->
 
|
 
| <!--Support-->
 
| <!--Efficiency-->
 
|-
 
| C
 
|
 
| <!--vs. Ground-->
 
| <!--vs. Air-->
 
| <!--vs. BA-->
 
|
 
| <!--Short Range-->
 
| <!--Medium Range-->
 
| <!--Long Range-->
 
| <!--Extreme Range-->
 
|
 
| <!--Support-->
 
| <!--Efficiency-->
 
|-
 
| D
 
|
 
| <!--vs. Ground-->
 
| <!--vs. Air-->
 
| <!--vs. BA-->
 
|
 
| <!--Short Range-->
 
| <!--Medium Range-->
 
| <!--Long Range-->
 
| <!--Extreme Range-->
 
|
 
| <!--Support-->
 
| <!--Efficiency-->
 
|-
 
| E
 
|
 
| <!--vs. Ground-->
 
| <!--vs. Air-->
 
| <!--vs. BA-->
 
|
 
| <!--Short Range-->
 
| <!--Medium Range-->
 
| <!--Long Range-->
 
| <!--Extreme Range-->
 
|
 
| <!--Support-->
 
| <!--Efficiency-->
 
|-
 
| F
 
|
 
| <!--vs. Ground-->
 
| <!--vs. Air-->
 
| <!--vs. BA-->
 
|
 
| <!--Short Range-->
 
| <!--Medium Range-->
 
| <!--Long Range-->
 
| <!--Extreme Range-->
 
|
 
| <!--Support-->
 
| <!--Efficiency-->
 
|-
 
| G
 
|
 
| <!--vs. Ground-->
 
| <!--vs. Air-->
 
| <!--vs. BA-->
 
|
 
| <!--Short Range-->
 
| <!--Medium Range-->
 
| <!--Long Range-->
 
| <!--Extreme Range-->
 
|
 
| <!--Support-->
 
| <!--Efficiency-->
 
|}
 
  
 
==Canon==
 
==Canon==
Developed by Clan Smoke Jaguar, the Warhawk was known for its deadly accuracy, thanks to a built-in targeting computer common to all variants. With four [[ERPPC]]s this mech is capable of hammering enemy units with a stream of precision fire. The only drawbacks of this mech are short-range combat and problems with heat control, especially in the Prime variant. Because of this, the Smoke Jaguars often paired Warhawks with a Dire Wolf (Daishi) to provide cover.
+
Introduced by Clan Smoke Jaguar in 2999 in preparation for the anticipated return to the Inner Sphere, while the Dragoon Compromise stalled such plans, the Jaguars unleashed the powerful Warhawk on their Warden opponents to deadly effect. Deployed extensively in the Jaguar frontline forces, and often seen paired with the Dire Wolf, the design truly came to prominence as originally intended, on the battlefields of the Jaguars' Invasion Corridor and earned the code name of Masakari - a Japanese battle-axe used on medieval Terra - from warriors within the DCMS who faced it. Produced exclusively on the Clan Homeworlds, the design was one of many lost to the Inner Sphere Clans after contact with the Homeworlds ceased during the Jihad.
 +
 
 +
Date Introduced 2999 during the Era known as "Late Succession War - LosTech" (2901 - 3019) - Unit Role: Sniper
  
 
[http://www.sarna.net/wiki/Warhawk BattleTech Reference]
 
[http://www.sarna.net/wiki/Warhawk BattleTech Reference]
  
 
{{Template:Navbox Assets Clan}}
 
{{Template:Navbox Assets Clan}}

Latest revision as of 01:03, 6 November 2024

Masakari
Masakari spin.gif
360.png
Masakari.png
360.png
Class: Assault Mech
Faction: Clan
Ticket cost: 13 upon destruction
Tier: 14
Tonnage: 85 tons
Speed: 64 km/h
Torso yaw: 180°
Torso pitch: -35° to +45° while standing
-35° to +55° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 119 700 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
A:
Price: 113 550 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
B:
Price: 114 900 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
C:
Price: 111 900 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
D:
Price: 109 700 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
E:
Price: 117 300 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
F:
Price: 107 100 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
G:
Price: 99 700 CBills
Total armor: 77 299
Engine Size: General Systems 340 XL
Armor Points Distribution
LE
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
4971
5965
2760
6710
6710
7605
7953
9941
7953
6710
7605
4563

All stats current as of release 0.16.1

The Warhawk is powered by a massive 340 XL Engine that gave it a top speed of 64.8 km/h and mounted sixteen and a half tons of Ferro-Fibrous armor to protect itself from enemy fire. To dissipate the massive waste heat produced in its various configurations, it carries different amount of double heat sinks. Additionally, though not truly fixed equipment on the chassis, the Warhawk managed to incorporate an advanced Targeting Computer into each of its configurations, making all of its direct fire weapons extremely accurate. In MWLL, this chassis carries one unlisted additional DHS. To complement its relatively high top speed, it has handling properties (I.E. torso twist speed, acceleration, etc...) of a clan heavy, rather than an assault. It also boasts one of the best torso pitch ranges of an assault mech, making it a threat to ASF assets as well. These advantages are countered by a rather large center torso hitbox, and the fact that the Warhawk's arms are large and likely targets. An additional disadvantage is that the silhouette of the chassis resembles a Direwolf at a glance, often resulting in focus fire disproportionate for the actual threat of the asset.


Roles and Gameplay Hints

Prime

The Prime variant is well suited to long ranged combat or support role. Four CERPPC can provide overwhelming firepower but the pilot must rely on chainfire to get the most out of this asset. In fact, an alpha-strike executed on a hot map can even lead to the Masakari Prime melting its own reactor down, destroying itself. The singular CLRM10 can reach up to 1000m and thus is a good support for primary armament of this asset without creating much heat issues. The LRMs can also be used to 'paint' targets visually for the pilot in low light situations, assuming her radar is active. 14 DHS struggle to keep the design cool but provide good efficiency while unit is not forced to enter close combat and generate more heat from maneuvers.

Variant A

The second of 3 long range assaults'. The A equipped with GECM, BAP and EOptics places it in the sniper mode. Two ATM3(ER) missile launchers with a reach of 1500m, 1 HAG30 at 1200m and two CERLL hitting at 900m allow it to select it's target with impunity. Three Extra Tons of Ammo for the Missiles and Hag. Seven DHS to help keep things running cool. Two CERML for anything that breaks the 600m mark or to dispatch Battle Armor.

Variant B

This Warhawk's loadout is geared more towards long-range precision fire compared to the Prime loaded with BAP & EOptics. With four CERLLs, two in each arm, the B can rapidly cripple light and even medium Mechs with great accuracy. However, it is the B's battery of ATM Extended Range Launchers that make it a proper threat to heavier units - Triple ATM6(ER) launchers can lock on out to 1250m and travel 1500m. Unfortunately, the B's 12 DHSs will have trouble keeping up with the heat load when stressed by the lasers. This variant also has no room for additional ammo, although even when dry, this Warhawk can easily continue dishing out the pain. The unit is designed to travel in a group, providing Angel ECM cover and also houses a single Laser Anti-Missile System.

Variant C - "Icy Hot"

At a distance, it can be easy to mistake the Warhawk C for any of its sister variants and move in to put pressure on it. Inside 400m, the C will gladly punish anyone inattentive enough to not notice the CLBX20 with 1 Free tons and six CHML setup, with two ATM3 launchers carrying HE rounds. A single well-placed alpha strike (dealing around 6100 damage without the ATMs) will eviscerate every light Mech in the game and most mediums, while forcing heavier Mechs to scramble for cover in the face of the C's talons. GECM lets the C lay low on the battlefield and surprise anything that wanders into its short reach; outside of the magic 400m boundary, the Warhawk C is completely helpless. In addition, its 9 DHSes cannot cope with the heat produced by the laser battery, so group-fire is a must. An alternative firing method is to set each arm's worth of CHMLs to a trigger, and chain fire them, allowing the pilot to ride the critical heat line, while benefiting from the increased dissipation at higher temperatures.

Variant D

The Masakari D swaps out the PPCs of the Prime for a quartet of CLPLs. This changes the role of the D from a long range sniper to a medium-to-long range fire-support platform, dealing high DPS if left uncontested. 18 DHS can easily manage the heat generated by the pulse lasers, and one can even cool off while still stagger-firing them. The CLRM10 is almost redundant, but provides target acquisition support through the silhouette created by the lock-on, even if you don't fire it much. This Masakari shines in engagements where it can force opponents to suffer long periods of time at the edge of its pulse laser's range while minimizing their ability to return fire. EOptics allows you to survey the battlefield selectively locating your victim. The colossal potential DPS provided by the pulse lasers at a distance of 850m makes this one of the most game-changing assets available. If a pilot is well versed in what different variants mount, and where, he may use this variant as a scalpel, and remove components from a fight before they can make a difference.

Variant E

A cooler-running alternative to the Warhawk C, the E carries four CMPLs and a series of dual CSSRM racks 2x4 and 1x6. Six tons of additional space allow the E to carry more ammo than it will likely ever use. While the C carries a nasty pinpoint scalpel, the E is more of a sledgehammer, using GECM and EOptics to sneak into position, just to bulldoze anything within 450m! The battery of CSSRMs allows for a larger volley of streaks than any other asset, and allows this variant to pressure assets that rely on relatively high levels of armor and tight torso hitboxes. The mounted 10 heat sinks are almost up to a prolonged engagement involving the streaks and pulse lasers, but most fights will be over before this becomes a pressing issue.

Variant F

While an odd choice for a Clan mech, the F excels at it's job of mid to long range area denial. Six, count them, six LRM5s might not sound like much, but careful pilots will note that this allows for a salvo of five missiles every three quarters of a second. Good for keeping lighter assets running, or pounding weak Spheroid pilots with constant cockpit shake, the LRMS are backed up by a precision set of four CERML for focusing down components damaged by the barrage. A CNARC can be used to direct in other friendly missiles; anyone in the Star bringing Arrows will be delighted that their foes' LAMS are overburdened by the hail of LRMS. All this backed up with EOptics, LAMS for missile protection and supported by 8 DHS. This unit is also equipped with extra ton of armor and Angel ECM which helps in protecting your unit but makes you a glowing target.

Variant G

This variant mounts four CLBX5s, 2x CERLL and one CLRM10 aided by EOptics, protected by LAMS for very effective long-range performance and damage against heavily armored units, for anti-air capability and a heightened damage profile versus light Mechs and vehicles. While the G will run much cooler than most of the Masakaris, it is important to note that the vast majority of the DHSs were removed: only four remain, which may struggle to keep heat down when continuously firing the large lasers. This variant's other selling point is that it's significantly cheaper than the rest of the Masakaris, and in fact, it is more affordable than some clan heavy mechs. B-Pod helps when dealing with enemy Battle Armor


Trivia

The Warhawk (codenamed Masakari by IS forces) is a Clan Assault Mech released with the Final Beta 0.7.0 release.

  • In 0.17.0, The Warhawk's maxheat curve was buffed to 915°c from 900°c. This makes up for MWLL's lack of a targeting computer and how the heat system is more punishing toward clan mechs.

Canon

Introduced by Clan Smoke Jaguar in 2999 in preparation for the anticipated return to the Inner Sphere, while the Dragoon Compromise stalled such plans, the Jaguars unleashed the powerful Warhawk on their Warden opponents to deadly effect. Deployed extensively in the Jaguar frontline forces, and often seen paired with the Dire Wolf, the design truly came to prominence as originally intended, on the battlefields of the Jaguars' Invasion Corridor and earned the code name of Masakari - a Japanese battle-axe used on medieval Terra - from warriors within the DCMS who faced it. Produced exclusively on the Clan Homeworlds, the design was one of many lost to the Inner Sphere Clans after contact with the Homeworlds ceased during the Jihad.

Date Introduced 2999 during the Era known as "Late Succession War - LosTech" (2901 - 3019) - Unit Role: Sniper

BattleTech Reference