Difference between revisions of "Corsair"

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{{ASF|
 
{{ASF|
| Image = [[File:Corsair.jpg|300px]]
+
| Image = File:Corsair.png
| Name =Corsair
+
| ImageGif = File:Corsair_spin.gif
| Faction=Inner Sphere
+
| Name = Corsair
| Class =Medium
+
| Faction = Inner Sphere
| Tickets =6
+
| Class = Medium
 +
| Tickets = 7
 +
| Tier = 7
 +
| Tonnage = 50
 
| Speed = 375
 
| Speed = 375
  
| Prime = * 2 [[ERSBL|Air ERSBL]]
+
| Price Prime = 66 900
* 2 [[ERMBL|Air ERMBL]]
+
| ArmorT Prime = 19 475
* 2 [[ERLBL]]
+
| Class Prime = Fighter
| Price = 62 400
+
| Engine Prime = GM 200
| ArmorT Prime = 21 000
+
| Maneuver Prime = 7.9
| Prime Equip = * [[GECM|Air GECM]]
+
| MaxSpeed Prime = 480
* 6 [[DHS]]
+
| TurnSpeed Prime = 255
* 0 [[free tons]]
+
| Weapons Prime = <ul>
 +
<li>2x [[ERSL|Air ERSL]]
 +
<li>2x [[ERML|Air ERML]]
 +
<li>2x [[ERLL|Air ERLL]]
 +
</ul>
 +
| Equip Prime = <ul>
 +
<li>[[EOptics]]
 +
<li>[[GECM|Air GECM]]
 +
<li>6 [[DHS]]
 +
<li>0 [[free tons]]
 +
<li>8.5t [[Armor]]
 +
</ul>
  
| A = * 2 [[Tbolt|Air TBolt]]
+
| Price A = 66 250
* 2 [[RAC2|Air RAC2]]
+
| ArmorT A = 19 475
| PriceA = 63 250
+
| Class A = Fighter
| ArmorT A = 21 000
+
| Engine A = GM 200
| A Equip = * [[BAP]]
+
| Maneuver A = 7.9
* 1 [[DHS]]
+
| MaxSpeed A = 480
* 2 [[free tons]]
+
| TurnSpeed A = 255
 +
| Weapons A = <ul>
 +
<li>2x [[Tbolt|Air TBolt]]
 +
<li>2x [[RAC2|Air RAC2]]
 +
</ul>
 +
| Equip A = <ul>
 +
<li>[[BAP]]
 +
<li>1 [[DHS]]
 +
<li>2 [[free tons]]
 +
<li>8.5t [[Armor]]
 +
</ul>
  
| B = * 4 [[MXPL|Air MXPL]]
+
| Price B = 63 000
* 1 [[NARC]]
+
| ArmorT B = 19 475
| PriceB = 59 000
+
| Class B = Fighter
| ArmorT B = 21 000
+
| Engine B = GM 200
| B Equip = * [[BHP]]
+
| Maneuver B = 7.9
* 4 [[DHS]]
+
| MaxSpeed B = 480
* 2 [[free tons]]
+
| TurnSpeed B = 255
 +
| Weapons B = <ul>
 +
<li>4x [[MXPL|Air MXPL]]
 +
<li>1x [[NARC]]
 +
</ul>
 +
| Equip B = <ul>
 +
<li>[[BHP]]
 +
<li>4 [[DHS]]
 +
<li>2 [[free tons]]
 +
<li>8.5t [[Armor]]
 +
</ul>
  
| C = * 3 [[ERMBL|Air ERMBL]]
+
| Price C = 85 750
* 1 [[SSRM6|Air SSRM6]]
+
| ArmorT C = 17 576
* 1 [[LBX10]]
+
| Class C = Attacker
* 2 [[Bomb#Laser-Guided|Bomb (LG)]]
+
| Engine C = GM 200
| PriceC = 74 400
+
| Maneuver C = 6.8
| ArmorT C = 19 000
+
| MaxSpeed C = 459
| C Equip = * [[EOptics]]
+
| TurnSpeed C = 260
* [[BHP]]
+
| Weapons C = <ul>
* 3 [[DHS]]
+
<li>1x [[LPL|Air LPL]]
* 1 [[free tons]]
+
<li>1x [[SSRM6|Air SSRM6]]
 +
<li>2x [[LBX5|Air LBX5]]
 +
<li>2x [[Bomb#Laser-Guided|Bomb (LG)]]
 +
</ul>
 +
| Equip C = <ul>
 +
<li>[[EOptics]]
 +
<li>[[BAP]]
 +
<li>2 [[DHS]]
 +
<li>0 [[free tons]]
 +
<li>7.5t [[Armor]]
 +
</ul>
  
| D = * 2 [[MRM20|Air MRM20]]
+
| Price D = 68 700
* 2 [[ERMBL|Air ERMBL]]
+
| ArmorT D = 17 576
* 2 [[Bomb#Cluster|Bomb (CL)]]
+
| Class D = Attacker
| PriceD = 57 600
+
| Engine D = GM 200
| ArmorT D = 19 000
+
| Maneuver D = 6.8
| D Equip = * 5 [[DHS]]
+
| MaxSpeed D = 459
* 2 [[free tons]]
+
| TurnSpeed D = 260
 +
| Weapons D = <ul>
 +
<li>2x [[MRM20|Air MRM20]]
 +
<li>2x [[MXPL|Air MXPL]]
 +
<li>2x [[Bomb#Cluster|Bomb (CL)]]
 +
</ul>
 +
| Equip D = <ul>
 +
<li> [[GECM|Air GECM]]
 +
<li>7 [[DHS]]
 +
<li>0 [[free tons]]
 +
<li>7.5t [[Armor]]
 +
</ul>
  
| E = * 2 [[UAC5|Air UAC5]]
+
| Price E = 77 500
* 2 [[SSRM6|Air SSRM6]]
+
| ArmorT E = 17 576
* 2 [[Bomb#High Explosive|Bomb (HE)]]
+
| Class E = Attacker
| PriceE = 72 500
+
| Engine E = GM 200
| ArmorT E = 19 000
+
| Maneuver E = 6.8
| E Equip = * 1 [[DHS]]
+
| MaxSpeed E = 459
* 2 [[free tons]]
+
| TurnSpeed E = 260
 +
| Weapons E = <ul>
 +
<li>2x [[UAC5|Air UAC5]]
 +
<li>2x [[SSRM6|Air SSRM6]]
 +
<li>2x [[Bomb#High Explosive|Bomb (HE)]]
 +
</ul>
 +
| Equip E = <ul>
 +
<li>1 [[DHS]]
 +
<li>2 [[free tons]]
 +
<li>7.5t [[Armor]]
 +
</ul>
  
| F = * 2 [[SRM6|Air SRM6]]
+
| Price F = 73 000
* 2 [[PPC]]
+
| ArmorT F = 16 625
* 2 [[Bomb#High Explosive|Bomb (HE)]]
+
| Class F = Bomber
| PriceF = 71 400
+
| Engine F = GM 200
| ArmorT F = 17 000
+
| Maneuver F = 5.5
| F Equip = * 4 [[DHS]]
+
| MaxSpeed F = 444
* 6 [[free tons]]
+
| TurnSpeed F = 265
 +
| Weapons F = <ul>
 +
<li>2x [[SRM6|Air SRM6]]
 +
<li>2x [[ERPPC]]
 +
<li>2x [[Bomb#High Explosive|Bomb (HE)]]
 +
</ul>
 +
| Equip F = <ul>
 +
<li>6 [[DHS]]
 +
<li>4 [[free tons]]
 +
<li>7t [[Armor]]
 +
</ul>
  
| G = * 1 [[LXPL]]
+
| Price G = 68 600
* 2 [[MXPL|Air MXPL]]
+
| ArmorT G = 16 625
* 1 [[UAC10|Air UAC10]]
+
| Class G = Bomber
* 2 [[Bomb#Cluster|Bomb (CL)]]
+
| Engine G = GM 200
| PriceG = 73 000
+
| Maneuver G = 5.5
| ArmorT G = 17 000
+
| MaxSpeed G = 444
| G Equip = * 3 [[DHS]]
+
| TurnSpeed G = 265
* 3 [[free tons]]
+
| Weapons G = <ul>
 +
<li>2x [[ERML|Air ERML]]
 +
<li>2x [[LRM10|Air LRM10]]
 +
<li>1x [[UAC10|Air UAC10]]
 +
<li>2x [[Bomb#Cluster|Bomb (CL)]]
 +
</ul>
 +
| Equip G = <ul>
 +
<li>2 [[DHS]]
 +
<li>4 [[free tons]]
 +
<li>7t [[Armor]]
 +
</ul>
  
| H = * 2 [[LRM10|Air LRM10]]
+
| Price H = 82 000
* 1 [[iNARC]]
+
| ArmorT H = 16 625
* 1 [[LtGauss|Air LtGauss]]
+
| Class H = Bomber
* 2 [[Bomb#Laser-Guided|Bomb (LG)]]
+
| Maneuver H = 5.5
| PriceH = 70 000
+
| MaxSpeed H = 444
| ArmorT H = 17 000
+
| TurnSpeed H = 265
| H Equip = * 2 [[DHS]]
+
| Weapons H = <ul>
* 5 [[free tons]]
+
<li>2x [[LtGauss|Air LtGauss]]
-1t Armor
+
<li>1x [[MXPL|Air MXPL]]
 +
<li>1x [[NARC]]
 +
<li>2x [[Bomb#Laser-Guided|Bomb (LG)]]
 +
</ul>
 +
| Equip H = <ul>
 +
<li> [[GECM|Air GECM]]
 +
<li>2 [[DHS]]
 +
<li>3 [[free tons]]
 +
<li>7t [[Armor]]
 +
</ul>
  
| Armor B = 7412
+
| Armor B = 6976
| Armor LRW = 3088
+
| Armor LRW = 3081
| Armor E = 4324
+
| Armor E = 3953
| Armor T = 3088
+
| Armor T = 2384
 +
 
 +
| Version153 = 0.16.1
 
}}
 
}}
<!--Stats current for 0.8.5
+
 
Fluff current for 0.8.2-->
+
The Corsair presents a very slender profile from most angles, allowing it to dodge inbound fire more easily. Despite the cockpits extremely rearward position, it has excellent visibility.
{{Stub}}
+
 
The '''Corsair''' is a 50 ton [[Inner Sphere]] [[Aerospace]] fighter that was released with MWLL version 0.6.0.  
+
Above landing speeds, a ventral wing deploys between the engine and cockpit. Care should be taken when flying low, as this wing can catch on objects and turn the Corsair into a lawn dart.
 +
 
 +
Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 3 different classes.
 +
 
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
{{Section out of date|0.8.5}}
+
 
 
===Prime===
 
===Prime===
The Corsair Prime variant is a capable Fighter, with one of the most dazzling arrays of Energy weapons in the skies. Lasers abound, starting at 800m with a pair of [[ERLBL]], for longest range poking. Next come a pair of [[ERMBL|Air ERMBL]] for 500m engagement and more efficiency. Finishing off, a pair of tiny [[ERSBL|Air ERSBL]] provide quick refresh at short range. This is a high accuracy Fighter that gets steadily more dangerous as it closes in, but only the  [[ERMBL|Air ERMBL]] and [[ERLBL]] are safe to use against ground targets without risk of collision. [[GECM|Air GECM]] keeps a low profile, but 6 DHS will struggle to handle alpha strikes.
+
The Corsair Prime variant is a capable Fighter, with one of the most dazzling arrays of Energy weapons in the skies. Lasers abound, starting at 800m with a pair of [[ERLL]], for longest range poking. Next come a pair of [[ERML]] for 650m engagement and more efficiency. Finishing off, a pair of tiny [[ERSL]] provide quick refresh at short range. This is a high accuracy Fighter that gets steadily more dangerous as it closes in, but only the  [[ERML|Air ERML]] and [[ERLL]] are safe to use against ground targets without risk of collision. [[GECM|Air GECM]] keeps a low profile, but 6 DHS will struggle to handle alpha strikes.
  
 
===Variant A===
 
===Variant A===
The A Variant of the Corsair is an even more dedicated Fighter platform, but sacrifices almost all Air to Ground capability. Its primary weapons are a pair of [[RAC2|Air RAC2]], spitting a wall of lead out to 800M. Backing this up are two heavy hitting [[Tbolt|Air TBolt]] launchers, and 2 free tons of ammo. [[BAP]] helps lock faster and keep the eyes open for assets far away. The [[Tbolt|Air TBolt]] will deal heavy damage and pursue very quickly, but are slower turning than other missiles and very weak against ground targets. This is best used to hunt and kill Air targets with impunity
+
The A Variant of the Corsair is an even more dedicated Fighter platform, but sacrifices almost all Air to Ground capability. Its primary weapons are a pair of [[RAC2|Air RAC2]], spitting a wall of lead out to 800M. Backing this up are two heavy hitting [[Tbolt|Air TBolt]] launchers, and 2 [[free tons]] of ammo. [[BAP]] helps lock faster and keep the eyes open for assets far away. The [[Tbolt|Air TBolt]] will deal heavy damage and pursue very quickly, but are slower turning than other missiles and very weak against ground targets. This is best used to hunt and kill Air targets with impunity
  
===Variant B===
+
===Variant B - ''"Cobra"''===
A different flavour of firepower from the A, the Corsair B Fighter trades lead and missiles for pure Wattage. Primary weapons are a quartet of [[MXPL|Air MXPL]], delivering a constant stream of energy out to 600m. Backing this up is a [[NARC]] launcher with 2 free tons, for some ground support capabilities, and [[BHP]] gives first class radar detection. While DPS is through the roof during a chase, on strafing runs performance is limited against ground targets. 4 DHS will cope with the heat in most circumstances.
+
A different flavour of firepower from the A, the "'''''Cobra'''''" Fighter trades lead and missiles for pure Wattage. Primary weapons are a quartet of [[MXPL|Air MXPL]], delivering a constant stream of energy out to 600m. Backing this up is a [[NARC]] launcher with 2 [[free tons]], for some ground support capabilities, and [[BHP]] gives first class radar detection. While DPS is through the roof during a chase, on strafing runs performance is limited against ground targets. 4 DHS will cope with the heat in most circumstances.
  
===Variant C===
+
===Variant C - ''"Ostrogoth"''===
 
+
The "'''''Ostrogoth'''''" is an Attacker-class aircraft pairing high-power anti-air weapons with precision air-to-ground munitions making it an excellent bomber interceptor. The powerful 2x [[LBX5|Air LBX5]] backed up with a [[SSRM6|Air SSRM6]] can savage enemy aircraft, and the single [[LPL|Air LPL]] can take out engines at range. A pair of [[Bomb#Laser-Guided|laser guided bombs]] allow it to cripple high value ground targets, though it carries no self-guidance and must rely on allies. 2 [[DHS]] to help with the heat. [[EOptics]] plus [[BAP]] allows it to spot inbound threats from further away. The "'''''Ostrogoth'''''" is agile enough to take on heavy aircraft like the [[Shiva]] and [[Visigoth]], but it is not suited for turn fighting with lighter aircraft or Fighters. It is most effective when supporting allied Fighters. Wheels up!
Do you like gatling guns? Do you like firing a nearly non-stop stream of lead at your opponents? Is your team being constantly harassed by [[VTOL]]s or [[Shiva]]s? Then this is the plane for you! Carrying three [[RAC2]]s, one on each wing and the third under the nose, the Corsair C excels at carving up enemy air assets and can pose a serious threat to certain land assets, namely light '[[Mech]]s or tanks. With three free tons, ammo dependencies aren't as big of an issue as at first glance; however, this Corsair will need to spend time reloading during extended air patrols.
 
 
 
Perhaps the C's biggest weakness is its lack of heat sinks, limiting use of the built-in booster/afterburner common to all planes in MWLL. It is recommended to limit booster use as much as possible in this variant.
 
 
  
 
===Variant D===
 
===Variant D===
 +
The Corsair D Attacker-class aircraft carries area-denial weaponry; twin scatter-shot [[MRM20|Air MRM20]] launchers allow it sandblast the armor off enemy battlemechs and gib battlearmor, and twin [[Bomb#Cluster|Cluster bombs]] can damage entire formations with careful bombing. A pair of [[ERML|Air MXPL]] give it some token point defense. While it is relatively cheap aircraft, it is often more suited for dealing with slower targets that appear later in a match. [[GECM]] for easing on its radar signature.
  
 
===Variant E===
 
===Variant E===
 +
The Corsair E is the last Attacker-class aircraft similar to the "D" but mounting the longer range 2x [[UAC5|Air UAC5]] allowing it to strike out against Ground Units as well as Aero. Dual [[SSRM6|Air SSRM6]] means getting up close and personal while commencing your bombing run with Two [[Bomb|High-Explosive Bombs]]. Two [[Free ton|Extra Tons of Ammo]] an added [[DHS]] and 7.5 tons [[Armor]]. What more could a pilot ask for.
  
 
===Variant F===
 
===Variant F===
 +
The premier Inner Sphere mid-game bomber, the Corsair F Bomber-class aircraft can cripple slower ground targets at the cost of being helpless against aircraft. A pair of wing mounted [[ERPPC]] and fuselage-mounted duo of [[SRM6|Air SRM6]] give it potent direct firepower. Two [[Bomb#High Explosive|High explosive bombs]] allow it to send just about any mech back to the repair pad with careful flying. 4 [[free tons]] of ammo are available for either the SRM or bombs. While deadly to ground assets, the Corsair F is all but harmless to other aircraft, and is too sluggish to dodge their fire.
  
 
===Variant G===
 
===Variant G===
 +
The Corsair G, the least expensive Bomber designed to come in hot firing all the way. Two [[LRM10|Air LRM10]] start the softening up process. While they are reloading the Dual [[UAC10|Air UAC10]] opens up with heart pounding destruction. Finally 2x [[ERML|Air ERML]] takes advantage of the holes you just created. By now you are in position to release the infamous Dual [[Bomb|Cluster Bombs]] reshaping the landscape to liking. Dual [[DHS]] for laser heat and get this FOUR [[Free ton| Extra Tons of Ammo]]. Life is Good! Due to the nature of Air LRMs, pilots need to pay special attention to the Air LRM10s. In order to fire all 10 missiles, the pilot must click 2 times and the next salvo of missiles will not load until all 10 missiles have been fired. Inattentive pilots may find themselves in an attack run where they only launch 5 missiles from each of their Air LRM10s because they failed to empty all of the missiles from the previous salvo.
  
 
===Variant H===
 
===Variant H===
 +
The Corsair H, the most expensive Bomber in this trio. It has [[LtGauss|Air LtGauss]] in a dual configuration. Knowing how to lead this weapon takes practice to land every shot, but can be very rewarding making the pilot capable of taking out individual components on enemy targets from extreme ranges. Next up is the [[NARC|Narc Missile Beacon]] making the Corsair H unique among all of the aircraft in that it can provide reliable targeting for it's own [[Bomb|Laser-Guided Bomb]]s. No other aircraft has NARC and [[Bomb|Laser-Guided Bomb]]s. The H has a single [[MXPL|Air MXPL]] that provides a little extra damage on high-risk bombing runs and functions as a backup weapon when fighting heavier less maneuverable bombers. [[GECM|Air GECM]] increases enemy [[lock on]] time, reducing the risks during these bombing runs, but will not prevent enemies from spotting the Corsair H before the NARC has landed. Two [[DHS]] helps to keep things cool. Three [[Free ton|Extra Tons of Ammo]] to be used as the battle dictates, usually 3 [[Bomb|Laser-Guided Bomb]]s. Happy Hunting - You Bet.
 +
{{Commentbox
 +
| Comment1=For a risky, maximum damage attack run, first fire the [[Bomb|Laser-Guided Bomb]]s at high speed at 1500m out from the target, then cut the throttle to zero. Keep your reticle very near or on your target. Second, shoot the target with the dual [[LtGauss|Air LtGauss]]. Third, start firing the Corsair H's backup weapon, a single [[MXPL|Air MXPL]]. Fourth, fly the Corsair H slow enough to get a lock with it's [[NARC|Narc Missile Beacon]]. Fifth, fire both of the Corsair H's [[Bomb|Laser-Guided Bomb]]s again and simultaneously fire a second salvo from the dual [[LtGauss|Air LtGauss]]. In most attack runs, pilots will find a second salvo from their [[LtGauss|Air LtGauss]] impractical. At this point the Corsair H has likely taken a lot of damage and may still be drawing a lot of enemy fire, so despite a pilot's desire to fly out to 1200m and get in one last shot with the dual [[LtGauss|Air LtGauss]], it is often best to just fire the last [[Bomb|Laser-Guided Bomb]] in the general direction of the NARCed target and flee.
 +
| Writer1= - Warlord Kentax }}
  
===Variant I===
+
==History==
The '''''Ostrogoth'''''  
+
The '''Corsair''' is a 50 ton [[Inner Sphere]] [[Aerospace]] fighter that was released with MWLL version 0.6.0.
 
 
==Variant Evaluations==
 
{{Section out of date|0.8.5}}
 
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>
 
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_blue"
 
! 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-->
 
|}
 
  
  
Line 238: Line 234:
 
Designed by SLDF forces as an easy-to-refit aerospace fighter, the Corsair became a very common design, and a favorite medium fighter of the Federated Suns. However, its history was marked by many casualties, as the first 8 versions of the Corsair contained various flaws related to fuel tank, life support systems, and landing gear. Still, this fighter had an advantage in atmospheric combat, and an impressive load-out of energy weapons saw the Corsair enter into common service.  
 
Designed by SLDF forces as an easy-to-refit aerospace fighter, the Corsair became a very common design, and a favorite medium fighter of the Federated Suns. However, its history was marked by many casualties, as the first 8 versions of the Corsair contained various flaws related to fuel tank, life support systems, and landing gear. Still, this fighter had an advantage in atmospheric combat, and an impressive load-out of energy weapons saw the Corsair enter into common service.  
  
The Corsair's main purpose was to engage in combat in nearly any conditions, and withstand intense battle while striking the enemy with its quad Small Beam Lasers, 2 Medium Beam Lasers and 2 Large Lasers. This load relied on 13 tons of heat sinks which allow the Corsair to constantly fire its weapons. Meanwhile, 13.5 tons of armor provided protection against [[AA]]-fire. The 50 ton Corsair reached over 18 various versions through its career, and became one of most notable Medium Fighters.
+
The Corsair's main purpose was to engage in combat in nearly any conditions, and withstand intense battle while striking the enemy with its quad Small Beam Lasers, 2 Medium Beam Lasers and 2 Large Lasers. This load relied on 13 tons of heat sinks which allow the Corsair to constantly fire its weapons. Meanwhile, 13.5 tons of armor provided protection against [[AA]]-fire. The 50 ton Corsair reached over 18 various versions through its career, and became one of most notable Medium Fighters. Notable Pilots - Elf, MechWarrior, Fulcrum, Floodinator
<br>[http://www.sarna.net/wiki/Corsair BattleTech Reference]
+
 
 +
Date Introduced 2779 during the Era known as "Star League" (2571 - 2780) - Unit Role: Dogfighter
 +
 
 +
[https://www.sarna.net/wiki/Corsair_(Aerospace_Fighter) BattleTech Reference]
  
 
{{Template:Navbox_Assets_IS}}
 
{{Template:Navbox_Assets_IS}}

Latest revision as of 22:09, 27 July 2023

Corsair
Corsair spin.gif
360v4.png
Corsair.png
360v4.png
Faction Inner Sphere
Ticket cost: 7 upon destruction
Tier: 7
Tonnage: 50 tons
Variant Armament
Variant Weapons Equipment
Prime:
Class: Fighter
Price: 66 900 CBills
Total Armor: 19 475
Maneuverability: 7.9
Max Speed: 480 km/h
Opt. Turning: 255 km/h
A:
Class: Fighter
Price: 66 250 CBills
Total Armor: 19 475
Maneuverability: 7.9
Max Speed: 480 km/h
Opt. Turning: 255 km/h
B:
Class: Fighter
Price: 63 000 CBills
Total Armor: 19 475
Maneuverability: 7.9
Max Speed: 480 km/h
Opt. Turning: 255 km/h
C:
Class: Attacker
Price: 85 750 CBills
Total Armor: 17 576
Maneuverability: 6.8
Max Speed: 459 km/h
Opt. Turning: 260 km/h
D:
Class: Attacker
Price: 68 700 CBills
Total Armor: 17 576
Maneuverability: 6.8
Max Speed: 459 km/h
Opt. Turning: 260 km/h
E:
Class: Attacker
Price: 77 500 CBills
Total Armor: 17 576
Maneuverability: 6.8
Max Speed: 459 km/h
Opt. Turning: 260 km/h
F:
Class: Bomber
Price: 73 000 CBills
Total Armor: 16 625
Maneuverability: 5.5
Max Speed: 444 km/h
Opt. Turning: 265 km/h
G:
Class: Bomber
Price: 68 600 CBills
Total Armor: 16 625
Maneuverability: 5.5
Max Speed: 444 km/h
Opt. Turning: 265 km/h
H:
Class: Bomber
Price: 82 000 CBills
Total Armor: 16 625
Maneuverability: 5.5
Max Speed: 444 km/h
Opt. Turning: 265 km/h
Armor Points Distribution
B
LW
RW
E
T
6976
3081
3081
3953
2384

All stats current as of release 0.16.1


The Corsair presents a very slender profile from most angles, allowing it to dodge inbound fire more easily. Despite the cockpits extremely rearward position, it has excellent visibility.

Above landing speeds, a ventral wing deploys between the engine and cockpit. Care should be taken when flying low, as this wing can catch on objects and turn the Corsair into a lawn dart.

Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 3 different classes.


Roles and Gameplay Hints

Prime

The Corsair Prime variant is a capable Fighter, with one of the most dazzling arrays of Energy weapons in the skies. Lasers abound, starting at 800m with a pair of ERLL, for longest range poking. Next come a pair of ERML for 650m engagement and more efficiency. Finishing off, a pair of tiny ERSL provide quick refresh at short range. This is a high accuracy Fighter that gets steadily more dangerous as it closes in, but only the Air ERML and ERLL are safe to use against ground targets without risk of collision. Air GECM keeps a low profile, but 6 DHS will struggle to handle alpha strikes.

Variant A

The A Variant of the Corsair is an even more dedicated Fighter platform, but sacrifices almost all Air to Ground capability. Its primary weapons are a pair of Air RAC2, spitting a wall of lead out to 800M. Backing this up are two heavy hitting Air TBolt launchers, and 2 free tons of ammo. BAP helps lock faster and keep the eyes open for assets far away. The Air TBolt will deal heavy damage and pursue very quickly, but are slower turning than other missiles and very weak against ground targets. This is best used to hunt and kill Air targets with impunity

Variant B - "Cobra"

A different flavour of firepower from the A, the "Cobra" Fighter trades lead and missiles for pure Wattage. Primary weapons are a quartet of Air MXPL, delivering a constant stream of energy out to 600m. Backing this up is a NARC launcher with 2 free tons, for some ground support capabilities, and BHP gives first class radar detection. While DPS is through the roof during a chase, on strafing runs performance is limited against ground targets. 4 DHS will cope with the heat in most circumstances.

Variant C - "Ostrogoth"

The "Ostrogoth" is an Attacker-class aircraft pairing high-power anti-air weapons with precision air-to-ground munitions making it an excellent bomber interceptor. The powerful 2x Air LBX5 backed up with a Air SSRM6 can savage enemy aircraft, and the single Air LPL can take out engines at range. A pair of laser guided bombs allow it to cripple high value ground targets, though it carries no self-guidance and must rely on allies. 2 DHS to help with the heat. EOptics plus BAP allows it to spot inbound threats from further away. The "Ostrogoth" is agile enough to take on heavy aircraft like the Shiva and Visigoth, but it is not suited for turn fighting with lighter aircraft or Fighters. It is most effective when supporting allied Fighters. Wheels up!

Variant D

The Corsair D Attacker-class aircraft carries area-denial weaponry; twin scatter-shot Air MRM20 launchers allow it sandblast the armor off enemy battlemechs and gib battlearmor, and twin Cluster bombs can damage entire formations with careful bombing. A pair of Air MXPL give it some token point defense. While it is relatively cheap aircraft, it is often more suited for dealing with slower targets that appear later in a match. GECM for easing on its radar signature.

Variant E

The Corsair E is the last Attacker-class aircraft similar to the "D" but mounting the longer range 2x Air UAC5 allowing it to strike out against Ground Units as well as Aero. Dual Air SSRM6 means getting up close and personal while commencing your bombing run with Two High-Explosive Bombs. Two Extra Tons of Ammo an added DHS and 7.5 tons Armor. What more could a pilot ask for.

Variant F

The premier Inner Sphere mid-game bomber, the Corsair F Bomber-class aircraft can cripple slower ground targets at the cost of being helpless against aircraft. A pair of wing mounted ERPPC and fuselage-mounted duo of Air SRM6 give it potent direct firepower. Two High explosive bombs allow it to send just about any mech back to the repair pad with careful flying. 4 free tons of ammo are available for either the SRM or bombs. While deadly to ground assets, the Corsair F is all but harmless to other aircraft, and is too sluggish to dodge their fire.

Variant G

The Corsair G, the least expensive Bomber designed to come in hot firing all the way. Two Air LRM10 start the softening up process. While they are reloading the Dual Air UAC10 opens up with heart pounding destruction. Finally 2x Air ERML takes advantage of the holes you just created. By now you are in position to release the infamous Dual Cluster Bombs reshaping the landscape to liking. Dual DHS for laser heat and get this FOUR Extra Tons of Ammo. Life is Good! Due to the nature of Air LRMs, pilots need to pay special attention to the Air LRM10s. In order to fire all 10 missiles, the pilot must click 2 times and the next salvo of missiles will not load until all 10 missiles have been fired. Inattentive pilots may find themselves in an attack run where they only launch 5 missiles from each of their Air LRM10s because they failed to empty all of the missiles from the previous salvo.

Variant H

The Corsair H, the most expensive Bomber in this trio. It has Air LtGauss in a dual configuration. Knowing how to lead this weapon takes practice to land every shot, but can be very rewarding making the pilot capable of taking out individual components on enemy targets from extreme ranges. Next up is the Narc Missile Beacon making the Corsair H unique among all of the aircraft in that it can provide reliable targeting for it's own Laser-Guided Bombs. No other aircraft has NARC and Laser-Guided Bombs. The H has a single Air MXPL that provides a little extra damage on high-risk bombing runs and functions as a backup weapon when fighting heavier less maneuverable bombers. Air GECM increases enemy lock on time, reducing the risks during these bombing runs, but will not prevent enemies from spotting the Corsair H before the NARC has landed. Two DHS helps to keep things cool. Three Extra Tons of Ammo to be used as the battle dictates, usually 3 Laser-Guided Bombs. Happy Hunting - You Bet.

Player Comments:
For a risky, maximum damage attack run, first fire the Laser-Guided Bombs at high speed at 1500m out from the target, then cut the throttle to zero. Keep your reticle very near or on your target. Second, shoot the target with the dual Air LtGauss. Third, start firing the Corsair H's backup weapon, a single Air MXPL. Fourth, fly the Corsair H slow enough to get a lock with it's Narc Missile Beacon. Fifth, fire both of the Corsair H's Laser-Guided Bombs again and simultaneously fire a second salvo from the dual Air LtGauss. In most attack runs, pilots will find a second salvo from their Air LtGauss impractical. At this point the Corsair H has likely taken a lot of damage and may still be drawing a lot of enemy fire, so despite a pilot's desire to fly out to 1200m and get in one last shot with the dual Air LtGauss, it is often best to just fire the last Laser-Guided Bomb in the general direction of the NARCed target and flee.
- Warlord Kentax


History

The Corsair is a 50 ton Inner Sphere Aerospace fighter that was released with MWLL version 0.6.0.


Canon

Designed by SLDF forces as an easy-to-refit aerospace fighter, the Corsair became a very common design, and a favorite medium fighter of the Federated Suns. However, its history was marked by many casualties, as the first 8 versions of the Corsair contained various flaws related to fuel tank, life support systems, and landing gear. Still, this fighter had an advantage in atmospheric combat, and an impressive load-out of energy weapons saw the Corsair enter into common service.

The Corsair's main purpose was to engage in combat in nearly any conditions, and withstand intense battle while striking the enemy with its quad Small Beam Lasers, 2 Medium Beam Lasers and 2 Large Lasers. This load relied on 13 tons of heat sinks which allow the Corsair to constantly fire its weapons. Meanwhile, 13.5 tons of armor provided protection against AA-fire. The 50 ton Corsair reached over 18 various versions through its career, and became one of most notable Medium Fighters. Notable Pilots - Elf, MechWarrior, Fulcrum, Floodinator

Date Introduced 2779 during the Era known as "Star League" (2571 - 2780) - Unit Role: Dogfighter

BattleTech Reference