Difference between revisions of "Harasser"

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(Variant D - "Mr. Toast & Go")
(Variant D - "Mr. Toast & Go")
 
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</ul>
 
</ul>
  
| Price C = 43 000
+
| Price C = 41 000
| ArmorT C = 18 124
+
| ArmorT C = 15 364
 
| Engine C = GM 120 Classic II I.C.E
 
| Engine C = GM 120 Classic II I.C.E
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>6x [[SXPL]]
+
<li>3x [[TBolt5]]
 +
<li>1x [[NARC]]
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
<li>[[EOptics]]
+
<li>0 [[HS]]
<li>[[GECM]]
+
<li>2 [[free ton]]
<li>5 [[HS]]
+
<li>5t [[Armor]]
<li>0 [[free tons]]
 
<li>6t [[Armor]]
 
 
</ul>
 
</ul>
  
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</ul>
 
</ul>
  
| Price E = 37 500
+
| Price E = 38 000
 
| ArmorT E = 15 364
 
| ArmorT E = 15 364
 
| Engine E = GM 120 Classic II I.C.E
 
| Engine E = GM 120 Classic II I.C.E
Line 95: Line 94:
 
</ul>
 
</ul>
  
| Price F = 36 100
+
| Price F = 36 200
 
| ArmorT F = 15 364
 
| ArmorT F = 15 364
 
| Engine F = GM 120 Classic II I.C.E
 
| Engine F = GM 120 Classic II I.C.E
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>1x [[TBolt10]]
+
<li>4x [[LPPC]]
<li>2x [[LPPC]]
 
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
<li>1 [[HS]]
+
<li>2 [[HS]]
<li>1 [[free ton]]
+
<li>0 [[free tons]]
 
<li>5t [[Armor]]
 
<li>5t [[Armor]]
 
</ul>
 
</ul>
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| Hull = 1565
 
| Hull = 1565
| Armor T = 2861
 
 
| Armor F = 3366
 
| Armor F = 3366
 
| Armor S = 2524
 
| Armor S = 2524
 
| Armor B = 2524
 
| Armor B = 2524
 +
| Armor T = 2861
  
| Version132 = 0.13.3
+
| Version153 - 0.16.1
 
}}
 
}}
  
<!--Fluff current for 0.11.0-->
+
The '''Harasser''' is an [[Inner Sphere]] light [[hovercraft]]. Very low [[tier|tier 2]] helps earn [[C-Bills]] quickly. Weak armor, extremely fast, flips over easily (use [[suspension kick]], reverse throttle, and wiggling the turret into the ground to flip back over). Let go of the '''[Left Shift]''' [[boost]] to regain stability and make tighter turns. Typically a great [[backcapper]]. Can climb very steep terrain.
The '''Harasser''' is an [[Inner Sphere]] light [[hovercraft]]. It has weak armor but helps compensate for this with a [[GECM]] to mask its movements, and a [[BAP]] to locate foes at a distance. When an enemy is detected the Harasser may outrun enemy thanks to its high speed and acceleration. A Harasser is the fastest ground unit available, giving it a chance to choose when and how to fight - by the time it is noticed, it may have already fired and flitted away. The Harasser combines its speed with very nimble handling, capable of out-turning the [[Owens]]. However, it suffers greatly on rough terrain, as the Harasser's high center of mass causes it to behave erratically and flip over easily.
 
 
 
''A unique feature of Harasser is it's extreme speed. It allows the Harasser to outrun many of the other [[assets]] in the game, get to very distant bases in [[terrain control]], and climb very steep terrain. However, because of this speed, it can be difficult to make controlled turns even when the 163km/h [[boost]] isn't engaged.''
 
  
  
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===Prime===
 
===Prime===
 
{{Starter}}
 
{{Starter}}
The Prime variant is used for Mech support, packing twin [[SSRM6]] launchers backed up with a [[GECM]] package. Well suited for open terrain, this variant works best at circling the enemy, pumping SSRM fire into the enemy to shake them up. A skilled pilot can arc the SSRMs over cover, fire on the retreat, and use the Harasser's body itself to set up optimal firing solutions. As with all Harassers, it is an fragile asset and will melt under return fire; pilots should strive to be unnoticed.
+
A [[skirmisher]], fairly good at [[hit-and-run]] attacks and disrupting enemies using [[chain-fired]] [[SSRM6]]s.
  
 
===Variant A===
 
===Variant A===
 
{{Starter}}
 
{{Starter}}
The A variant is used for long range support. It's double [[LRM10]]s are able to inflict damage at significant range, while its very high speed protects it from nearly any attempt of an attack. The best method to destroy it is to approach stealthily on passive radar until 900m, and then to attack with long-range direct-fire weapons such as [[Gauss]] or [[ERPPC]].
+
Poor choice in the [[early game]] on most maps. Helpless in [[close combat]]. Good [[fire-support]] [[starter]] in the [[mid game]] when there are active [[TAG]] or [[NARC]]s.
  
 
===Variant B===
 
===Variant B===
 
{{Starter}}
 
{{Starter}}
Featuring 2 [[MXPL]] and 2 [[ML]], this variant is suited to sitting on the sidelines, slicing off limbs. Damage drops off when mobile, however, as the Harasser is exceptionally difficult to keep steady.
+
Amazing [[medium range]] [[fire-support]] asset. Excellent at [[arming]] enemies. Easy [[heat management]].
  
===Variant C - ''"Sparkle"''===
+
===Variant C===
 
{{Starter}}
 
{{Starter}}
The  "'''''Sparkle'''''", is essentially a poor man's [[Epona]]. Surpassing some of the more expensive Clan hovercraft in raw firepower, 6 [[SXPL]]s firing continuously will easily core the most heavily armored of enemies. Sparkle will readily toe it with any light, most mediums, and, in the hands of an experienced pilot, is entirely capable of feeling any Heavy or Assault mech. This, combined with [[GECM]], and enough heat sinks to fire for a good half a minute without pause, the Harasser C spells shiny red doom for its enemies.
+
Great [[self-NARCing]] [[fire-support]] [[asset]]. [[TBolt5]]s struggle to track fast moving targets in the [[early game]]. Becomes a better [[starter]] choice in the [[mid game]] when more allies can take advantage of [[NARC]]s. Group fire the TBolts if the enemy has [[LAMS]].
  
 
===Variant D - ''"Mr. Toast & Go"''===
 
===Variant D - ''"Mr. Toast & Go"''===
 
{{Starter}}
 
{{Starter}}
The [[Harasser]] D "'''''Mr. Toast & Go'''''" comes with more high-risk than other variants because it mounts 4 extremely close range [[flamers]] which can shut down any mech that does not have plenty of heat sinks, and can even cause mechs to overheat and explode. Traveling in pairs enables them to completely shut down a mech. These units are hyper-lethal and should be focus-fired from extreme range, though its [[GECM]] often leaves precious little warning of its approach. Three [[SRM2]] helps to ensure a  Lethal Blow.
+
Poor [[starter]] choice in the [[early game]]. Flamers don't make many [[C-bills]], so the D Works better in the [[late game]] when killing enemies for [[tickets]] and saving one's own tickets is more important. [[Overheat]] enemies with the flamers so that allies can kill them more easily. Take advantage of [[power down|powered down]] enemies and shoot them in the [[back torso]] with the [[SRM2]]s.
  
 
===Variant E===
 
===Variant E===
 
{{Starter}}
 
{{Starter}}
The Harasser E is a low budget early game supporting brawling unit, which is best used in conjunction with teammates. A single [[LBX5|Lubalin Ballistics-X AutoCannon]] along with [[EOptics|Enhanced Optics]] allows it to pepper foes at long range while the [[LXPL|Large X-Pulse Laser]] roars into life at 750 meters with continous laser fire. Keeping the laser focused on one spot will surely inflick massive amounts of damage, but beware of your tempreture as it is very easy to generate dangerous heat levels with sustained firing.
+
Amazing [[long range]] [[fire-support]] [[starter]].
  
 
===Variant F===
 
===Variant F===
 
{{Starter}}
 
{{Starter}}
A powerful punch for such a small asset - a Single [[Tbolt10]] is bad news for lights and mediums, and a real nuisance to heavies up to assaults if ignored. Paired with two [[LPPC]], you can pump out more damage than a [[PPC]], albeit at much shorter range. This kit of splash damage weapons make this an excellent starter, considering splash is particularly effective against light and medium mechs with small, compact bodies. Both [[Thunderbolt]] and [[LPPC]] offer screenshake, as well - and a wise pilot will use that to their advantage to make the most of their precious 5 tons of armor. Be wary of early tanks, however- who will laugh at your splash damage and quickly end your hover career if you cant outmaneuver or disrupt their fire.
+
Great [[skirmisher]]. [[Chain fire|Chain firing]] helps maximize [[screen shake]] and manage [[heat]] while [[group fire]] works better for [[hit-and-run]] tactics.
  
 
===Variant G===
 
===Variant G===
Sacrificing [[armor]] and [[Electronic Warfare|electronics]] to become the ultimate glass cannon, this variant features an upsized engine that allows it to outpace practically every other asset in game. The G clocks in at '''144 km/h''' (216 km/h while [[boosting]]. Its twin [[Short Range Missiles|SRM6 launchers]] may make it seem undergunned, but they pack an extremely painful punch capable of posing a moderate threat to starter assets and allow the G to get in some good damage in late game team fights where it is likely to be ignored.
+
Excellent [[mid game]] [[backcapper]] and somewhat capable [[skirmisher]]. Lower [[armor]] and higher speed than other Harssers ('''144 km/h''', 216 km/h while [[boosting]]).
 
 
Due to its weaker armor and higher speeds, this variant should never stay still and always exploit its high speed to dodge incoming fire. Hit and run tactics are essential for utilizing this variant to its fullest potential. It is advised to avoid using the boost when making sharp turns, entering water, and uneven terrain as the G is easily flipped upside down.
 
  
 
==Canon==
 
==Canon==
The Harassers were extremely cheap to manufacture, and were produced in large numbers, as they were incorporated into the Galleon Light Tank units within the Free World League. Its best defensive strategy is to use its speed. Harasser can run circles around heavier BattleMechs and making it a much harder target to hit.  
+
The Harassers were extremely cheap to manufacture, and were produced in large numbers, as they were incorporated into the Galleon Light Tank units within the Free World League. Its best defensive strategy is to use its speed. Harasser can run circles around heavier BattleMechs and making it a much harder target to hit. Notable Pilots -  BloodRaven - MERC, firestorm - MERC, AutumnCelery - MERC, [W-R] b0b - MERC, Kell - MERC
  
 
Date Introduced 2811 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Striker
 
Date Introduced 2811 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Striker

Latest revision as of 06:54, 12 September 2023

Harasser
Harasser spin.gif
360v2.png
Harasser.png
360v2.png
Class: Hovercraft
Faction Inner Sphere
Ticket cost: 1 upon destruction
Tier: 2
Tonnage: 25 tons
Speed:

109 km/h (163 km/h with boost)

Turret rotation: 360°
Turret pitch: -10° to +70°
Variant Armament
Variant Weapons Equipment
Prime:
Price: 42 200 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
A:
Price: 39 500 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
B:
Price: 35 800 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
C:
Price: 41 000 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
D:
Price: 39 600 CBills
Total armor: 19 506
Engine: GM 120 Classic II I.C.E
E:
Price: 38 000 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
F:
Price: 36 200 CBills
Total armor: 15 364
Engine: GM 120 Classic II I.C.E
G:
Price: 45 000 CBills
Total armor: 13 985
Engine: GM 205 Classic II I.C.E
Speed: 144 km/h
Boost Speed: 216 km/h
Armor Points Distribution
H
L
R
F
T
B
1565
2524
2524
3366
2861
2524

All stats current as of release 0.15.3

The Harasser is an Inner Sphere light hovercraft. Very low tier 2 helps earn C-Bills quickly. Weak armor, extremely fast, flips over easily (use suspension kick, reverse throttle, and wiggling the turret into the ground to flip back over). Let go of the [Left Shift] boost to regain stability and make tighter turns. Typically a great backcapper. Can climb very steep terrain.


Roles and Gameplay Hints

Prime

Starter Asset

A skirmisher, fairly good at hit-and-run attacks and disrupting enemies using chain-fired SSRM6s.

Variant A

Starter Asset

Poor choice in the early game on most maps. Helpless in close combat. Good fire-support starter in the mid game when there are active TAG or NARCs.

Variant B

Starter Asset

Amazing medium range fire-support asset. Excellent at arming enemies. Easy heat management.

Variant C

Starter Asset

Great self-NARCing fire-support asset. TBolt5s struggle to track fast moving targets in the early game. Becomes a better starter choice in the mid game when more allies can take advantage of NARCs. Group fire the TBolts if the enemy has LAMS.

Variant D - "Mr. Toast & Go"

Starter Asset

Poor starter choice in the early game. Flamers don't make many C-bills, so the D Works better in the late game when killing enemies for tickets and saving one's own tickets is more important. Overheat enemies with the flamers so that allies can kill them more easily. Take advantage of powered down enemies and shoot them in the back torso with the SRM2s.

Variant E

Starter Asset

Amazing long range fire-support starter.

Variant F

Starter Asset

Great skirmisher. Chain firing helps maximize screen shake and manage heat while group fire works better for hit-and-run tactics.

Variant G

Excellent mid game backcapper and somewhat capable skirmisher. Lower armor and higher speed than other Harssers (144 km/h, 216 km/h while boosting).

Canon

The Harassers were extremely cheap to manufacture, and were produced in large numbers, as they were incorporated into the Galleon Light Tank units within the Free World League. Its best defensive strategy is to use its speed. Harasser can run circles around heavier BattleMechs and making it a much harder target to hit. Notable Pilots - BloodRaven - MERC, firestorm - MERC, AutumnCelery - MERC, [W-R] b0b - MERC, Kell - MERC

Date Introduced 2811 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Striker

Battletech Reference