Difference between revisions of "Thanatos"
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| Engine B = PlasmaStar 375 XL | | Engine B = PlasmaStar 375 XL | ||
| Weapons B = <ul> | | Weapons B = <ul> | ||
− | <li>1x [[ArrowIV]] | + | <li>1x [[ArrowIV|ArrowIV-C]] |
<li>1x [[ERLL]] | <li>1x [[ERLL]] | ||
<li>2x [[LBX2]] | <li>2x [[LBX2]] | ||
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| Armor B = 6240 | | Armor B = 6240 | ||
| Armor LRA = 5460 | | Armor LRA = 5460 | ||
+ | | Armor LRL = 7489 | ||
| Armor INT = 4493 | | Armor INT = 4493 | ||
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− | | | + | | Version153 = 0.16.1 |
}} | }} | ||
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The Thanatos Prime packs an [[Energy Weapon]]-heavy loadout consisting of an 2 [[ERLL]]s and 2 [[ERML]]s. This diverse array of [[Lasers]] lends the Prime variant decent damage capabilities at nearly any range, and when supplemented by its [[MRM30]], the Thanatos Prime can put alot of hurt on a target very quickly. [[GECM]] and [[C3]] allows it to stay relatively concealed while sharing its radar information with allies, while [[JJ|Standard Jump Jets]] afford it additional maneuverability and [[Gameplay Tactics#Poptarting|poptarting]] capabilities. The Prime variant has excellent combat longevity due to both its large Energy Weapon arsenal, as well as the free ton for MRM30 reloads; however, with only 6 [[DHS]], it suffers a bit when it comes to heat management. Also, due to the [[MRM30]]s long reload time and relatively challenging use, the Prime typically deals less damage over time compared to the other variants so Mechwarriors should be wary of not trying to bite off more than one can chew. | The Thanatos Prime packs an [[Energy Weapon]]-heavy loadout consisting of an 2 [[ERLL]]s and 2 [[ERML]]s. This diverse array of [[Lasers]] lends the Prime variant decent damage capabilities at nearly any range, and when supplemented by its [[MRM30]], the Thanatos Prime can put alot of hurt on a target very quickly. [[GECM]] and [[C3]] allows it to stay relatively concealed while sharing its radar information with allies, while [[JJ|Standard Jump Jets]] afford it additional maneuverability and [[Gameplay Tactics#Poptarting|poptarting]] capabilities. The Prime variant has excellent combat longevity due to both its large Energy Weapon arsenal, as well as the free ton for MRM30 reloads; however, with only 6 [[DHS]], it suffers a bit when it comes to heat management. Also, due to the [[MRM30]]s long reload time and relatively challenging use, the Prime typically deals less damage over time compared to the other variants so Mechwarriors should be wary of not trying to bite off more than one can chew. | ||
− | 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 A - ''"Big Iron"''=== | ===Variant A - ''"Big Iron"''=== | ||
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===Variant B=== | ===Variant B=== | ||
− | The [[Inner Sphere|Inner Sphere's]] only part time Arrow | + | The [[Inner Sphere|Inner Sphere's]] only part-time Arrow [[asset]], the Thanatos B sports a single [[Cluster ArrowIV]] launcher, backed by a duo of [[LBX2]]s and an [[ERLL]]. The Arrow launcher, with all of its quirks, forces the B's operation to revolve around it. In order to get [[target lock]]s, because the B lacks any improved [[radar]], it is necessary to [[crouch]] or make use of the B's impressive [[Self NARCing]] ability with its 900m-[[range]]d [[iNARC]] launcher. When enemies charge the B, although it has the [[armor]] and [[twist|360° torso twist]] to be an effective [[damage spreader]], it lacks the weaponry to defend itself. Charging enemies call for a swift retreat, and thanks to the B's 360° torso twist, it can more than adequately [[kite]] enemies and pepper them with LBX, Arrows, and laser fire as it runs away. When operating at a distance from allies, the B greatly benefits from [[NARC]] or [[TAG]] [[support]] from allies, and greatly benefit from increased [[battlefield awareness]] on a high vantage point. Such high points are accessible by the B, thanks to its [[JJ]]s. [[Dumb-firing]] the ArrowIVs is certainly an option, although with diminished effectiveness. With only two [[DHS]] the B struggles with [[heat]] from using all of its weapons in concert with its JJs and as such, benefits from some modestly restrained jumping or withholding the ERLL when jumping to fire Arrows from a higher elevation. |
===Variant C - ''"Judo"''=== | ===Variant C - ''"Judo"''=== | ||
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===Variant E=== | ===Variant E=== | ||
− | This one is as "[[Gameplay Tactics#Poptarting|poptart]]" as one gets. The 2 [[SRM2]] launchers are there to threaten enemy's aim rather than its welfare. To maximize this effect the pilot is advised to fire them in succession of the other weapons instead of at once. Utilizing this break for the other two weapon groups, the cool [[LBX5|LB 5-X]] trio and the [[ERPPC]], are best used interchangeably as they become ready to fire. It goes without saying that this deadly ballet is rather a game of tough nerves than one of who shoots the fastest. Especially with the ever hot [[ERPPC]] on the table. The two main weapon groups both converge on 900 meters making thus the range slightly below 900m its sweet spot or a kill zone for slower targets. Cutting no slack for flyers or fast movers, the [[LBX5|LB 5-X]] trio’s pellets move notably faster than a ppc bolt, meaning less target leading is required. The LBX also receives a bonus against flying targets and tanks. The weary pilot is advised to remember; firing both weapon types and simultaneously using its [[JJ| | + | This one is as "[[Gameplay Tactics#Poptarting|poptart]]" as one gets. The 2 [[SRM2]] launchers are there to threaten enemy's aim rather than its welfare. To maximize this effect the pilot is advised to fire them in succession of the other weapons instead of at once. Utilizing this break for the other two weapon groups, the cool [[LBX5|LB 5-X]] trio and the [[ERPPC]], are best used interchangeably as they become ready to fire. It goes without saying that this deadly ballet is rather a game of tough nerves than one of who shoots the fastest. Especially with the ever hot [[ERPPC]] on the table. The two main weapon groups both converge on 900 meters making thus the range slightly below 900m its sweet spot or a kill zone for slower targets. Cutting no slack for flyers or fast movers, the [[LBX5|LB 5-X]] trio’s pellets move notably faster than a ppc bolt, meaning less target leading is required. The LBX also receives a bonus against flying targets and tanks. The weary pilot is advised to remember; firing both weapon types and simultaneously using its [[JJ|Improved Jump Jets]] ends up heavily taxing the two [[DHS]]. All in all, the E is a formidable, far reaching mech, ideal for a seasoned pilot who keeps an eye on his heat when the push comes to shove. |
===Variant F=== | ===Variant F=== | ||
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===Variant G=== | ===Variant G=== | ||
− | Very few mechs' can make a single [[Gauss]] rifle look so good. Two cool [[ERLL]] complement the [[Gauss]] pinpoint accuracy, and the [[LRM10]] batter and shake any attempts to return fire. This variant shines brightest floating around the 800-900m mark, persistently chewing through mechs while shrugging off return fire with its tremendous armor. [[Jump_Jets|Jump Jets]], [[GECM]] and 86kph mean | + | Very few mechs' can make a single [[Gauss]] rifle look so good. Two cool [[ERLL]] complement the [[Gauss]] pinpoint accuracy, and the [[LRM10]] batter and shake any attempts to return fire. This variant shines brightest floating around the 800-900m mark, persistently chewing through mechs while shrugging off return fire with its tremendous armor. [[Jump_Jets|Jump Jets]], [[GECM]] and 86kph mean you're a menace across the map, always able to position yourself wherever your enemies want you least. As a bonus, this chassis can effectively handle [[aerospace]] as well, considering your entire arsenal has strong AA capabilities, and well timed jumps can both keep you safe from enemy bombs, and knock out enemy bombers who dare fly too low. This variant should be careful to avoid engagements with fast, close range brawlers, who can close into an uncomfortably close distance where your relatively low DPS' exceptional range means nothing. |
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==Canon== | ==Canon== |
Latest revision as of 08:37, 5 September 2023
Thanatos | ||
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Class: | Heavy Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 11 upon destruction | |
Tier: | 12 | |
Tonnage: | 75 tons | |
Speed: | 85 km/h | |
Torso yaw: | 360° | |
Torso pitch: | -34° to +40° while standing -35° to +49° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 87 100 CBills Total armor: 68 325 Engine Size: PlasmaStar 375 XL |
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A: Price: 90 700 CBills Total armor: 65 128 Engine Size: PlasmaStar 375 XL |
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B: Price: 86 800 CBills Total armor: 65 128 Engine Size: PlasmaStar 375 XL |
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C: Price: 89 600 CBills Total armor: 69 926 Engine Size: PlasmaStar 375 XL |
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D: Price: 92 300 CBills Total armor: 69 926 Engine Size: PlasmaStar 375 XL |
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E: Price: 87 600 CBills Total armor: 65 128 Engine Size: PlasmaStar 375 XL |
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F: Price: 84 650 CBills Total armor: 65 128 Engine Size: PlasmaStar 375 XL |
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G: Price: 86 500 CBills Total armor: 65 128 Engine Size: PlasmaStar 375 XL |
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Armor Points Distribution | ||
|
All stats current as of release 0.16.1
The Thanatos is a large, powerful, Inner Sphere Heavy Mech. With its heavy armor, wide array of Weapons, and high speed and maneuverability for an IS heavy Mech, with 360° torso twist, the Thanatos is a formidable Mech marred by its bulky, wide chassis and occasional Heat problems. All variants of the Thanatos come with varied pieces of Equipment, making it a very adaptable Mech capable of excelling in nearly any combat situation. Particularly, EVERY Thanatos come with hard mounted GECM, making them excellent options if avoiding radar detection is of utmost importance. However, it is important to note that the Thanatos has a very large and very noticeable profile; it's relatively tall and extremely wide, making it easy to spot from a distance, as well as somewhat limiting the types of cover it can effectively utilize.
Contents
Roles and Gameplay Hints
Prime
The Thanatos Prime packs an Energy Weapon-heavy loadout consisting of an 2 ERLLs and 2 ERMLs. This diverse array of Lasers lends the Prime variant decent damage capabilities at nearly any range, and when supplemented by its MRM30, the Thanatos Prime can put alot of hurt on a target very quickly. GECM and C3 allows it to stay relatively concealed while sharing its radar information with allies, while Standard Jump Jets afford it additional maneuverability and poptarting capabilities. The Prime variant has excellent combat longevity due to both its large Energy Weapon arsenal, as well as the free ton for MRM30 reloads; however, with only 6 DHS, it suffers a bit when it comes to heat management. Also, due to the MRM30s long reload time and relatively challenging use, the Prime typically deals less damage over time compared to the other variants so Mechwarriors should be wary of not trying to bite off more than one can chew.
Note: This asset has both C3 and GECM, meaning there is no benefit to using passive radar except when covered by allied AECM.
Variant A - "Big Iron"
The A variant is a fearsome mid-range fighter, stripping Heat Sinks and weaponry in order to cram in a mighty HGauss. Supplemented by 4 ERMLs, the Thanatos A is an excellent Mech in finishing-off the heavily damaged opponents. Added LAMS and GECM systems also afford it decent survivability. Improved Jump Jets can make it a devastating ambusher when used with Passive Radar. Although note the LAMS will break stealth on any enemy rockets passing by. Heat can be a bit of a concern, as the Thanatos A mounts only 2 extra Dual Heat Sinks, and though carrying 2 free tons, ammo can be a serious concern as this only affords a total of 18 HGauss rounds(6 loaded, 12 extra). The greatest weakness of this variant is its greatest strength - The Heavy Gauss mounted on its left arm is a very easy target with little armor, it is the first thing observant pilots shoot at. After losing its primary gun, this variant becomes relatively harmless. Players are advised to regularly spread damage to the A's right side. For players not needing the A's impressive maneuverability, the Avatar C may be a better choice, as it retains far more firepower after losing its Heavy Gauss arm. Players that don't need the extra armor or jump jets may find the Avatar C to be a better, more heavily-armed choice.
Variant B
The Inner Sphere's only part-time Arrow asset, the Thanatos B sports a single Cluster ArrowIV launcher, backed by a duo of LBX2s and an ERLL. The Arrow launcher, with all of its quirks, forces the B's operation to revolve around it. In order to get target locks, because the B lacks any improved radar, it is necessary to crouch or make use of the B's impressive Self NARCing ability with its 900m-ranged iNARC launcher. When enemies charge the B, although it has the armor and 360° torso twist to be an effective damage spreader, it lacks the weaponry to defend itself. Charging enemies call for a swift retreat, and thanks to the B's 360° torso twist, it can more than adequately kite enemies and pepper them with LBX, Arrows, and laser fire as it runs away. When operating at a distance from allies, the B greatly benefits from NARC or TAG support from allies, and greatly benefit from increased battlefield awareness on a high vantage point. Such high points are accessible by the B, thanks to its JJs. Dumb-firing the ArrowIVs is certainly an option, although with diminished effectiveness. With only two DHS the B struggles with heat from using all of its weapons in concert with its JJs and as such, benefits from some modestly restrained jumping or withholding the ERLL when jumping to fire Arrows from a higher elevation.
Variant C - "Judo"
The "Bully's" flying twin brother, separated at birth, the "Judo" sports an onslaught of rattling close range firepower. The Judo caries the AC20, a most formidable ballistic weapon by itself, accompanied by a trio of LPPCs and a modest SSRM6. All three weapons deliver considerable screen shake. Four DHS help keep the Judo running cool while firing all of its weapons and enable the Judo's Improved Jump Jets in a pinch. It is strongly advised to chain fire the Judo's Light PPCs to aid in cooling and to provide continual screen shake. Two Free tons of ammo give the Judo substantial staying power. One ton of AC20 ammo and one ton of SSRM ammo should be sufficient. While the Bully is capable of laying down much greater burst damage and DPS, the Judo's continual screen shake gives it an even longer lifespan on the battlefield beyond what its extremely heavy armor would otherwise grant it.
Variant D - "The Bully"
Nicknamed "The Bully" , Thanatos D will charge you at your weakest moment and turn you into slag while laughing off your attempts to retaliate. The Bully is equipped with an LBX20 on one arm, a DSRM6 on the other, and a trio of MPLs split evenly between its side torsos and LBX arm. Four DHS give the Bully reasonable cooling, but players will often find themselves having to choose between firing the MPLs or expending some Coolant. The remaining tonnage is enough for 3 free tons of ammo and can keep its weapons fed for a good while, without completely relieving it of ammo woes. Players are advised to purchase one ton of LBX ammo and two tons of SRM ammo. The Bully's DPS is so high that it can often take on Assault Mechs and live.
Variant E
This one is as "poptart" as one gets. The 2 SRM2 launchers are there to threaten enemy's aim rather than its welfare. To maximize this effect the pilot is advised to fire them in succession of the other weapons instead of at once. Utilizing this break for the other two weapon groups, the cool LB 5-X trio and the ERPPC, are best used interchangeably as they become ready to fire. It goes without saying that this deadly ballet is rather a game of tough nerves than one of who shoots the fastest. Especially with the ever hot ERPPC on the table. The two main weapon groups both converge on 900 meters making thus the range slightly below 900m its sweet spot or a kill zone for slower targets. Cutting no slack for flyers or fast movers, the LB 5-X trio’s pellets move notably faster than a ppc bolt, meaning less target leading is required. The LBX also receives a bonus against flying targets and tanks. The weary pilot is advised to remember; firing both weapon types and simultaneously using its Improved Jump Jets ends up heavily taxing the two DHS. All in all, the E is a formidable, far reaching mech, ideal for a seasoned pilot who keeps an eye on his heat when the push comes to shove.
Variant F
While the F is the cheapest Thanatos variant available, it is by no means worth overlooking. The F can easily pump out damage on par with its more popular and expensive brothers. The Long Range Missile 20 is nothing to scoff at, delivering screen shake and whittling away the armor of approaching enemies. The F relies on its GECM to protect it from enemy radar during the LRM20's long lock on time, which itself is somewhat shortened thanks to BAP. Providing some minor medium range damage, the F has two Extended Range Medium Lasers. Once the F comes into brawling range, its two Extended Range Small Lasers and massive Ultra Auto-Cannon 20 can make quick work of other brawlers that were weakened by the F's LRM20. The F functions best when utilizing its 360 degree torso twist on open maps like Dune or Death Valley where the F can kite its enemies between 350m and 160m to keep all of its weapons in range and out of minimum range. With only 2 free tons of ammo the F has limited staying power and will have to make frequent return trips for ammo.
Variant G
Very few mechs' can make a single Gauss rifle look so good. Two cool ERLL complement the Gauss pinpoint accuracy, and the LRM10 batter and shake any attempts to return fire. This variant shines brightest floating around the 800-900m mark, persistently chewing through mechs while shrugging off return fire with its tremendous armor. Jump Jets, GECM and 86kph mean you're a menace across the map, always able to position yourself wherever your enemies want you least. As a bonus, this chassis can effectively handle aerospace as well, considering your entire arsenal has strong AA capabilities, and well timed jumps can both keep you safe from enemy bombs, and knock out enemy bombers who dare fly too low. This variant should be careful to avoid engagements with fast, close range brawlers, who can close into an uncomfortably close distance where your relatively low DPS' exceptional range means nothing.
Canon
The Thanatos was designed as the first OmniMech of StarCorps Industries to be sold for Lyran Alliance or Armed Forces of the Federated Suns, though neither of them was interested in a new Omni design by the time prototype was ready. Because of large investment in R&D the chassis could not be abandoned easily, so the company management decided to transform it into a regular BattleMech. And so in 3061 a Mech made to duplicate Thor capabilities hit the market.
The Thanatos, with maximum speed of 86 km/h and a jump range of 150m, is very maneuverable for a heavy BattleMech, making it a superb cavalry unit. Base weaponry includes an MRM20 launcher with 2 tons of spare ammunition, an Extended Range Large Laser, 2 Extended Range Medium Lasers, a single Medium Pulse Laser and an impressive set of electronics including an ECM Suite, a C3 slave and Jump Jets. 13 tons of armor gave this Mech respective defense. Notable Pilots - _Recoil_ - CL, ognajD - MERC, Bleihamster - MERC, ouch - MERC
Date Introduced 3061 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Skirmisher